Location-Based Virtual Reality (LBVR) is one of the favorite medium that has been in hype to delivering customized, immersive experiences that appeal to people of all ages, cultures, and preferences. It combines physical and virtual spaces to create narratives and interactions. But what are the core concepts of LBVR and how should XR Designers approach these projects?
When designing LBVR projects, the following goals should guide the process:
- Addressing Space Limitations: Solve issues of limited space by creating expansive virtual environments in confined physical areas.
- Cost and Time Efficiency: Reduce the cost and time associated with setting up traditional exhibitions or presentations.
- Artifact Preservation: Enable users to interact with fragile artifacts without risking damage, using virtual replicas.
- Social Engagement: Foster collaboration and interaction among participants, enhancing the shared experience.
So, how does LBVR project benefit from having XR Designer :
- Mapping the physical layout and overlaying the virtual world with a collaboration of Spatial Designer & Technical Developer
- Design the user journey, User Experience , User Interface and User Interactions to guide users to key interaction points
- Incorporate Multi-Sensory Interactions into the designed experience
So where do we, XR Designer start in designing this experience ?
1. What is the size of Virtual Space for Location Based VR ?
In tried many LBVR, a general rule of thumb seems to be virtual-to-physical ratio of 1.5:1 to 2.5:1. For example, "The Void," a well-known LBVR experience, leverages this principle to create the illusion of vast spaces even in confined areas. The most common physical size I’ve seen is 100-400 m², which works particularly well for spaces like museums, art galleries, or pop-up experiences. These setups often require minimal hardware, making them easy to implement in smaller venues.
However, with newer systems, such as VIVE's Business Software Suite, it allows to track physical spaces up to 1000 m² without requiring external tracking hardware. This change the game of difficult set up in physical space . Understanding these technical advancements as an XR Designer have helped me better to plan user zones , interaction flow and even possibility of scalability.
From my observations, three main factors influence the choice of the virtual-to-physical ratio:
- Physical Space Size: The available area dictates how expansive or constrained the virtual world can be.
- Headset Capabilities: Systems like the VIVE Focus 3 or the Quest 3 are perfect for smaller spaces with inside-out tracking, while PC-powered headsets like the VIVE Pro allow for larger, more precise tracking.
- Experience Goals: Whether the aim is artifact preservation, multi-user collaboration, or immersive storytelling, the experience goals determine the required scale and technology.
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2. Planning the physical layout and preparing the overlay to virtual world
This is where the process begin, it starts with an understanding and preparing the physical space by Spatial Designer. This is the part where we collaborate with Spatial Designer and Technical Developer. This is how i see the roles and collaboration tends to look like :
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Example of the design thinking in the collaborations :
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3.How XR Designers Turn Spatial Layouts into Immersive Experiences ?
This is the phase where XR Designers transform the spatial blueprint and calibrated map provided by the Technical Developer into a fully immersive and interactive user experience. Here’s how:
3.1. Match Virtual Zones with Physical Layout
The XR Designer starts by aligning the virtual zones with the physical layout provided by the Spatial Designer and calibrated by the Technical Developer. This involves translating the blueprint into actionable virtual zones.
- Obtain the Blueprint in PNG/JPG from Spatial Designer : this blueprints include dimensions of the physical space, the defined zones ( pathways, open spaces, or specific interaction points ) and layout boundaries ( Walls, obstacles, or fixed elements )
- Import Spatial Blueprint : Load these layouts into tools such as ShapesXR and Figma to begin virtual zone alignment.
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The concept of overlaying virtual elements is like the image above . Nonenthless, In virtual environments, in XR Designers have the additional flexibility to manipulate spatial perception and storytelling elements beyond the physical constraints ( i talk about it in next chapter )
3.2. Design for User Flow within and across Defined Zones
On top of the blueprint, designer map user flows in VR. By placing virtual pathways, hotspots, and interaction points within the 3D space, designers can simulate movement types like linear, exploratory, or circular. This stage leverages the flexibility of VR to manipulate spatial perception
Steps:
- Decide the movement type: linear (e.g., hallways), exploratory (e.g., free-roam zones), or circular (e.g., interaction around a central object).
- Plan transitions between zones ( by virtual elevator ? ) , make sure they align with storytelling beats.
- Use visual cues, sounds, or animations to guide users .
Example : Overlay virtual zones using the calibrated map.
Assign "Zone 1" to match the physical entrance area.
Add a virtual elevator within Zone 1 to simulate movement to the next scene, even though the user remains physically stationary.
Use a physical table as an interactive prop (e.g., a checkpoint or trigger for a scene change).
Turn a chair into a trigger for launching a virtual elevator to "travel" to a different level.
Define "Zone 2" as a larger exploration area, with interaction zone like glowing objects or animated doorways to lead users deeper into the narrative
Example : Map
Narrative Elements into Zones
"Zone 1": Introduction area with ambient sound and minimal interaction.
"Zone 2": Exploration space with hotspots like glowing objects or doorways
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3.3. Add Multi Sensory Experience
Now once we have things layed out , it;s time to see if there's any of the experience that you can replace with sensory experience , Multi-sensory design can replace or complement traditional interactions, adding depth to the narrative while engaging more senses.
Example of different type of Multi sensory element that we tend to add :
1. Audio Cues
Audio cues, such as spatialized 3D sound, can guide users or enhance the atmosphere of a zone. For example, a distant rumble might draw attention to a key object, or soft ambient sounds can create a calming mood that sets the tone of the experience.
2. Haptic Feedback
Haptic feedback adds tactile interactions by using vibrations in controllers or other wearable devices. For instance, users can feel the rumble of an explosion or a gentle buzz when interacting with an artifact in the virtual environment, making the experience more immersive.
3. Lighting and Visual Effects
Dynamic lighting and color changes can emphasize important moments or guide users through transitions. For example, a sudden change in lighting can simulate a lightning strike, while glowing markers can subtly direct users to the next area.
At the end of this steps, we will have something like this for every scenes :
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There's a lot of details that goes into every design process, but this should serve as an understanding into designing for it ! One of the future of LBVR that are said to be in 2025 are going into the usage of UI. 🤓
Also this book was one of my go to seek ideas :)
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This blogs is on process - so thanks for reading and hope you come back while i complete them !