InContext Solutions

Pinboards & Dollhouses

Background

 

Client: Diageo

My Role: UX, research and mockups

Viewport: Desktop, HTC Vive headset, Samsung Odyssey headset, internal and client-facing tool

Design Tool: Alien gaming rig, XD, Photoshop

 

Incontext Solutions is the global leader in 3D simulation software and virtual market research methodologies for retail. SMX Storebuilder is one of the tools used to realize clients' requests on desktop and VR. At the time, many of our intiatives orginated from client requests since they were funding the features. Myself, a couple engineers and the Chief Research Officer met with Diageo every two weeks on a variety of topics including aligning roadmaps, documenting future needs and showcasing features in progress. 

 

 

 

Opportunity

 

As Diageo continues to build out the interior of their physical DCC (Design Collaboration Center) they are looking to InContext Solutions to replicate a virtual version. Their plan is to provide visitors in either physical or virtual locations with similar and unique experiences. In the virtual space, Diageo needs a way to present content, in a different media types, as visitors tour the facility. Part of that presentation is to show how Diageo's products can look in different stores.

Solution

 

To meet the first need of presenting content, we decided to build a pinboard. Conceptually, think of the bulletin boards in the hallways of your school. It's a single stop where many messages can be conveyed to the passerby. As for the second ask of giving users the ability to see products in a virtual store that's different from the one you're already in, we decided to build a dollhouse. It's where teleportation meets the movie "Inception."   

Process

 

The Pinboard

 

To give the pinboard concept life, we started conducting research to see if it already existed in the world. Like many ideas, you look for inspiration right in front of you. For example, Windows desktop animated a flyout to display apps in a tiled layout, which varied in size. To take the exploration further, we wanted to give users flexibility to adjust the layout based on a desired shape and size. We took inspiration from many places and realized we wanted to build a collage, a "Pinboard." We captured all of our ideas on a Miro board and began discovery.

In further conversations with the client about how they invisioned using this asset, his mental model led him to Power Point. A tool that can present content as images, videos and graphics. This feedback kicked off the discovery phase, we identified user controls and software capabilities needed for the Pinboard. We documented the ideal order of operation and answered questions of how the feature integrates with the existing Store Builder platform. 

Process

 

The Dollhouse

 

Dollhouses and teleportation aren't new constructs in the VR space, the complexity of this feature was in the technical constraints. For example, engineers had to consider the capabilities of the software as well as the client's hardware — loading multiple, fully 3D-rendered stores, in a single store would reduce the frame rate to a crawl. The compromise was for our 3D artist to create "lighter" versions of stores and require users to import a single store at a time that they plan to use as a dollhouse. 

 

You have to know your audience when it comes to storytelling, meaning all artifacts may not translate to understanding to the group. So not only did I use Miro to document my exploration and discovery but I also used it to annotate mockups and explain user interactions.

 

Testing of these two features is the role of our pilot group, which is comprised of InContext Solutions employees including Client Services, Client Operations and Insights. I wrote a test script for them to follow, which is essentially a list of tasks, and collect their feedback in a recorded session. Their feedback is prioritized and implemented in the next round of updates to the features before showing the client. After we receive approval, we move the desktop experience to VR.

Process

 

Desktop to VR

 

After two years of creating user experiences in VR, it's still relatively new to me. In other UX projects, I'm accustom to building mobile first then desktop, however, I designed for desktop first then VR for this one.

 

We defined the MVP with limited interactions to entering a dollhouse in "read-only" mode and exiting. Future iterations would allow users to do the same tasks in the big, 3D store and dollhouses. The client uses older equipment so we have them also to ensure we fully understand their experience. We're using a HTC Vive headset, controller and base stations. Since there are no in-world controls I decided to allow for gestures to enter/exit the dollhouse. Additionally, I considered which buttons on the controls were available for use and ultimately limited the interaction to a single click since our users are novice in this space.

Result

 

Diageo was so excited about their new features and using them in presentations for their clients. Since InContext Solutions fulfilled their prior contract obligations, discussion are under for net new features and updated hardware.