6.2 Designing for comfort and reducing motion sickness
9 min read•august 19, 2024
Designing for comfort in VR is crucial for creating enjoyable experiences. Factors like , , and can impact user comfort. Designers must consider these elements to minimize discomfort and .
Reducing motion sickness involves managing vestibular-visual mismatches, , and acceleration. Strategies like limiting , reducing visual clutter, and incorporating static reference points can enhance comfort. User control and technological solutions also play key roles in improving VR experiences.
Factors affecting comfort
Understanding the various factors that impact user comfort is crucial for creating effective and enjoyable VR experiences
Designers must consider the complex interplay between sensory input, hardware limitations, and ergonomic factors to minimize discomfort and motion sickness
Sensory conflicts
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Frontiers | Moving in a Moving World: A Review on Vestibular Motion Sickness | Neurology View original
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Frontiers | Moving in a Moving World: A Review on Vestibular Motion Sickness View original
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Frontiers | Toward Predicting Motion Sickness Using Virtual Reality and a Moving Platform ... View original
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Sensory conflicts occur when the visual information in VR does not match the user's vestibular and proprioceptive senses
Discrepancies between what the user sees and what their body feels can lead to disorientation and motion sickness
Examples of sensory conflicts include:
Perceived motion in VR without corresponding physical movement (vection)
Inconsistencies between head movements and visual updates (latency)
Latency and frame rates
Latency refers to the delay between a user's actions and the corresponding visual updates in the VR display
High latency can cause a noticeable lag between head movements and the virtual environment, leading to discomfort and disorientation
Low frame rates (below 60 FPS) can also contribute to motion sickness by creating a stuttering or juddering effect
Maintaining consistent, high frame rates (90+ FPS) and minimizing latency are essential for reducing motion sickness and improving comfort
Ergonomic considerations
Ergonomic factors, such as the weight and fit of the VR headset, can significantly impact user comfort during extended sessions
Poorly designed or ill-fitting headsets can cause physical strain on the neck, face, and eyes
Considerations for ergonomic design include:
Adjustable straps and interpupillary distance (IPD) settings to accommodate different head sizes and shapes
Balanced weight distribution to minimize neck strain
Adequate padding and ventilation to prevent facial pressure and overheating
Reducing motion sickness
Motion sickness is a common issue in VR, caused by discrepancies between visual and vestibular information
Designers must employ various strategies to minimize the likelihood and severity of motion sickness for users
Vestibular vs visual mismatch
Motion sickness often results from a mismatch between the vestibular system (responsible for balance and spatial orientation) and the visual information in VR
When the vestibular system detects no motion, but the visual system perceives movement, the conflict can lead to discomfort and nausea
Minimizing this mismatch by aligning visual and vestibular cues is crucial for reducing motion sickness
Vection and self-motion illusions
Vection refers to the illusion of self-motion induced by visual stimuli, even when the user is stationary
In VR, vection can be triggered by large-scale movements or optic flow patterns in the virtual environment
While vection can enhance immersion, it can also contribute to motion sickness if not managed carefully
Designers can minimize vection-induced discomfort by:
Limiting the speed and acceleration of virtual movements
Providing visual cues that anchor the user's perspective (e.g., cockpits, frames)
Minimizing acceleration and rotation
Rapid acceleration, deceleration, and rotational movements in VR can exacerbate motion sickness by disrupting the vestibular system
Designers should avoid sudden or extreme changes in motion and instead opt for slower, more gradual transitions
Techniques for minimizing problematic motion include:
Implementing smooth acceleration and deceleration curves
Limiting the speed and intensity of rotational movements
Providing multiple comfort options and allowing users to customize their experience
Designing interactions that rely on natural, body-based movements rather than artificial or unexpected motion
Technological solutions
Advancements in VR hardware and software have led to the development of technological solutions that can help mitigate motion sickness and improve user comfort
These solutions focus on optimizing display performance, reducing latency, and enhancing tracking accuracy
Low-persistence displays
reduce motion blur and judder by illuminating each pixel for a shorter duration
By minimizing the time pixels remain lit, low-persistence displays create a clearer, more stable image during head movement
This technology helps to reduce the perception of lag and motion artifacts, which can contribute to motion sickness
Asynchronous time warp
(ATW) is a software technique that reduces the perceived latency between head movement and visual updates
ATW works by warping the rendered frame based on the most recent data, even if the next frame is not yet ready
By continuously updating the display to match the user's head position, ATW minimizes the visual-vestibular mismatch and improves overall comfort
Predictive tracking algorithms
aim to reduce latency by estimating the user's future head position based on their current movement
