IBM AR/VR Design guidelines

Role: Design Lead / Content Creator

The IBM AR/VR Design Guidelines are a collection of principles and UX patterns for creating AR/VR enterprise experiences.

Motivation:

Virtual and augmented reality provide opportunities to empower the user like never before. AR/VR Design Guidelines are an opportunity to show the world that IBM Design is innovating and envisioning with these future technologies that will disrupt many industries in the years to come. The field is rapidly emerging but there are many untapped opportunities in the enterprise space.

In 2017, I was leading the first Augmented Reality initiative in IBM Data & AI. A group of IBMers began creating their own projects and explorations with Virtual and Augmented Reality. With just 20 designers, developers and data scientist, we create the THINKReality guild. Now this guild has more than 200 members and more than 700 IBMers subscribe to our channels.

I saw the importance of creating some basic guidelines to help other IBMers with their AR/VR initiatives. This emerging technologies will change UX as we know it, so it was important for us to create the foundation for that next generation solutions. We collect best practices and content from experts as well secondary research.

We created three main “Design Principles”, a section for “User Comfort” with seven different rules, and seven “UX Design Patterns”. Each section, contains examples, do’s and dont’s and illustrations to provide key insights for designers and developers that want to began creating and exploring this new technologies.

After a lot of hard work and many reviews with different IBM Design leaders including our GM Design Phil Gilbert, our Design Guidelines for AR/VR are now public in IBM Design website.

Our vision for these guidelines is that they keep growing and evolving, as well as building community both internally and externally.

https://www.ibm.com/design/v1/language/experience/vrar/

First section, shows the three design principles we define.

First section, shows the three design principles we define.

“User Comfort” section is a set of rules to improve AR/VR experiences.

“User Comfort” section is a set of rules to improve AR/VR experiences.

We create illustrations to show clear examples of best practices.

We create illustrations to show clear examples of best practices.

“UX Patterns” shows seven UX rules when designing for AR/VR.

“UX Patterns” shows seven UX rules when designing for AR/VR.

Each rule shows a problem statement and some basic rules with examples for beginners.

Each rule shows a problem statement and some basic rules with examples for beginners.