Grabbing The Bull By The Horns: The Importance Of VR Hands And Presence

We spoke with several VR game designers and developers about the important (and difficulty) of creating believable and immersive hands in VR.

The Importance of Believable VR Hands

VR hands are a strange thing to ‘get to grips with’ so to speak. Not only do they allow you to interact with the virtual world in front of you but they allow you to become part of it. As you shape yourself to fit into that world, it does the same to fit around you. In real life, you have limited strength and ability but VR gives you that rare opportunity to be better than real life; it lets you become an action hero.

“It was pretty clear right off the bat that it was important,” Kerry Davis, a Valve programmer that worked on Half-Life: Alyx, said in an interview “Even if you didn’t have a full-body avatar yet, to at least have hands so that you could sort of connect with the world and actually participate. We all have an innate desire to control the world we inhabit. As a VR user, you don’t simply want to sit back and let the story happen—you want this organic control over the world. “People really wanted to have hands.” 

Half-Life: Alyx’s design encapsulates this. There’s this visceral sense of control you have covering your mouth when you come across Jeff or even that satisfying click you get from loading up ammo. Tristan Reidford, a Valve artist who also worked on Alyx, learned this  previously when working on the Aperture Robot Repair Demo that shipped as part of The Lab.

We didn’t have hands in that… we simulated the controller… that satisfied people’s desires to have representation,” Reidford said.

Oculus Touch - Hand Presence Technology screenshot

The most fascinating thing about VR hands is the spectacle itself, the representation of you. When using a controller, you can disconnect and understand that certain buttons equal certain actions. The uncanny valley nature of movement in VR makes it just close enough to true immersion to become distracting when it’s not. 

The uncanny valley in this case represents that physical and mental border between what your eyes see in the headset lens and what you feel around you. As VR gets closer to real life, it also gets further away. There’s something distinctly recognizable, yet alien-feeling about this imitation of real life. VR is at its best when it’s immersive and compelling but not trying to lie to you. It offers you a fantasy and, in the case of Half-Life: Alyx, that alien feeling comes from somewhere else: Xen

“Now you don’t need as much of an abstraction so you can almost get an exact representation of reality,” Davis said. “It turns out it’s almost harder to do in VR.” 

The complicated nature of emulating some sense of real-life movement means you often have to trivialize or exaggerate that movement. “In VR, your interactions are so close that your brain wants to fall back to actions you’ve known since you were a toddler,” Davis said. “We still have to put this interface layer in there and say we’re defining what the constraints of this virtual world are.” 

You are constrained in two senses when in VR. There are the constraints of your movement—such as how far you can move in your actual room and how much you can lunge forward before colliding head-first into your dresser—and the constraints of the tech itself. There is this wonderful creativity that springs from necessity when creating games atop necessary limitations. 

Oftentimes, a world has to be made less organic and genuine to feel real, as paradoxical as that sounds. The swinging of a sword feels natural but you don’t have to undergo a year of training before you can use it in VR. It throws a little bit of ‘real life’ out the window to provide a more fun and, ironically, more immersive experience. 

 

Limitless Limitations

Over at Streamline Media, a small group working on their first real VR title. “Due to resolution issues they (the team) often went back to using just larger gestures and bigger levers,” Stefan Baier, COO at Streamline Media, said. “Smaller hand gestures didn’t reliably scale and made it not work well with the dev work we were doing for PS4 where you don’t have that input.” 

When working with it, PSVR often has to be at the bottom of the barrel, technologically speaking. This means that whilst hand gestures are held back in some sense, the choice to fit certain actions in are made purely for the player experience. When you can’t show off the tech or provide hyper-realistic details, you only provide what’s necessary. A streamlined control system allows for more natural movement, even if it’s constrained.

“We are always limited by the hardware…Especially with these fairly new technologies…tracking will massively improve”, Christof Lutteroth, a senior lecturer in the department of computer science at Bath University, said. “There’s nothing fundamental that will prevent us from simply tracking our hands. It’s just a computational problem that’s harder to solve.”

