Course Description
Want to work with the latest in immersive technology such as head-mounted displays (HMDs)? IAT445 is an interactive and project-focused course where you’ll design, create, and refine a deeply engaging experience that you will present in a final showcase to the public (often including guests from the virtual reality (VR)/gaming industry). In this course, we will use an immersion framework to design, create, and evaluate immersive virtual environments and the interaction between the user and the virtual environment. To do this, we will combine hands-on fundamentals with interaction, animation, immersive virtual reality design, and theoretical and research concerns. The project will serve to both motivate and implement/showcase these aspects. The course will culminate in a final interactive project showcase and project pitch (oral/video) of the team project..
What’s in it for you?
You will learn how to design, build, and iteratively refine an immersive and interactive VR experience that should blow the user away and positively affect them in a meaningful way. To do this, you will use the popular Unity 3D game engine and guidance from immersion, presence, and transformative experince design frameworks. You will most likely be implementing this for head-mounted displays so you’ll be able to showcase it wherever you go – including your next job interview or your next party. Combining a public project showcase with a project website, an executive summary, and a final project video can further improve your resume/portfolio and marketability.
see SFU’s Teaching & Learning blog for a news story on my first offering of this course in 2013, entitled: “How a SIAT course in immersive environments exposed students to the real world”
Design challenge
This semester’s design challenge for IAT445 is Impact: Using immersive experience design to contribute to meaningful solutions to real-world challenges. That is: what is a topic that you (and your team) care very deeply about that would help create a better world? A topic you care about so deeply about that it might be worth making a purposeful/transformative immersive VR experience out of it?
Specifically, you will work in a team and use Unity and the guiding frameworks from this course (e.g., immersion, presence, user-centered systems design, agile development, transformative experience design etc.) to iteratively ideate, design, prototype, and evaluate an immersive interactive VR experience that takes advantage of the unique affordances and capabilities of immersive VR experiences. You will design for user experiences that have the potential to positively impact users’ emotions, cognition/perspective and/or behavior that would otherwise be impossible (or not as easily accessible) to most people. How can you provide interesting, inspiring, or meaningful VR experiences that create a positive change in the user? That is, what experiences can you provide in VR that are otherwise difficult, dangerous, or hard to experience? Instead of using VR as a diversion and ultimate sensory overload tool to wow people, think of ways you can use it for something more interesting, novel, exciting, and meaningful. How will you go beyond traditional digital experiences and take advantage of the potential of immersive technologies/VR?
Resources on Unity & VR
if you don’t have a strong background in programming or VR development already, I’d suggest to go through some basic Unity tutorials. It’ll be useful to have at least a basic understanding of these areas for the course projects. Prior students have found the following tutorials quite useful:
- https://learn.unity.com/pathway/unity-essentials - lots of basic skills, pick and try out at least the basics until you can create basic VR/XR projects
- https://learn.unity.com/pathway/vr-development - probably the most relevant once you are comfortable w/ basic Unity things [optional if you’d like to go deeper]
Examples of prior students' VR/XR projects from Bernhard's classes:
Undergrad classes
Grad/mixed:
- IAT 848 Mediated, Virtual, and Augmented Reality, Fall 2024
- UBISS Summerschool 2024 1-week intensive VR Workshop/Jam “Virtually Real? The Art and Science of Designing Impactful (or Even Transformative?) Virtual Experiences”
Spring 2025 offering (in-person)
Virtual Experiences - Real Impact: VR4Good IAT 445 Project showcase, Monday March 31st (most likely)
on Monday March 31st, the students from my course on “immersive environments” (IAT 445) will be presenting their final VR projects that they worked on for this semester.The topic was Impact: Using immersive experience design to contribute to meaningful solutions to real-world challenges. That is: what is a topic that you (and your team) care very deeply about that would help create a better world? A topic you care about so deeply about that it might be worth making a purposeful/transformative immersive VR experience out of it?
