Adventure VR

The idea begins with an immersive experience allowing people to experience new things which are not available in the real world or too risky for some. Adventure is defined as an unusual and exciting, Adventure VR allows users to venture where no man has.

Research Insights

  • Making user flows of similar websites showed that each VR experience website had a working flow to it. From looking at the information on the experience to going through and booking it. Key insights include - easy checkout process, not too much text and simple and ay instructions to book the event.

  • User interviews show that people are particularly interested in the immersive side of the website and how the design relates to the experience.

  • Competitor reviews show bight colours and bold words to show the excitement of each even. Futuristic website design is often used with VR because of how advanced it is. Some recommendations I thought to include in my work when looking at others is not to include too much text on one page and use bright colours but not so much it looks like it is aimed at a too young audience.

The idea for Adventure VR is that the future is starting and everyone is starting to use technology in every situation.

VR is being used more and more and with people starting to stay indoors more I wanted to give experiences of outside and further that people can do from the comfort of their own home.

The idea

Design

Making an app which was designed with gamers as the target audience meant I had too look at a very specific colour scheme and design layout. With bright colours being used in gaming I chose a bright green to use for this pop of colour. The dark background also leaves the impression of a gaming site.

Virtual reality is based around an immersive experience so I wanted to mirror this. With wide images spreading across a whole web page it left this immersive impression and showed what the user would experience if they were to book the experience.

Welcome

The home page also shows the immersive side of the activity with a wide image of a person using a VR headset.

It was important to start with a wide image so that the first thing users see already represents the experiences available.

The run through