Ultimately, we are always held back by the tech but this doesn’t mean we should stop and accept it as it is.

facebook Quest 2 Hand Tracking

“From what I’ve seen…It’s definitely a big step forward. However, it’s still very rudimentary,” Lutteroth said when talking about the Oculus Quest’s finger tracking. “When you come to hand tracking, there’s quite a lot of error involved with machine learning… That’s very often data-driven.”  Due to the varied nature of human fingers (that’s before mentioning those with disabilities) hand tracking technology is dominated by research into what an average hand is. Unfortunately, with the way that research works, it often gets caught up in implicit biases. 

One very highly publicized case of these forms of bias is Microsoft’s AI chatbot, Tay. It was designed to pick up on speech and emulate it to make Tay’s speech sound authentic. Within a day, it was virulently bigoted. This is an interesting microcosm of how these biases set in. If the people you test are racist, your chat bot will be. If the people you test have all ten fingers, your hand designs will be. 

This is why Davis and Reidford were so outspoken in our interview about the power of playtesting. Reidford spoke of finger tracking and the unique hurdles in making your movement feel both organic, yet slick. 

“There’s this sliding scale where, on one side, it’s fully finger tacking and then, on the other side, 100% animation,” Reidford said. ”We had to find the balance there… as soon you put the player under any kind of duress…They just want to slam a new magazine in.

Surpassing Limitations

There’s creativity to just existing in VR. Davis mentioned that testers told him “‘Yeah, I’m playing this. I don’t feel powerful… I feel like my normal everyday self… that’s not why I go into games,’” Davis said. “‘I go into games to feel powerful and skilled.’” Even though it emulates your actions, VR is so captivating due to its ability to emulate the wonderful and powerful. That uncanny valley is less prevalent when the situation itself is one that you choose to put yourself into. When you’re aware of your world and place yourself in there, you can forget all about the gear you’re wearing. 

A fantastic example of this is Half-Life: Alyx’s gravity gloves. “In Half-Life: Alyx it was about having the hands feel so natural you don’t really think about them anymore,” Reidford said. 

You hold your hands up, grab an item and pull it towards you, and hope it lands. As long as you’re close to where you should be, it will always land. The same design philosophy is at work with the doors in Alyx. They don’t function like a normal door. You put your hand up to the doorknob and your character just turns it automatically. 

 

Half-Life: Alyx Combine Elevator

“The player can still turn the handle themselves if they want to but they don’t have to, all they have to do is reach out, make a fist, and the door is open,” Reidford said. “Over time, it looks so correct and it’s what they expect to happen that the player actually believes that they’ve done it. They think that they reached out and turned the handle themselves when really they didn’t. The game did it for them”

The genius of Half-Life: Alyx is that this notion of feeling like “the action hero” is deployed so effectively without making you overpowered. You can simultaneously get crushed by creatures, cower away from Jeff, and giggle at the falling physics of a head crab—yet you still get out there, load your weapon, and take down the bad guys. This is a testament to VR as a whole. There’s a spectacle to it that can only be accessed via your hands. From its early days and crude movements to the beginning signs of significant hand tracking, there’s this bustling sense of creativity that keeps pushing the industry forward.

When you stare into the dark lenses of a VR headset and find yourself staring back, you look around your environment, look down at your hands, then squeeze closed your fists and you become something grander than the every day. You become your own version of an action hero.

Experiential Design Insights from Chinese Philosophy & Natural Philosophy

kentbye-avatar-2016One of the things that inspires me to do the Voices of VR podcast is being able to talk with hundreds of people listening for the underlying patterns of experiential design. VR & AR are reflections of the human experience, and so any experiential design framework for immersive technologies should also describe aspects of our conscious experiences. I’ve found that Eastern Philosophies, Chinese Philosophies, Natural Philosophy, and Hermetic Philosophies have useful ways of describing qualitative aspects of the human experience through concrete metaphors that can be adapted into holistic experiential design frameworks.

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Any good design framework will provide tradeoffs and equivalence classes, and making sense of the underlying patterns of reality is both a scientific, mathematical, and philosophical venture. VR/AR as well as AI are experiential technologies that are catalyzing new paradigms and new models for how we’re making sense of our world and our experiences, and this episode will see what kind of insights can be gained by analyzing a variety of different philosophical approaches for describing the human experience.

