SIGGRAPH is the world’s largest, most influential annual conference and exhibition in computer graphics and interactive techniques. The first SIGGRAPH conference was in 1974 and now the conference is attended by tens of thousands of computer graphics professionals. SIGGRAPH VR Theatre showcases top VR movies and experiences, submitted by artists around the world, honoring the evolution of computer graphics technology.
How might we reimagine the traditional VR booth, and bridge the real and VR worlds, while reflecting the 2018 SIGGRAPH theme "Generation"?
"After considering some of the core issues and frictions facing the Leica M System, we asked ourselves: How can we connect people with the brand and give them confidence in buying Leica M? How can we clearly illustrate to users what sets the Leica M System apart from its competitors?"
Modern workers suffer from decision fatigue, information overload,poverty of self-regulation, distraction.
Mindfulness Practice has been shown to enhance the concentration, alleviate stress and anxiety, increase productivity.
Designing a conference experience is a huge challenge for the team. We applied the "double diamond process" to diverse our ideas then converge solutions by testing the technology and the resources. I lead the team with the service design approach to smooth the touch points among the attendees, organizers, and the technical support team. I also work closely with developers to co-develop the ideas within Unity.
To begin addressing the friction, we organized research into a stakeholder’s map. Here, we examined the relationship between photographers, Leica stores, and third-party retailers.
We then envisioned how this app can help improve Leica M’s brand position in the marketplace and among its competitors.
SWOT model (strengths, weaknesses, opportunities, and threats) was used to analyze Leica’s competencies and challenges in a more comprehensive way.
We created journey frameworks that visually illustrate an individual customer’s needs, the series of interactions that are necessary to fulfill those needs, and the resulting emotional states a customer experiences throughout the process.
Through using this app, customers can understand the unique benefits of the M System while being introduced to Leica’s vibrant community. Enthusiasts of Leica can explore different lenses and models and be inspired from the rich content of the M Magazine.
Reduce the friction encountered by potential customers who want to try before they buy, which may lead to more sales; Updated content from the M Magazine connects users to the Leica brand and encourages them to be a part of the Leica community.
The design language used throughout our platform was inspired by Leica’s existing style which uses red, white, and black.We included handwritten stroke icons to represent the human touch of the photographer and to symbolize the fact that Leica M cameras and lenses are handcrafted. The overlapping of the Photo Stories pages act as a metaphor for flipping through the pages of a magazine.The calligraphy style of the button introduces the human element to the mechanical process of the Leica M system. Representing an organic but elegant aspect that can only be done by the precision of human hands.
Swiping offers users the opportunity move through the app quickly to uncover additional information without a typical on-screen target to focus on. The action of swiping through stories from the side was inspired by the act of flipping through the pages of a magazine.
The ring used to switch between different M System model is based on the focus ring tab, unique to analogue cameras. As the users rotates this ring from side to side the image of the camera gets blurry, representing a change in focus.
Early prototypes landed in utilizing physical devices like Amazon Alexa and Phillips Hue Light System.
We demoed our initial prototypes and tested with awesome folks from Telus Innovation Lab, Spaces, WeWork, Metalab, Accenture, SFU, CMPNY.
By visiting the physical environment in the office we researched, we realized that physical setup requires more investment in maintaining and strict regulations. So we pivoted our solution into something ingenious that won't heavily rely on the physical environment.
Also, I captured an insight from the people we interviewed:
"I don't want to add extra time on mindfulness/meditation into my daily routine, it just takes too much effort."
That's why we pivoted to the Chrome Extension that recommends digestible micro mindfulness that adapts to people's daily routine.
Testing is the only way to support us iterate and polish our ideas. I was so excited to see multiple projectors projected a full cylinder of the huge space. It provides us the "wow" moment to move on with the direction that combines the real-world projection mapping with the virtual world inside the headset.
During the development phase, we largely tested the headset experience with more than 40 people. We added break sessions to increase the comfort level during the overall 45 mins theatre experience. Motion sickness is improved by slowing down the focus point (The SIGGRAPH moiré pattern) in the virtual space.
It's time to wrap up our plan within a shared artifact: our journey map. This helped us communicate with all stakeholders to deliver a cohesive conference experience at the end.
2017 SIGGRAPH VR Theatre
The experience only stays in the virtual world.
2018 SIGGRAPH VR Theater
Seamless experience through both real and virtual world. Service design level fidelity.
We successfully delivered the VR Theatre at SIGGRAPH 2018 Vancouver. From Aug 12-16, 2018 over 16,500 people from around the world attended the conference. The VR Theatre was a ticketed event inside the conference and was sold out for all 4 days, with waitlisted lines for people just in case someone didn’t show. The experience will extend to SIGGRAPH Los Angeles and Tokyo in 2019 and 2020.
The whole thing was a great success with very positive feedback. Colleagues overheard hallway conversations with people recommending the VR Theatre to complete strangers.”
– Yangos, Creative Director at 2018 SIGGRAPH Computer Animation Festival
“The app was demonstrated to our North American Financial Services leadership, and we’re now in the process of taking the app to another client that wishes to up-skill their estimators.”
— Senior Principal, Accenture Technology
“Classroom learning can be difficult. It’s nice to be able to walk around and physically go inside the vehicle. It’s like getting hands-on training.”
— New Estimator Trainee
“I can definitely see how an application like this will change how we approach training in the future.”
— Estimator Trainer
Continuous testing and respecting the user needs are two core principles I insist on, even with conference or exhibition design that is way beyond the screen design. This project enhanced my understandings of VR and service thinking. The most impressive thing is how people from my graduate school collaborated together with full of compassion and passion.
Three MDM Student Cohorts Work Together To Develop VR Theater at SIGGRAPH