Designing VR experiences in VR

A project I was working on towards the start of this year, just before the world was gripped by the SARS-CoV-2 pandemic was the first time I had used the methodology of virtual desktop set ups in order to create new content. This new tech allows for an individual to position themselves in a virtual working space, with a 360 degree display ability, enhancing productivity, focus and efficiency.

The software I was using was VR Toolbox: 360 Desktop (https://store.steampowered.com/app/488040/VR_Toolbox_360_Desktop/) along with a Steam Index headset.

The ability to have multiple virtual displays supplementing your main real world displays meant that I could do everything from referencing mood boards in the design phase, tracking performance data of an application and read articles when taking a small break from development. Even virtual conferencing and design feedback sessions felt a little more co-operative and present, in which the inhabitants of the virtual space although alone in their own space, shared sentiment of a connected idea.

Of all things however, the focus you receive from shutting yourself off from other visual distractions was one of the main positives for me. For an Artist, reaching flow states is desirable, the realm of effortless but precision free-flowing design, it’s where most of us go on to do our best work. With this set-up I almost definitely entered a lot more of these ‘phases’.

MY SET UP

My main display would contain the core elements which was Unreal Engine, supported by design software on my other main display - either Maya, Substance Suite or any other useful design elements. I would then supplement these with around five other display’s of other useful visual boards, story elements, data and articles. For some people this would not be ideal and it could potentially reverse and be more of a distraction than a sentiment to focus. That’s fine and I know we are all different, sometimes I would even reduce the supplementing displays at times, it’s highly customizable and that’s what makes it great.

I found this worked for me however and 2-3 hour sessions in the headset felt very productive.

THE FUTURE OF WORKING?

Using this tech and seeing it’s upsides and potentials, I couldn’t help but think the world was eventually going to adopt it in greater scale and that it could become a core component for any computer integrated task. In the early parts of lock-down, there was a lot of talk about it’s uses for the new remote working culture, connected working hubs in which people could navigate task’s in a shared space and not just mimic office culture but enhance it.

Some months later, Oculus and Facebook along with their focus on the second generation Quest Headset made Virtual Desktop streaming one of it’s highlights.

It will be interesting to see how this develop’s in the future.

I don’t think I’m one that would advocate a complete replacement of real world interaction, but small stints of focused work cycles is where I see this new tool coming in nicely.

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