I had the opportunity to give the open keynote at Design Reality’s Immersed Conference in Portland, OR on April 23, 2018, where I gathered more visual metaphors for thinking about experiential design. I introduce some concrete metaphors from Chinese Philosophy & Natural Philosophy that are helpful in thinking about time, the different qualities of experiences, but also the natural rhythms that unfold through the constant fluctuation through polarity expressions of yang and yin energies.

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I talk about the differences between Kairos Time vs. Chronos Time, and how VR is cultivating a more yin and subjective understanding of time. I also recount how the four elements from natural philosophy can be used as an experiential design framework for VR & AR with mental and social presence (air), active presence (fire), embodied & environmental presence (earth), as well as emotional presence (water). I recently expanded on how Chinese Philosophy concepts of the yin and yang can be applied to immersive & interactive stories with the authorial control of the story that will be received (yin) versus how the participant can participate, interact, and change the direction of the story (yang). Finally, I cover some of the philosophical implications of VR, as well as how the Quine Putnam Indispensability Argument in the Philosophy of Math argues for the ontological reality of mathematical entities within Platonic realms, as well as some of the open questions around the nature of consciousness.

I recommend watching the video of this presentation as there are a lot of visual metaphors contained in the slides, but there is a bit more discussion and unpacking of concepts that are in the podcast version.

This latest keynote presentation is a continuation and refinement of previous talks, and so here are the links to the previous elaborations of these ideas:


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Music: Fatality & Summer Trip

The post Experiential Design Insights from Chinese Philosophy & Natural Philosophy appeared first on Road to VR.

CoolPaintrVR: Zeichenprogramm erscheint am 9. Mai für PSVR

Das kreative Mal-Tool CoolPaintrVR von Entwicklerstudio Wildbit Studios sollte ursprünglich bereits Ende 2017 erscheinen und dadurch auch Konsolenbesitzern ermöglichen, kreativ in der VR tätig zu werden. Nun gibt es Neuigkeiten zum Titel, denn am 9. Mai soll das Tool exklusiv für PlayStation VR (PSVR) erscheinen und damit die kreative Design- und Illustrationslücke für die Konsole schließen.

CoolPaintrVR – PSVR-Äquivalent zu Tilt Brush und Co.

CoolPaintVR ermöglicht bald auch Konsolenbesitzern den virtuellen Pinsel zu schwingen und dadurch der Kreativität in der virtuellen Realität freien Lauf zu lassen. Dafür stehen diverse Werkzeuge zur künstlerischen Betätigung innerhalb der VR-Erfahrung zur Verfügung. Mit Pinseln, Röhren, geometrischen Formen und Partikel-Emittern könnt ihr eure eigenen Kunstwerke und Gemälde in der 3D-Umgebung erzeugen und nach freiem Belieben verändern. Dank einer speziellen RTSE (Real Time Skeleton Extraction)-Technologie lassen sich handgezeichnete Werke direkt in ein 3D-Modell übertragen.

CoolPaintr-VR-PlayStation-VR-PSVR

Die dadurch entstehenden Skulpturen werden in Form eines Gerüsts angezeigt und sind komplett manipulier- und veränderbar. Dank einer benutzerfreundlichen Oberfläche sollen sich sowohl Amateure wie auch Profis direkt zurechtfinden. Für fortgeschrittene Nutzer befinden sich weitere Funktionen wie Symmetrieebenen, Referenzbilder und eine Option für wechselnde Farbstriche in der virtuellen Palette. Die spezielle Engine soll laut den Entwicklern dauerhafte und konstante 120 FPS erzeugen und dadurch ein optimales Benutzererlebnis gewährleisten.

CoolPaintr-VR-PlayStation-VR-PSVR

Zur Steuerung ist es möglich, auf den DualShock4-Controller zurückzugreifen. Da der Titel jedoch für VR optimiert wurde, empfehlen die Entwickler, den PlayStation-Move-Controller zu verwenden.

Zudem fordern die Verantwortlichen ihre zukünftige Community auf, ihre Werke auf einer bald fertiggestellten Webseite ihre Werke zu teilen und mit anderen kreativen Köpfen in Kontakt zu treten. Zusätzlich soll die Seite Tutorials und Muster für die Anwender bereithalten.

