UX Design for Virtual Reality

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08
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43
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29
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45% booked
Intermediate

How This Course Will Help Your Career

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    What would you *do* with the  power to change your reality? What *happens* when you combine creativity,  technology and endless possibilities?   - Whether it's a business-to-business experience or whether it's a consumer experience or a game, VR offers the potential for *deep magic*. And I say "the potential," again, because it depends how you use it. - Join us on a journey to discover the full  potential of VR

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    and how to revolutionize user experiences through design. Learn how to apply UX design principles to create immersive and user-centered VR experiences. - You know, in movie-making, how they introduce the main character is really critical. And movie-makers do that in a really clever way. But in VR, you *are* the character in a way, so this is the co-authoring of that first-person viewpoint. The user and the narrative are intertwined. Master the fundamentals of virtual reality and apply them to create your own VR projects.

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    - But *storytelling mechanics* can be brought into serious or consumer VR pieces. Why do we use storytelling? It's because  storytelling narrative techniques can give the user cues, it can help spark emotions, and it can also induce immersion. Explore the new frontier of UX design and  transform the future of user experiences. 

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    - Remember, the enemy here is *boring* and we don't  want to bore our users with such a cool technology.  - Enroll now and become a skilled VR UX designer  shaping the future of digital interactions.

Enter the world of Virtual Reality (VR)—the new frontier of UX design! Immerse yourself in this fascinating course that will equip you with the skills, knowledge, methodologies, and best practices to design compelling, user-friendly and memorable VR experiences with UX design. 

What You Will Learn

  • Gain insights into VR’s exciting landscape and how to transfer UX design principles to this medium. 

  • Grasp the iterative design process, and how to transition from 2D to 3D design paradigms.

  • Master user research and user testing techniques for the VR environment.

  • Discover how to design for presence and immersion through key VR elements such as storytelling, sound design, spatial audio, and emotion design.

  • Learn about the world of social VR, the metaverse and their amazing potential. 

  • Explore interface and interaction design, and how to design user-friendly and engaging interaction in immersive media. 

  • Examine the importance of comfort, safety, and inclusivity in VR, encompassing physical, mental, and emotional domains.

  • Conceptualize, create, and refine VR prototypes. Learn the skills to critically evaluate VR designs with heuristics and usability testing so that they align with industry best practices. 

Virtual reality is a multidimensional universe that invites you to bring stories to life, transform digital interactions, educate with impact and create user-centric and unforgettable experiences. This course equips you with the skills and knowledge to embrace the possibilities and navigate the challenges of virtual reality.

UX Design for Virtual Reality is taught by UX expert Frank Spillers, CEO and founder of the renowned UX consultancy Experience Dynamics. Frank is an expert in the field of VR and AR, and has 22 years of UX experience with Fortune 500 clients including Nike, Intel, Microsoft, HP, and Capital One.

In UX Design for Virtual Reality, you’ll learn how to create your own successful VR experience through UX design. Informed by technological developments, UX design principles and VR best practices, explore the entire VR design process, from concept to implementation. Apply your newfound skills and knowledge immediately though practical and enjoyable exercises.  

In lesson 1, you’ll immerse yourself in the origins and future potential of VR and you’ll learn how the core principles of UX design apply to VR. 

In lesson 2, you’ll learn about user research methods, custom-tailored for the intricacies of VR.

In lesson 3, you’ll investigate immersion and presence and explore narrative, motion and sounds as design tools. 

In lesson 4, you’ll delve into interface and interaction design to create your own user-friendly, compelling and comfortable VR experiences.

In lesson 5, you’ll gain insights into prototyping, testing, implementing VR experiences, and conducting thorough evaluations.

After each lesson you’ll have the chance to put what you’ve learned into practice with a practical portfolio exercise. Once you’ve completed the course, you’ll have a case study to add to your UX portfolio. This case study will be pivotal in your transition from 2D designer to 3D designer. 

Gain an Industry-Recognized UX Course Certificate

Use your industry-recognized Course Certificate on your resume, CV, LinkedIn profile or your website.

Course Certificate example

Our courses and Course Certificates are trusted by these industry leaders:

Our clients: IBM, HP, Adobe, GE, Accenture, Allianz, Phillips, Deezer, Capgemin, Mcafee, SAP, Telenor, Cigna, British Parliament, State of New York

Is This Course Right for You?

This course is suited to a wide range of professionals and is a practical handbook for anyone interested in UX design for virtual reality experiences.

In particular, this course will benefit:

  • Designers looking to develop their skills in an exciting, rapidly-evolving medium.

  • Entrepreneurs who want to diversify or elevate their offerings with virtual reality experiences.

  • Product managers in search of ways to deepen their impact and improve the overall experience and results of their products and services.

  • Anyone with the enthusiasm to explore a new frontier of design and create experiences with endless possibilities. 

Learn and Work with a Global Team of Designers

You’ll join a global community and work together to improve your skills and career opportunities. Connect with helpful peers and make friends with like-minded individuals as you push deeper into the exciting and booming design industry.

Course Overview: What You'll Master

  • Each week, one lesson becomes available.
  • There's no time limit to finish a course. Lessons have no deadlines.
  • Estimated learning time: 16 hours 14 mins spread over 7 weeks .

Lesson 0: Welcome and Introduction

Available once you start the course. Estimated time to complete: 1 hour 44 mins.

