After reading about the work Fove was doing to create the world’s first eye tracking virtual reality headset, I reached out with a proposition— that my team at Perception should help to define the core user experience. The team at Fove agreed, and we set out to design and prototype the home experience for the Fove headset. By highlighting Fove’s most unique attribute — the ability to see where the user is looking, Perception was able to create a new interaction paradigm that feels truly telepathic.

The process began with an exploration of themes and interaction concepts. This exploration is crucial to defining the underlying experience within VR. My team was able expedite the process and rapidly iterate on ideas by exploring interactive tests in Unity, as well as creating pre-rendered proof-of-concept tests more typical to a VFX pipeline.

These tests led to some early conclusions for interaction techniques, allowing us to next focus our attention on the aesthetic development of the UI. This process included explorations into a wide range of various concepts. This diversity helped to refine the final visual direction for the interface.

Once the aesthetics of the interface were defined, my team turned its attention to environmental concepts for the space that surrounds the user in order to give this unique VR experience a sense of scale. Here again, a breadth of concepts were explored in order to provide direction for the final environment.

Perception’s collaboration with the Fove team expanded across their entire ecosystem, as we defined not only the base interaction paradigm, but also concepts for web browsing and commerce within the unique headset as well.

The final results of this collaboration on the Fove user experience can be best seen from inside one of Fove’s new headsets. My entire team was excited to have been a part of this historic milestone in the development of VR.

See the full case study on the Perception website