CoolPaintrVR soll am 9. Mai für PlayStation VR (PSVR) im PlayStation Store veröffentlicht werden, ein Preis ist noch nicht bekannt.

(Quellen: PlayStation Blog | Upload VR)

Der Beitrag CoolPaintrVR: Zeichenprogramm erscheint am 9. Mai für PSVR zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Designstudie: So könnte die AR-Brille von Apple aussehen

Spätestens seit der Veröffentlichung von ARKit liegt auf der Hand, dass Apple an Augmented Reality nicht nur interessiert ist, sondern auch aktiv Lösungen entwickelt. Berichten nach könnte der Hersteller bereits nächstes Jahr ein eigenes Headset fertig entwickelt haben und im Jahr darauf auf den Markt bringen. Wie dieses aussehen könnte und was das AR-Headset leisten könnte liegt hingegen noch völlig im Dunkeln. Eine Designstudie in Zusammenarbeit mit einer Webseite zeigt nun eine Möglichkeit. Sie geht davon aus, dass Apples AR-Lösung sich so nah wie möglich an herkömmlichen Brillengläsern orientiert.

Designstudie zeigt Entwürfe zu Apples AR-Brille

Die Seite iDropNews hat den Designer Martin Hajek beauftragt, ein Design zur möglichen AR-Brille von Apple umzusetzen. Dabei steht die Prämisse der Redaktion, dass Apple versuchen wird, die Brille so ähnlich zu gestalten wie ein herkömmliches Gestell. Abwegig ist das nicht, da das Unternehmen bereits mit seiner Apple Watch den Mode-Pfad betreten und versucht hat, sie auch im Hochpreis-Segment als Luxusgut zu platzieren. Was allerdings lediglich von kurzer Dauer war. Den Ansatz einer Brille ohne Schnickschnack verfolgt auch Intel und lässt bei seinem Prototypen so viel wie möglich weg, um ein schlankes Gestell zu verwirklichen. Die Vaunt Smart Glasses projizieren Daten direkt ins Auge des Trägers, können allerdings keine Objekte räumlich getrackt darstellen.

Apple AR-Brille Design

Welchen Ansatz Apple verfolgen wird, ist noch nicht bekannt – für das Tracking im Raum benötigt man auf jeden Fall mindestens eine Kamera. In der Designstudie von Hajek ist dafür ein kleiner Höcker vorgesehen, der neben der Linse diverse Sensoren unterbringen könnte. Chipsets und vielleicht sogar eine Taptic-Engine verstecken sich in der Studie im Seitenbügel. Wie die Apple Watch soll man auch die AR-Brille kabellos via Induktion aufladen können. Unklar ist auch ein weiterer Aspekt. Nämlich, ob Apple für die Verwendung der Brille ein iPhone voraussetzt oder auf eine autarke Lösung setzt. Über eine iPhone-Verbindung könnte sich Cupertino einiges an Technik in der Brille sparen beziehungsweise günstigere Komponenten verbauen, das Ziel dürfte aber letztlich wohl ein autarkes Headset sein. Als Betriebssystem soll angeblich rOS an den Start gehen. Weitere Bilder findet ihr auf der Webseite von iDropNews.

(Quelle/Bilder: iDropNews)




Der Beitrag Designstudie: So könnte die AR-Brille von Apple aussehen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Designing the Future Through Sci-Fi World Building

VR represents a shift from telling stories to building story worlds that people experience and interact with. There is a process of world building and experiential design that first creates the conditions of the environment, and then the full context of that world helps to drive the narrative design of the stories that can be told within it. This process of building futuristic, sci-fi worlds requires a holistic understanding the co-evolution of technology and culture that takes a lot of imagination to visualize solutions to intractable problems embedded within the fabric of this new world, and then to imagine what new and even more complicated problems will have been created in that future. Monika Bielskyte of All Future Everything is a digital nomad who travels the world searching for the latest technological and cultural innovations so that she can build these sci-fi worlds imagining the cultural and technological context of the near-future for the entertainment industry, technology companies, and even urban planners and politicians from governments and cities.

