IEEE VR 2021 Production Design
I was recently asked if I have service design experience and I realized that I have more service design experience than product design experience in VR. Truly, my focus has been on bringing new clients into VR experiences, explaining the benefits and challenges, and customizing a solution for their own needs. I love doing this work!
So here is an example of service design experience that I did for the IEEE VR Conference in 2021.
First, as I stated my remarks at the Opening Ceremony (held at 3:30 a.m. my time, 8:30 a.m. Lisbon, Portugal time), the institution that I worked for pursued getting this particular client because they were an ideal fit with similar mission and demographics. Additionally, both organizations had switched on online conferences in 2020 (IEEE VR to Mozilla Hubs and iLRN to Virbela) and so we shared the common ground of bringing large amounts of users into new virtual spaces. We won the contract to host their posters, doctoral consortium, demo, 3DUI contest, and video presentations on the iLRN Virtual Campus powered by Virbela. (The rest of their program was handled on Zoom, YouTube, and Twitch.) We had approximately 2 months prep time and worked directly with organizers from Portugal, New Zealand, and the US - drawing together meetings, tours, and set up times across multiple time zones.
My support was being online to help with registrations, account access with translation to virtual access, technical support inside the virtual reality spaces, and providing options when the organizers wanted to dream up something new on the spot.
And did they dream! Out of this one 7 day event, 3 brand new in-VR conference events started and I was part of all of them.
All of these events had a theme to them: they used the basic affordances of the platform and put those pieces together in a new way.
Said another way, these events were not pushing the VR boundary. They used the VR platform in ways it could perfectly perform and thus the execution was great! Think: using basic legos, not a kit, to build something like the Millennium Falcon.
Treasure Hunt Ready Player 21
Just a few weeks before the conference opened, our island gained the ability to passcode spaces. This meant that users needed to enter a code into a pop-up box in order to teleport or arrive in a specific space (usually a meeting room). One of the conference organizers, Rob Lindeman, listened as we described the basic features of the passcode system and he realized that he could create a treasure hunt game. He called it Ready Player 21.
http://www.lindeman.com/vr2021/live.shtml (This landing page has 1,211 hits as of October 13, 2021. Rob documents that it had over 900 hits just during the treasure hunt game.)
“If you are seeing or reading this, it means I am dead…I mean I am an avatar, and so are you. My name is James HOLIDAY.
I have created a set of puzzles for you to solve. Each puzzle results in a key that you can use to unlock a secret room within the campus, where you will find clues to finding the next key. There are four keys in all, and the first person to find all four of them and reach the final room will receive an extra special prize.
Half a billion...No, wait...I mean an NVIDIA GeForce RTX 3090 graphics card!
There are leader boards displayed around the campus, and each time someone finds a key, their name will be added to the leaderboard, along with the time of earning the key.
If you would like to take part in this adventure, please use the QR code that you find below.
Good luck!*”
As I was part of the support crew, I could not participate to win the prize but I had fun visiting the first 2 rooms to check out their function and I actually solved the puzzles! (I’m good at lateral thinking.)
When the treasure hunt game opened, there were QR codes placed around the Campus inside of images and participants ran around collecting them-- mistakenly thinking that just collecting QR codes would win the game. The QR codes, however, were only the START of the game. The actual puzzles were inside the passcoded rooms.
The hunt ran about 4 days.
I was proud to witness that a woman, Xioadan Hu, won the game and this screenshot shows us in the winning puzzle room as we were taking her celebrating photo, with a research colleague. I asked her how she completed all of the puzzles and she said “you just have to be very detail-oriented!” I’m sure she’s going on to great things. There was great envy for the graphics card that she won because the COVID-19 pandemic had curtailed graphic card production.
Speed Networking
The next experience was dreamed up and put into action in just a few hours. One of the organizers, Francisco Simoes, had realized that we could make for them a large office space of 36 offices that each had private sound (sound restricted to inside that space). So with some added Portugal theming and a few ground rules, we instituted “Scientific Speed Dating” when networkers could just show up and meet new people every few minutes. Everyone at the conference was invited so this was a great time for students to meet potential colleagues or new research contacts!
The VR affordances that we used were:
- Sound isolated rooms connected by open office spaces.
- “Flat sound” or sound all of the same volume transmitted through the entire space
- The ability to send a “room notification” to every avatar in the space notifying them of time remaining or time to switch rooms.
So remember those spaces:
An office is a sound isolated space with walls, ceiling, floors, and a door. You could see into the office from outside.
A team suite is a group of offices bound together by a common floor. Sound is NOT spatial or isolated, sound is flat so therefore "traffic control" could be done by voice by being in one spot and describing or saying a number and you could be heard a hallway away.
The ground rules were very easy and I was drafted to be the Master of Ceremonies so I kept repeating these rules all through the hour.
Rule 1: Find an office.
Rule 2:
- If there is no one in it, go in it!
- If there is one person in it, go in it!
- If there are 2 people in, don’t go in it! (Find another office.)
Networking was for 5 total minutes: 4 minutes to meet/greet, then a 1 minute warning to exchange contact info.
At the 5 minute point, the person who was first into that office stayed and the person who arrived 2nd stood up and walked to a new office.
Given that this was an international conference, instructions had to be as simple as possible.
We had “Hall Monitors” of sorts, really just roving volunteers, who would call out if an office had only one person waiting to network. We discovered that numbered offices, therefore, were better than named offices because folks could navigate by looking for a increasing or decreasing number.
In all, the event was a great success! We actually ran it twice with 36 available offices. That meant capacity of 72 attendees and we pulled in ~50 for the first session and ~35 for the second (including some repeat attendees!)
Kent Bye commented that it was “One of the best virtual conf activities I’ve seen”
Flash Mob
The final event took advantage of the VR affordance that Virbela empowers every avatar to dance. From the F7 dance command to longer robot dancing, it didn’t take long for the IEEE VR organizers to realize that if everyone synchronized their dancing, it would look like a flash mob.
We put a flash mob on the agenda and LOTS of folks showed up! I took a video and Kent Bye led the instructions.
https://twitter.com/kentbye/status/1377718061231349760?s=20
Conclusion
Working with the volunteers and conference committee was great! We often worked simultaneously in multiple systems: Discord, Virbela, etc. In a classy maneuver, the conference chair, Joaquim Jorge, also made sure that he treated his volunteers with the utmost respect, dancing with them, inviting them to virtual drinks at the rooftop bar, and trusting them completely with projects like organizing volunteer coverage.
The combined effort led to the LARGEST IEEE VR conference ever!
In summary, the design experience used the basic affordances of the platform, passcoded rooms, sound-isolated rooms, and dancing avatars, and created unique and successful VR events. It was not the case that we imported unique objects or transported the users to phantasmagorical locations. The entire Virbela platform is a software download that looks very traditionally like conference and meeting rooms. But it was taking the basic building blocks and imagining them in new ways that was the key to this success.
A good design lesson for me and I hope, for you!
Check out IEEE VR 2022 set for Christchurch, New Zealand!
#ServiceDesign #ExperienceDesign #VRExperienceDesign #VirtualEvents #VR #IEEE #IEEEVR #virbela #ResearchConference #OnlineConferences #TreasureHunt #FlashMob #SpeedNetworking #VREvents #Lisbon #Virtual #2021#VRheadset #VRglove #PosterSession #SocialVR #Engaging #MarketGrowth #Meetups #SurgeInDemand #edtech #technology #StudentVolunteers #2DVR
This article originally posted to LinkedIn on October 15, 2021
https://www.linkedin.com/pulse/ieee-vr-2021-experience-design-heather-dodds