When I was conducting research on VR to help with my wireframes, I stumbled upon I very good presentation of product designers at Oculus discussing the UI and UX of Virtual Reality. The designers talked about elements I hadn’t thought of when it came to VR, such as text block width, curved UI and motion flow. These are an example of the characteristics they talked about throughout the video, which helped with the overall simplicity of the Oculus Rift design. The video is lengthly, but nevertheless a really good watch.

Another interesting point they covered was the colour. They stated to “avoid using white whites and black blacks” in the designs. What this means is that, don’t use a bright white colour for background or text or a dark black. Instead include a dimmer looking white or a grey colour for the background. In this way, the user isn’t overwhelmed or experiencing eye pain by the brightness of the system. This is an example of the many important problems they raise throughout the presentation. This one in particular stood out for me, because being a young person with average healthy eye sight, I would assume that a dark black and bright white would be a great contrast to use in my design, as it helps the content stand out for all users. From this however, perhaps I was wrong.

In the end, I will use this video as a reference for my design throughout, especially for a time when I need guidance on a specific problem.

https://youtu.be/braV_c4M8oI