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monika-bielskyte

Bielskyte is critical of a lot of the status quo of Hollywood sci-fi blockbusters who tend to be self-referential to other movies and media rather than curating the latest innovations in tech and culture that is already happening around the world at small scales. She has a vision of the future culture that is post-race, post-gender, post-nationalities, but also has more holistic representations of diversity, a regenerative relationship with the environment, robust expressions of cultural creativity and hacking reality, an accurate representation of youth culture and fashion, moving beyond mid-20th century gender, family, and sexuality stereotypes, and imagining how the values of our culture can evolve beyond passive consumption to participatory experiences with spatial computing.

A lot of the existing sci-fi worlds builders have not thought about all of these dimensions of potential future iterations of culture, but rather resort to the lowest-common denominator: dystopic visions of ecological disaster and tyrannical thought control.

Technology and culture are in a continual process of evolution, and as a world builder Bielskyte finds an endless stream of inspiration and innovation that is happening in the real world. She cites artists like Yijala Yala, FKA Twigs, Sevdaliza, Solange, Alma Harel, and M.I.A. as being more progressive or innovative than representations of the future culture in blockbuster sci-fi films like Blade Runner 2049. Part of being a sci-fi world builder means curating innovative technologies or ideas that are happening at small scales, and then projecting out the implications of these cultural currents at larger scales.

I caught up with Bielskyte after she posted a tweet storm critiquing the regressive and dystopic future depicted in Blade Runner 2049. We talked about her work and process of designing the future, and the ethical responsibilities of world builders for putting awe-inspiring representations of the future into the world.

She notes the cultural differences of how people from the West tend to think individualistically about the future, and how the hero’s journey, monomyth narrative design tends to reflect a similar arc of the expression of individual agency. But part of the unique affordance of VR is that it can start to explore at the complex interconnected aspects of our reality through the process of sci-fi world building, and start to put more of an emphasis on the collective journey of the community coming together to solve these huge problems. She sees VR as a “possibility space” that can be used to actually design the futures that we want to live into.


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Vive veröffentlicht TrueScale – Wohnraumgestaltung in VR

Vive hat die Design-App TrueScale im Early Access veröffentlicht. Mit ihr kann man die eigene Wohnung oder das Büro gestalten und in der virtuellen Realität begehen. Mit der VR-Anwendung legt man zuerst den Grundriss der gewünschten Wohnung fest, um sie anschließend mit 3D-Objekten zu füllen. TrueScale steht für die HTC Vive bei Steam und im Viveport bereit.

Traumwohnung in VR mit TrueScale für HTC Vive

Mit der Software TrueScale lässt sich eine komplette Wohnung oder ein Büro gestalten und anschließend in der virtuellen Realität begehen. Dafür arbeitete der Entwickler Immersion mit Wayfair zusammen: der Entwickler steuerte 3D-Modelle und Schnittstellen bei. Anwender können aus einem gut gefüllten Katalog die gewünschten Einrichtungsgegenstände aussuchen und anpassen. Das Platzieren der Objekte hat etwas von der Einrichtung eines Puppenhauses an sich und verspricht eine Menge Spaß.

Im Moment ist TrueScale noch in der Early Access Phase, die sechs Monate dauern soll. Für die Vollversion versprichen die Entwickler mehrere Etagen, Multiplayer und die Möglichkeit, die Wohnraumgestaltung mit anderen Anwendern des Programms zu teilen. Auch der Katalog an Einrichtungsgegenständen soll noch wachsen. Der Preis liegt bei Steam bei 20 Euro, im Viveport ist die Software für 18 Euro zu haben. Der Preis soll auch für die Vollversion gelten. Als Grafikkarte benötigt man mindestens eine NVIDIA GTX 970 oder AMD Radeon 290.

(Quelle: UploadVR)

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Architects Find a Solution in VR

Architects today face several unique challenges as they navigate an incredibly complex industry. On top of the struggle to win new business, keep up with the constant evolution of software, and navigate usual workplace politics, architects in a post-recession world find it difficult to advocate for good design as developers seek cheap and fast solutions. The solution to many of these problems lies in virtual reality, which can be used across the entire project lifecycle and through various levels of detail in a project.

