Users will be overwhelmed when the interface is too close | Illustrations by Dan Lehman at Emerson Stone
Creating Proximity
In usability tests across different virtual reality experiences, including a game, an architectural viewer, and a music festival app, the size and scale of the interface played a critical role in a user’s understanding and interactions.
When the interface was too large, or too close, users strained to pull away from the objects instead of interacting with them. Large interfaces establish dominance within a space but do not make users feel comfortable or safe within the environment. Close interfaces invade user’s personal space and crowd out the area where interaction is natural for most people.
In a different test of scale and proximity, three screens were created to display information. They were all the same size relative to the distance from the user—one foot wide at one foot away, ten feet wide at ten feet away, and one-hundred feet wide at one-hundred feet away. The closest interface made users pull back to get a more natural view of the object, and the IMAX-inspired interface did not encourage any interaction from the user after an initial glance. Only the interface at ten feet away invited interaction and a comfortable viewing distance for the user.
Users cannot interact when the interface is too far away | Illustrations by Dan Lehman at Emerson Stone
Along with the interaction tests involving scale, tests with phobia-inducing animals or uncomfortable situations validated a similar “golden rule” around distance. When a snake is twenty-to-thirty feet from the user, there is little threat to one’s self or well being. It is only when the snake crosses closer than about ten feet that the user takes notice and begins to follow the snake, interact with its movements, and believe in the virtual experience. Once the snake gets within a foot, it’s time to take the headset off for the night.
These early experiments around fear and proximity should be considered when creating any game, application or 360° experience. They will make games more immersive, applications more engaging and videos more capable of creating empathy. As designers, consider the scale and the proximity to users as many of the standards from two-dimensional screen design must be reevaluated and expanded to create meaningful content for these virtual worlds.