|Title||VR Experiences for Kids: Design Best Practices|
|Time||Friday, October 21, 2:30p-3:30p|
|Location||MSU Union Ballroom|
|Description||Most of the hype associated with VR has been focused on high end devices, aimed at core gamers or sophisticated technical or scientific applications. We believe the true game changer is the accessibility that consumer level devices and experiences offer to those traditionally disenfranchised by lack of equal access to “wow” experiences that inspire and excite early learners. Google Cardboard and the related Expeditions experiences open this world to students of all socioeconomic groups, and all ages.
This talk will explore the design learning associated with creating a suite of five games for young audiences. These games range from a VR-book (The Three Little Pigs), to two motion managed exploration experiences (Stone Age Snap, and Squeeds), to two movement based play experiences (Super Box Forts, RAWWWR). Key design challenges unique to VR, and this age group, will be described, including
VR technology has the potential to transform the learning experiences of today’s preschoolers, similar to how access to the world wide web democratized access to information, however new design theory and heuristics are needed to unlock this potential.