In the early stages of design, VR allows architects to understand the layout and feel of space within their design, leading to streamlined design development and more efficient internal communication from the get-go. But beyond internal use at their firm, VR enables an architect’s client to immediately understand how the project will look and feel, allowing the client to better interpret the space, catch mistakes, and articulate their design preferences prior to a project breaking ground. If utilized during a pitch, VR can help generate new business for a firm, and later on in the engagement can also save an architect and construction team countless hours of work and thousands (if not millions) of dollars preventing change orders and added construction fees.

Beyond generating new business for a firm and helping save money, VR helps architects communicate their vision with their clients more efficiently and accurately. While architects have spent years putting their ideas onto paper, the resulting models and blueprints don’t always translate as a “space” to the client, which can lead to misunderstandings and dissatisfaction. VR immediately resolves this and helps build a more trusting relationship between architect and client throughout the entire project lifecycle. This is critical in the post-recession economy, where repeat clients are critical to the financial success of a firm.

In the future, the release of multi-user VR capabilities and the inevitable increase in overall VR usage/headset ownership will only increase the benefits outlined above. Multi-user VR will allow multiple individuals to walk through the same model together in virtual reality, linked by audio and their shared virtual experience.

From a financial perspective, multi-user VR will allow large firms with multiple offices to collaborate across large distances, reducing both internal travel time and the need to transport clients to multiple on-site meetings. These efficiencies not only save money, but save both the firm and the client’s time and energy. Multi-user VR also provides a new medium for architects to communicate and collaborate, widening the scope of conversations and creating better spaces. For instance, a healthcare architect could easily invite a physician or nurse into a hospital walkthrough with project stakeholders to point out potential improvements for the space.

Virtual reality has the potential to solve some of the greatest challenges the profession faces on a daily basis with clients and internal teams. VR is in its first release cycle so it’s still the early days of the technology, but the enterprise market is already discovering the value it can bring to established industries.

Don’t Try to Change the World, Design a Toy Instead

It’s natural for designers to want to create apps that will disrupt the world order. Everyone wants to come up with the next big thing. But starting a project with the singular goal of disrupting the market is quite a weight to carry.

So instead, why not start specifically on the low end of the market? Rather than aiming to make the perfect app that will be the go-to choice for X, Y, or Z, why not make a fun app that will bring people in through the guise of simple entertainment and build up from there?

In apps, the next big thing is almost always initially dismissed as a toy. This is the realization that Chris Dixon had a few years back, and he couldn’t be more right.

Dixon talks about Clay Christensen’s disruptive innovation theory. According to the theory, technologies that take root at the bottom of the marketplace are the ones most capable of quickly exceeding user expectations and ultimately disrupting entire market segments.

In other words, if you want to change the world, make a toy.

Why Startups Fail

Nine out of ten startups fail. Designing an app with the express intent of disrupting the market has several inherent problems that contribute to this high rate of failure:

1. The app will be judged by users at a higher standard.

If you want your photo-sharing app to completely replace the current photo-sharing app, it has to be markedly better from the very start. It has to be perfect.

2. Due to that need for perfection, the app will be incredibly costly to make.

You’ll need outside funding, a team of people, and every last base covered to ensure that your app is better than everything else out there from day one on.

3. Your app is more likely than not going to fail.

This is just the way it is. No one can accurately predict which apps will take off and which will flounder. If you sink endless resources into one app that fails, you are done for.

Why Low-End Projects Succeed

If you set aside trying to rule the market and make something fun and simple instead—essentially, a toy—these problems melt away:

1. Toy-like apps are almost always free, small downloads.

People are willing to give them a try without much thought. If the app amuses them, they’ll be willing to forgive certain weaknesses in the design.

2. Toys are more viral by nature.

In Seth Godin’s book Purple Cow, he explains how the future of marketing depends on building products that are “remarkable.” He explains how we’ve all gotten adept at ignoring ads, so the future belongs to products that are so remarkable that they make you want to share them with your friends.