Lesson 1: Journey into UX for VR

Available once you start the course. Estimated time to complete: 2 hours 59 mins.

Lesson 2: VR User Research Essentials: From Analysis to Action

Available anytime after May 02, 2025. Estimated time to complete: 2 hours 26 mins.

Lesson 3: How to Design for Immersion and Presence in VR

Available anytime after May 09, 2025. Estimated time to complete: 3 hours 41 mins.

Lesson 4: How to Design Interactions and Interfaces for Immersive VR

Available anytime after May 16, 2025. Estimated time to complete: 2 hours 23 mins.

Lesson 5: From Idea to Interaction: VR Prototyping and Testing

Available anytime after May 23, 2025. Estimated time to complete: 3 hours 0 mins.

Lesson 6: Course Certificate, Final Networking, and Course Wrap-up

Available anytime after May 30, 2025.

How Others Have Benefited

Dean Lodes

Dean Lodes, United States

“The course was well-designed and taught. The knowledge base is very high and well-shared.”


Nilay Gomkale

Nilay Gomkale, India

“The instructor showed clear experience and insight that they shared through the course, conveyed along with excellent examples.”


Marion

Marion, Switzerland

“It is very rich and we learned a lot. I especially appreciated the resources at the end of each lecture.”

How It Works

  1. Take online courses by industry experts

    Lessons are self-paced so you'll never be late for class or miss a deadline.

  2. Get a Course Certificate

    Your answers are graded by experts, not machines. Get an industry-recognized Course Certificate to prove your skills.

  3. Advance your career

    Use your new skills in your existing job or to get a new job in UX design. Get help from our community.

Start Advancing Your Career Now

Join us to take “UX Design for Virtual Reality”. Take other courses at no additional cost. Make a concrete step forward in your career path today.

Advance my career now
UX Design for Virtual Reality
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08
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43
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29
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45% booked
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UX Design for Virtual Reality

1.2 - The Past, Present and Future of Virtual Reality

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UX Design for Virtual Reality

1.4 - The Journey of the UX Design Process in VR

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Ready Player One

Copyright holder: Warner Bros - Appearance time: 00:28 - 00:40

UX Design for Virtual Reality

2.2 - How to Understand User Needs in Virtual Reality

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    Your first instinct with VR is probably to  just dive right In because it's so exciting. That is a normal instinct, so I would forgive  you if that's how you would approach VR.   I did the same thing myself *until* I realized that all the good practices of UX process apply to 3D experiences.

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    Now, let me just clarify – when I say 'user research', there are two sides to user research. So, there's testing – *user testing* – doing  your own, of course, internal testing, a given. And then *user needs analysis* is the second type. And it's actually more powerful than testing because finding out what your actual opportunities and constraints are from your users before you build a thing and then you test it. So, that's why *user needs analysis* is the most important of the two sides.

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    So, why we conduct user research is to  learn about the *domain*, about the *goals*, about the *tasks of our user*. It gives us ideas, by observing what works and what affordances or skeuomorphic ideas, for example, might translate: for example, a door, a virtual door with a doorknob – does that work in VR? And finally *finding your story arc* or those story narrative ideas from your users' work

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    or from their lives and their struggles; that's gold for designing for VR. I mean, basically we use user research to learn about the domain or the area of content that you're working on. And we do this by *interviewing and observing users*. So, testing, we have them go through and test, but that first part of interviewing users and  observing them, so kind of sitting down with them, watching what they're doing.

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    If it's a B2B experience, for example, you want to sit and see how someone does the task and model it in VR and find out how you can make shortcuts and how you can smooth things out and make it even more pleasant. So, when you're doing this first stage of user research, don't worry about the technology yet. Don't worry about how it's going to translate or not translate – just try and understand that space. So, don't worry about the technology when you're doing this, and leverage SME's, Subject Matter Experts, because user research is going to help you understand things like plot

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    and tensions and narrative devices. Make sure, for example, you include people that are new to VR, not just all gamers. Plan also to *test with users at the very end* when you've finished all that and to get that feedback because usually what happens with VRs, it's a work in progress and changes as you go along. Think about *localization or cultural limits*, so make sure that you clarify your personas.

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    Think about cross-cultural confusion or opportunities for improving cultural sensitivity. For example, if you're teaching language, you might not just teach the symbols, but you might try and introduce, what's missing in language learning is *context* – you know – the emotional and social context. That's why it's so difficult to learn languages because you learn in a classroom, but the language is *living* out on the street in that country.

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    It's in an emotional and social context, so VR could bring emotional and social literacy or situations, with those symbols, with that language. You know – maybe you're learning Chinese. Maybe there's like an ancient Chinese story that just sort of appears, the mist in the mountains and there's  a little story that appears related to that character. But bring in cross-cultural aspects.

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    Even think about people that might not be that good at reading. Don't assume everyone's college-educated. Test *speech*, for example, and *accents* across different cultures as well, and other contexts where we've run into limitations.

UX Design for Virtual Reality

2.3 - How to Understand Your VR Users: Techniques for Insights

UX Design for Virtual Reality

2.4 - How to Design for All: Inclusivity in Virtual Reality

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UX Design for Virtual Reality

3.3 - How to Use Narrative as a Design Tool

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UX Design for Virtual Reality

3.5 - Enter the World of Social VR

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