How to be a Master Guide to VR
- Bretton Hamilton
- May 1, 2017
- 10 min read
Between VR pranks, online VR falling videos and poor introductions, many consumers have been taught to mistrust anyone trying to strap a VR headset to their face. I don’t blame them. The early years of virtual reality have been rife with nauseating locomotion, jump scares, and miscommunicated expectations. While VR Designers have since learned a lot about movement, I still notice a lot of poor practices used when introducing this platform to new users, which is hindering the progress of this potentially revolutionary gaming platform.
In a previous post, I outlined that one of the greatest challenges facing virtual reality right now is public perception. My first introduction to VR was having a moist showroom Oculus DK2 sit on my face while the nauseating Team Fortress 2 VR port played. Back then, we hadn’t calculated how motion in VR could throw our inner ear off-balance. This is the cause of dizziness for many earlier VR titles. Needless to say, this discomfort left a foul taste in my mouth for nearly two years.


My first introduction to the HTC Vive was equally awkward and unpleasant. I was handed two controllers and thrown into the 2nd or 3rd level of Windlands. A solid game, but a bit disconcerting for the uninitiated. Without a proper tutorial I found myself flailing around and falling to my death time and time again. While typically fine in most games, falling out of the sky in VR can be quite a shock. Your inner ear struggles to make sense of your vision and your lack of real-world momentum results in a loss of balance. Meanwhile, my hosts struggled to communicate the controls to me. Frustrated from flailing around like a limp noodle and dying a lot, I decided to call it quits.
After Windlands, I was loaded into Raw Data. With no explanation and a skipped tutorial, I quickly found myself with no weapons, as I was punched by robots. My VR hosts, though well intentioned, assumed my gamer sensibilities would kick in and I would figure things out. Needless to say, I left that day feeling less excited about virtual reality than ever.
Thankfully in early October 2016, I had the opportunity to explore VR at my own pace. I was invited to a studio in Australia that had access to a handful of VR games. Someone recommended The Lab. After a brief verbal introduction to the controls, I lost myself for two hours as I explored the myriad of experiences within The Lab. Even with two terrible introductions, all it took was one great experience to change my mind about virtual reality forever. My perception of VR flipped a complete 180 degrees!
Unlike a traditional computer game or console experience, Virtual Reality must juggle some pretty complex pre-conceived expectations. For those of us who are fortunate enough to own VR equipment, we will play a vital role in correcting this dialogue and educating both our clients and the public. Consumer expectations of VR range from glorified 360 video to Star Trek’s holodeck. Early imperfections in the technology have lead to many underestimating its potential. By improving our public outreach and demonstration techniques we can spearhead the future of VR tech and development.
Since diving into the industry, I have introduced 50+ people to Virtual Reality. From children as young as ten-years-old, to the elderly—some of which are well into their eighties. I have accumulated, through much trial and error, the following advice over many months. The aim of this article is to create a ‘how to’ guide of techniques to apply in VR demo work that will create a positive experience for those who are lucky enough to experience VR for the first time.
For the context of this article, “Onboarding” will be defined as ‘the process of introducing and familiarizing a user with a virtual world.’ “Offboarding” is ‘the process of easing a user back into the real world.’
Disclaimer: My advice is specific to onboarding for the HTC Vive. However, many tips are also applicable to other VR systems including the Oculus Rift and PlayStation VR.

