- BABY GO -

Interaction Designer, Sound Designer, Artist

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PROJECT OVERVIEW

‘Baby Go’ is a VR experience built on the HTC Vive and Oculus Rift S, to explore a baby’s room filled with fun toys. The objective of this project was to create a consistent, highly interactive and engaging experience that allows naive guests to feel like they have a lot of freedom in the choices they make. In this project, we are not allowed to give instructions to the guest as we are only permitted to use indirect control. Our main goal was making every interaction very natural so that naïve guests can explore the virtual world without any problems.

 

DURATION & team size

2 weeks, a team of 5

 

MY RESPONSIBILITIES
  • Designed interaction mechanics, user journey and game narrative in a multi-disciplinary team.

  • Conducted usability tests, analyzed the feedback and generates iteration plans.

  • Created original soundtrack with Logic Pro X, created all the sound effects with ProTools and Adobe Audition.

  • Created branding materials like 2D animated logo and trailer video for the experience.

DESIGN CHALLENGES & SOLUTIONS
  • The team is not allowed to give any instructions to the guest, so all the interactions have to be natural and intuitive. We achieved these by focusing on the details – we chose simple but fun toys that everyone already knows how to play with. (Dominoes, rocket, destructible piggy bank, flashlight, drum, train). Also, we made an effort with the integrated art style and music style to create our world lovely and playful to make the guest want to explore.

  • Create an engaging exploring experience, meanwhile indirectly guide the guest to the end of the experience - the gift box. Through usability testing, we made great effort on finding the balance of freedom and constraints also learning and rewarding. We wanted the guest feel free to explore and get reward in exploring, so we used a candy and interactive toys as a visual indicator and rewards to the guest. Considering the learning process. At first, we need to let the guest know he/she should crawl in the virtual world even though they are standing in the real world. To solve this problem, we put some cute handprints on the ground in the start scene to teach how to crawl in the virtual world. So in the game scene, the guest can learn how to move around very easily and then learn how to interact with other objects without any frustration.

  • The naive guests had zero knowledge and experience of VR, so teaching them the crawling mechanics is tricky. To solve this, we designed a couple of handprints in the opening scene, which give a strong hint for the guest to touch. And when they do touch the handprints one by one and they find themselves moving in the virtual world, the "rules" of the world become clear to them.

INTERACTION MAP
FINAL TRAILER!
the impact

The project was selected and reported by ETC social media, and also showcased in the home page of ETC official website as an excellent project. In December 2019, the project was invited to 2019 BVW Festival. We got the chance to decorate a baby-themed room, and hundreds of guests were here to play with our experience. We received a lot of positive feedback, and smiley faces :)

© 2020 by Jiewen Chen