details will follow
Documentation from earlier course offerings and showcases
(first taught in Spring 2013)
Course Objectives, Learning Goals & Desired Learning Outcomes (DLO's)
Course Goal: By the end of this course, you will gain the knowledge, skills, and confidence to design and develop impactful and ethical VR experiences. You’ll learn to prioritize the user’s needs and perspectives while considering the broader societal implications of immersive technologies. Through hands-on projects, collaborative teamwork, and critical reflection, you’ll be empowered to create VR experiences that not only engage and entertain but also contribute to a more informed, empathetic, and responsible future.
Desired learning outcomes (DLO’s):
1. Foundational VR Knowledge and Skills
- Understanding: Grasp the core concepts and terminology of VR technology (hardware, software, design principles), as well as relevant theories and frameworks for understanding user experience and immersive media, through hands-on experience and guided discussions.
- Application: Apply foundational knowledge (including relevant theories and frameworks) to analyze existing VR experiences and identify strengths, weaknesses, and areas for improvement.
- Technical Skills: Gain proficiency in using Unity as a tool for VR development, including basic interaction design, animation, and prototyping.
- VR Design Principles: Understand and apply fundamental VR design principles, such as immersion, presence, interaction design, and user comfort, to create effective and engaging VR experiences.
2. Human-Centered VR Design
- User Experience (UX): Design VR experiences that prioritize the desired user experience and user’s needs and preferences, considering factors such as usability, accessibility, and emotional impact.
- Immersion and Presence: Explore design strategies for creating immersive and compelling VR experiences that evoke a sense of presence and engagement in users.
- User Comfort: Understand and address factors that affect user comfort in VR, such as cybersickness and other potential adverse effects of VR..
- Ethical Considerations: Consider the ethical implications of VR design choices, including potential biases, privacy concerns, and the responsible use of immersive technology.
3. Designing for Impactful Experiences:
- Transformative Design: Understand the framework of transformative experience design and apply it to the creation of meaningful VR experiences that leave a lasting impact.
- Ethical Considerations: Consider the ethical implications of designing immersive experiences, especially those dealing with sensitive topics, and develop strategies for responsible VR creation.
- Storytelling in VR/XR: Explore how to leverage VR’s unique capabilities to tell compelling stories and create emotionally resonant experiences that support desired UX, goals, and impact.
4. Collaborative Project Development and Community Building:
- Agile Methodology: Learn and apply an agile development process to create VR prototypes, incorporating iterative feedback and testing.
- Teamwork: Develop effective communication and collaboration skills within a team setting to successfully design and implement a VR/XR project.
- Feedback: Give and receive constructive feedback to refine both individual and team contributions.
- Community Building: Utilize tools and techniques to foster a supportive learning environment within the larger class community, promoting effective learning, growth, reflection, and collaboration.
5. Critical Reflection and Self-Assessment:
- Metacognition: Reflect on your personal learning journey, identifying strengths and areas for further development.
- Articulation: Clearly communicate design choices, rationale, and reflections through both written and verbal communication.
- Continuous Learning: Develop a mindset of continuous learning and improvement in the ever-evolving field of VR/XR.
What projects are feasible? While students have considerable freedom in choosing their team projects, there are a few guidelines and restrictions
- They have to be interactive (including meaningul user interaction and/or user locomotion, and potential animations), immersive, and 3D. That is, you will design and build a 3D virtual experience in Unity and display it immersively, e.g., using the provided head-mounted display you will be able to check out from the Surrey library. It should not induce negative side effects such as cybersickness.
- No killing/torture/violent/combat games or pornography. Such topics are already overdone, and our goal is to encourage and incentivize innovation and exploration of new ideas. Student teams are encouraged to push the medium and challenge viewers to rethink common theoretical, technical or cultural assumptions.
- Address this semester’s Design Challenge (announced and discussed at the beginning of the course).