W11 | Defining Interactables
- Soo Zhi Jing
- Aug 31, 2020
- 2 min read
I started to plan out what kind of interactions I want to include in my project for users to understand the story better as well as connect with it. After reseraching on the possibilities of VR platform specifically on the Oculus Quest, I have a clearer understanding on what interactions to include and how feasible it is to recreate it.
The following are photos of the planning:

I separated the story into parts, the first part is the anticipation stage which I named "curiosity". In this part users are given a role to escape the explicit contents that are chasing after them after their encounter with a glowing standee out of curiosity. Eventually meeting with the silent heroes (content moderators) that helped saved them and as they return to their office, users followed them out of curiosity as well.
Interactions: Timed Action - A countdown timer for users to do an action such as grabbing/ clicking a button.
Clenched Fist running in position action - This action is for users to run and dodge buildings that are blocking them. Buildings will be reflective so that users see their reflections too to solve the third person view problem that was proposed last week (week 10). Viewing - Users can view 360 degree every moment of the interactive film.
Long gaze trigger - Users stare in one particular spot to trigger next scene.

The second part will be "Discovery" where users learn the true role of the silent heroes. Experiencing their discomfort, anxiousness and confusion state. In this segment the users will need to watch and observe most of the time, the only action interaction will be when they need to help them moderate content. They will need to select which content to delete or remain and both answers will be wrong to suggest the confuse state they constantly feel. the rest of the interaction of this stage will be just viewing and observing. The style of storytelling will be through comic style.
Interactions: Timed Action - A countdown timer for users to do an action such as grabbing/ clicking a button.
Viewing - Users can view 360 degree every moment of the interactive film, 180 degree panning will occur.

Lastly, "closure" is the part where users are being swallowed up by the silent heroes as they malfunction and lose sanity. As it influence the users as well, the story proceeds in a way that users are dragged into this madness as well, in the end infecting users of their sanity. The story is a full cycle, how users start is how they end as well. For example, the scene starts off in an office, and it will end in an office as well.
Interactions: Push interaction - A push mechanism that suggest weight, vibration will be in the form of visuals since it it not possible for headset to vibrate and hand tracking is used instead of controllers.
Viewing - Users can view 360 degree every moment of the interactive film.
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