Snapchat is the perfect example of a “purple cow.” Apps like Snapchat market themselves because friends keep pulling in more friends, making the app more useful for them and more profitable for the company.

3. Because the app will be simple, ideally helping users with one task and one task only, it will be cheap to make.

There will be fewer design considerations to weigh. The interface will be simple, because added options and features—at least for the initial release—should be minimal.

The toy approach is perfect for designers with a day job. A side project is a lot more feasible if the design process is streamlined and simple. Creating an app that serves one simple function could take a matter of days to create rather than months or even years. Such simplicity also means that your budget can be significantly smaller.

4. The toy approach helps you focus on what matters.

This is an important lesson for designers. The Dribbble crowd, for instance, often gets so hung up on perfect pixels that the fun of the actual app falls to the wayside.

Perfect pixels in this Dribbble shot. Just another finance app that most people have no need for.

A toy-based focus reminds designers to keep things simple and playful, avoiding overly complicated features and add-ons that will simply bog your app down and inevitably put you in that nine out of ten chunk of failed startups.

When you’re making something fun, the pressure to be perfect melts away. By taking away the “serious” tag, you’ll end up with something more intuitive, because you won’t overthink it. And that’s how you wind up disrupting the market.

5. If the app fails, it doesn’t really matter.

If you’re designing a simple toy-like app, you can have ten of them in the works at all times. Even if nine of them fail, you can find great success with number ten.

And most importantly, simple, low-end apps have the greatest potential to exceed expectations and ultimately disrupt the market. From a fiscal standpoint, the way to have the biggest potential impact is to lower your sights and design something simple. Of course, your toy-like app still needs to have a stroke of genius baked in, but it doesn’t have to be a big, important production in order to one day change the world.

World-Changing Tech That Started as a Toy

Here are a few examples of what we’re talking about:

Snapchat

Snapchat was started by three kids at Stanford who wished the photos they sent to girls would disappear. This simple idea for making naughty texts less haunting turned into one of the biggest apps in the world and a massive IPO.

Now Snapchat is a big business, but it has always maintained its playful quality. It is still seen as a toy by most of its users, and the design and features continue to reflect that.

Snapchat users could create custom geofilters for their parties or choose from a wide variety of premade ones from Snapchat.

Virtual Reality

Wouldn’t it be cool if you could walk around in a simulated 3D environment? This has been a dream of every sci-fi geek for decades, and now it’s becoming a reality. The biggest VR companies right now are essentially fancy toy companies—Sony, Facebook, and HTC, for example—but this playful technology has the potential to have major impacts in fields like healthcare, military defense, and engineering.

Magic Leaps AR presentation was geared towards the gaming industry.

Admittedly, commercial interest in VR headsets has been lower than expected so far. But just last week Facebook dropped the price of its Oculus Rift headset by $100. As the technology improves and becomes more affordable, and as more VR content comes onto the scene, VR headsets will become fixtures of the American home. Just like smartphones before them, VR headsets will start as a luxury toy and, in a relatively short amount of time, become a necessary tool.

Twitter

I remember making fun of Twitter when it first started. The 140 character limit felt so arbitrary. What could you do with so little space? It turns out, you can rant to whole countries, organize protests, and share newsworthy videos with the world.

Old Twitter design. When it was first released, no one took it too seriously.

Twitter is famously having money problems. They’re not quite sure how to successfully monetize this public service that they’ve created. But it’s hard to imagine that the global community will let Twitter fail, because it has become a vital form of communication. In the US, every last governor and senator has a Twitter account. Those 140 characters have become a simple, direct way to communicate about the most important issues of the day. Few companies in the world have been more disruptive.

Design Your Next Project the Fun Way. Build a Toy.

There are obviously use cases where solving a big problem makes sense. If you have a passion for a particular problem in healthcare or home security, for example, you’ll probably want to set your sights higher than a simple, one-feature app.

But if you don’t know where you want your impact to be, or you have a lot of different ideas, going the low-end route makes a lot of sense.

What do you wish your phone could do? Maybe it’s as simple as making your texts disappear or finding a better way to share your photos. A simple app that serves a simple purpose. An app that lets you play. These are the apps that ultimately change the world.

This article originally appeared on Toptal

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