By anticipating the user's next position and orientation, the system can preemptively update the display, minimizing the perceived lag
Advanced predictive algorithms can also account for factors such as acceleration and velocity to provide more accurate estimates
The combination of low-persistence displays, ATW, and predictive tracking helps to create a more seamless and comfortable VR experience
User adaptation and acclimation
Individual users may have different levels of sensitivity to motion sickness in VR, and some may require time to adapt and acclimate to the experience
Designers can facilitate this process by implementing strategies that allow users to gradually build their tolerance and comfort level
Gradual exposure techniques
Gradual exposure involves slowly introducing users to more intense or motion-rich VR experiences over time
This approach allows users to build up their tolerance and adapt to the sensory challenges of VR at their own pace
Techniques for gradual exposure include:
Offering a range of comfort settings that users can adjust as they acclimate
Providing shorter, less intense VR sessions initially and gradually increasing the duration and intensity
Incorporating rest breaks or "comfort zones" within the experience to allow users to reorient themselves
Habituation and desensitization
refers to the process of becoming accustomed to a stimulus over repeated exposures, leading to a decreased response
In the context of VR, users may habituate to the sensory conflicts and motion cues that initially caused discomfort
is a related process in which users become less sensitive to motion sickness triggers through repeated, controlled exposure
Designers can support habituation and desensitization by:
Encouraging regular, short VR sessions to help users build up their tolerance
Providing consistent and predictable motion cues to facilitate
Offering a variety of VR experiences with different levels of intensity to promote generalization of comfort skills
Individual differences in susceptibility
It is important to recognize that individuals vary in their susceptibility to motion sickness and their ability to adapt to VR
Factors such as age, gender, and prior experience with motion-rich activities (e.g., gaming, theme park rides) can influence a user's comfort level
Designers should accommodate these individual differences by:
Offering a wide range of comfort settings and customization options
Providing clear information about the intensity and motion content of VR experiences
Allowing users to self-select experiences based on their comfort level and gradually progress at their own pace
Evaluating comfort in VR experiences
To create comfortable and accessible VR experiences, designers must regularly evaluate and assess user comfort throughout the development process
This evaluation can involve a combination of subjective measures, objective indicators, and methods
Subjective measures and questionnaires
Subjective measures involve collecting self-reported data from users about their comfort level and motion sickness symptoms
Standardized questionnaires, such as the Questionnaire (SSQ) or the Virtual Reality Sickness Questionnaire (VRSQ), can be used to assess user comfort
These questionnaires typically ask users to rate the severity of various symptoms, such as nausea, disorientation, and eye strain, on a scale
Subjective measures provide valuable insights into users' perceptions and experiences, helping designers identify comfort issues and areas for improvement
Objective physiological indicators
Objective physiological indicators can be used to measure users' physical responses to VR experiences, providing a more quantitative assessment of comfort
Examples of physiological indicators include:
Heart rate and heart rate variability
Galvanic skin response (GSR) to measure sweat and arousal
Eye tracking to detect visual strain or abnormal eye movements
By monitoring these indicators during VR sessions, designers can identify moments of heightened discomfort or physiological stress and make appropriate adjustments
Usability testing and user feedback
Usability testing involves observing users as they interact with a VR experience and gathering their feedback and insights
This process can help designers identify comfort issues, usability problems, and areas where the experience can be improved
Methods for conducting usability testing in VR include:
In-person observation and interviews
Remote testing using screen-sharing and video conferencing tools
Automated data collection through in-app metrics and analytics
User feedback, both during and after the VR experience, provides valuable qualitative data that can inform design iterations and comfort optimizations
Best practices and guidelines
To ensure a high standard of comfort and accessibility in VR, designers should adhere to established best practices and guidelines within the industry
These guidelines provide a framework for creating VR experiences that prioritize user well-being and minimize the risk of motion sickness
Industry standards and recommendations
Industry organizations, such as the VR/AR Association (VRARA) and the International Organization for Standardization (ISO), have developed standards and recommendations for VR comfort and safety
These standards cover various aspects of VR design, including:
Adhering to these industry standards helps ensure a baseline level of comfort and quality across VR experiences
Platform-specific considerations
Different VR platforms (e.g., Oculus, SteamVR, PlayStation VR) may have specific guidelines and best practices for optimizing comfort on their respective hardware
Designers should familiarize themselves with the unique capabilities, limitations, and comfort features of each platform they develop for