In mid 2015 the TV and Xbox Incubation group started considering if Xbox OS could be adapted to a VR space. How would the controller work in a VR space? Could you do multiple things at once, like play a game and talk with your friends? How would you access all the content you already have on your Xbox. These questions kicked off a 4 week prototype excersise with storyboards, images, and animations.
Xbox is organized in a classic pivot structure and a content selector operated by the controller. Xbox has employed this pivot and grid model since Xbox 360, and our team decided to mimic the same structure within VR, regardless of the final UI model.
Translating Xbox’s 2d content into a 3d world proved simple enough. The larger problem in user tests proved to be defining scale, familiarity, and context in a potentially limitless space. Key idea involved exploring:
• A living room with content arranged among furniture
• A theater with content surrounding you
• A floating platform
Early investigations started with simple 3d models generated in SketchUp and used for mocking up content experiences. The images were used to simulate the experience of a VR interface and make test some basic assumptions about field of view, content selection, familarity and navigation.
Parallel tasks, like watching a movie and reading a message is one of the core challenges and opportunities with immersive VR. How could other aspects of the Xbox ecosystem like friends and party invites appear in a 3d environment. How could simple things notifications come to life?
The team identified Xbox messaging (chatting with friends, party invites) as a good litmus test for gameplay.
The final design focused on three key problems identified throughtout the prototyping: selecting content, scrolling content, and changing focus. The model closely matched the Xbox OS pivot structure with panels fixed in an open space. This allowed a user to maintain a reliable cursor point in the open space while looking around at adjacent content or events like messaging.
After several tests within Unity 3D, one of the repeating feedbacks was the desire to put down the controller and touch things. Although we had no hardware support at the the time of the prototype, this led us to a final exploration of a touchable ‘tablet’ interface that could support a future hand-based UI.