Step Zero: Prep
Before onboarding, take some time to consider the following;
Identify the audience you’ll be onboarding.
Decide which experience(s) people will try out.
Ensure the experience(s) you plan to demo are properly installed.
Familiarize yourself with the controls. You must be the expert!
Clear the playspace of clutter and uneven surfaces. Safety is important.
Make sure observers are aware and away from the lighthouses.
Double check that the controllers have sufficient battery to demo.
Run Roomscale Set Up AND test run the experience yourself.
Adjust the IPD for the expected user’s demographic average.
Check that the length of the headset cable can reach the entirety of the playspace.
Step One: Communication
So, you're ready to demo. Human connection goes a long way in easing people into the uncertainty of trying VR for the first time. Introduce yourself, remember their name and ask them their background with VR. This moment is the first opportunity to establish a rapport and communicate expectations. Ask open ended questions. Many users outside of the VR industry refer to 360 videos as virtual reality. The differences between 360 video and the HTC Vive are as vast as movies and games. Clarifying what kinds of VR experiences they’ve had can help identify the support they will need throughout. Others have explained that, while they have never tried VR, they are gamers and have watched VR Let’s Plays. Even the most avid gamers struggle to translate their techno-prowess to VR! Unless the user has spent more than a few hours in VR, I will always run them through this onboarding process.
Communication with the user is key. Before putting the headset on a user, I explain what kind of experience I’ll be putting them into. I explain to the the user that I will help them remove the headset the moment they decide they want to stop, and teach them how they can communicate that they are ready to finish. I narrate my actions clearly and frequently ask the user if they’re comfortable. This narration is vital to ensuring new users are comfortable being completely blinded and touched by you.
I gently guide and position the user to the center of the playspace. It is important as the VR expert to use appropriate body language and nonverbal cues to communicate information and create a safe environment for the user.
Step Two: The Headset
I ask them to hold the front of the headset so that they can place the screens in front of their eyes. If the experience is already running, they should be able to determine which position is least blurry. Meanwhile, I reach over their head and help slide the necessary straps into place. I inform them that I will be touching their head as I do so. Touching a stranger's head can range from uncomfortable to rude depending on a person's cultural background and personal preferences. Once the headset is secure, I confirm that the user is comfortable before proceeding.
Extra Tips!
If users show the slightest discomfort at having their head touched, I offer to talk them through which straps need to be adjusted to guarantee the safety of the equipment and themselves.
I request that users remove hats and ponytails before use. Doing so negates the opportunity for the headset to slide around or pull out hair. Plus, it is not fun picking hair out of the straps!
If I know in advance, I will be demoing to kids I reduce the headset’s Interpupillary distance (IPD) in advance. If the user is 18+, then I stick with around 60mm-65mm. I don't recommend encouraging the user to tweak the IPD themselves.

Step 3: Controllers and Roomscale
When beginning the demo, I pick up the controllers and stand outside arms reach directly in front of the user. I ask if they can see the controllers floating. After their confirmation, I ask them to keep their eyes on the controllers. I walk in a semi-circle around them of at least 90-180 degrees forcing them to turn their head/body to keep track the controllers. I then invite the user to step forward and grab the controllers. This helps the user recalibrate to the virtual environment and understand they have a range of motion and movement within VR.
After the user is holding the controllers, I confirm that they can see the blue grid outlining the playspace. It is important to remind them that extending outside this mesh is dangerous and could cause them to hit a wall or their friend’s face. I request that they take a step backward to re-center themselves in the playspace. I demonstrate and explain how the grid disappears when they are safely away from the edges.
Lastly, I ask the user to look at the controllers in their hands. Turning them over, I explain the buttons relevant to the experience I plan to demo. I’ve found it very useful to establish a common vocabulary for the various triggers, buttons, and grips. This clarification can save the user from an awkward first time experiences, as they are not unnecessarily wasting time with the controls.

Extra Tips!
Children and older people can lose themselves in VR. Once, I told friend's grandmother they could throw the stick they were holding in VR. She ended up throwing my controller across the room! If they look technology illiterate, take the time to have them put on the wrist straps. They are there for a reason!
For older people, I tend to identify the buttons in relation to their body; pointer finger, thumb pad and side grips. Often less tech-savvy people struggle with modern terminology and verbal adjustments should be made.
I often introduce tech-savvy people to the touchpad by encouraging them to look closely at their remotes in VR. If users look closely, they can see the point of contact as they swirl their thumb around the touchpad. I only do this sometimes, as this functionality has no impact on the main experiences I prefer to demo.
Step Four: Play!
Remind the user that they can ask questions anytime, and then put the over-ear headphones on them. Watch how quickly their brain accepts their new audio-visual reality. The most common responses I see are stunned silence, or full-body laughter. This stage is arguably the trickiest part, as you will need to balance your attention between offering verbal support and guidance to the user, entertaining observers and shutting up long enough for the user to forget you, and the real world, exist.
Most experiences avoid directly teaching some subtle mechanics to the player. In Longbow, a bow and arrow experience within The Lab, the user can hold their arrow over a torch to light it on fire. Doing so will allow them to burn through enemy shields. This discovery is a unique and exciting mechanic for players. As a guide, take some time to point out these hidden gems that users could miss during a short 2-5 minute demo!
As mentioned previously, it is equally important to ensure observers are engaged. Even though only one person wears a VR headset during most of my demos, I try to encourage spectator participation and conversation. VR can and should be a social experience!
Extra Tips!
The audio should be split through the headphones for the user, and to come through your computer. This setup will ensure you can monitor audio cues while entertaining the crowd. I also tend to talk more if there is a prolonged silence, so a bit of background noise is ideal. Too much chit-chat with the user will also distract from the experience.
The volume should be loud enough that the user can focus on the experience’s audio while you are talking to observers, but not too loud that they can’t hear you. I will call the user’s name when I want to offer any suggestions or support.
As a final note about the audio, I recommend using over-ear headphones, because no one is comfortable being blindfolded while someone awkwardly tries to fumble in-ear headphones into place. (Not to mention the hygienic side of things!)
I tend to invite observers to stand in a safe position where they can see my computer screen. Here I mirror the user’s display onto the screen so that observers can watch and understand how the user’s actions translate within the experience.
While the user is wearing your headset, you are obligated to protect them from harm or abuse. It’s ok to mention if they are getting too close to a wall or about to get tangled up in the cords. You should also intervene if any jokester observers step into the user’s playspace to touch, mock, or otherwise interfere with the experience. this behavior should not be tolerated at all.

Step Five: Offboarding
If a player fails more than a couple times, or spends too long in an experience, they can get bored. The same can be said for spectators. Watching someone play around for more than 5-10 minutes loses its excitement. Depending on the number of observers and goals of the demo, I try to cycle through people at regular intervals. It is better to pull someone out prematurely than to let them stay in for so long that observers or, more importantly, the user may lose interest.
The best gift you can give is to leave them longing for more!
Once the experience has concluded, I request that the user holds the controllers at arm's length. I will take them and place them aside. Then I will assist the user to remove the earphones and headset. Remember to warn them you will be touching their head, and proceed very slowly. People often drop their glasses on the ground if the headset is ripped off too quickly.
Give the user a moment to recalibrate to reality. Do not forget that offboarding is equally as important as onboarding. Finally, I go out of my way to express my thanks, and congratulate the user on completing their experience with VR. Take a moment to ask their thoughts on the experience while you clean and prepare the equipment for the next user. This helps you understand their experience and can assist you refining your approach in future.
Extra Tips!
While it is important to intervene before experience drags on too long, don’t pull a user out in the middle of a fight. Wait for a pause in the action, either a game over, or some other milestone you establish beforehand.
If it’s a one on one demo, then do not worry so much about time. Each experience has strengths, weaknesses, and novelties. Familiarize yourself with the experience being shown to know when to end the demo.
If you unplug the headphones to avoid jumbling earphone and headset wires, then be aware that the audio plug on the headset can shock someone if it touches the back of their neck.
I tend to avoid asking if the experience has made someone feel dizzy or nauseous. I found that those symptoms of motion sickness were only present if I had chosen a poor introductory experience, or I made the person actively think about feeling nausea. (Damn Nocebo effect!)

Closing Thoughts:
During my time in Belgium, I have onboarded VR to the elderly, skeptics and kids alike. These techniques, combined with selecting the proper experiences to demo, has inspired a newfound understanding and excitement for this platform across several demographics. I hope this encourages VR developers and Vive owners to consider how they are introducing this incredible new platform.
Check back in early May, as I will be briefly reviewing several VR Games/Experiences and discussing how I choose which experiences to use to in onboarding! If you are a VR developer and you think I have overlooked some important steps, please shoot me a message! I’d love to chat!
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