My cardboard experience
I was given a google cardboard 2.0 by a VR enthusiast friend. So I decided to try it out, learn about it and share my initial experience. This should hopefully help other developers that want to know more about the initial UX and areas of confusion and frustration. It’s a bit stream of consciousness, but that seemed the best way to capture my experience without trying to write poetry.
At the time of receiving it I only knew a few things
You put an android phone inside it and run apps from the play store
Supposedly there's a "button" on it somewhere
Here's my impressions starting from first receiving it
Sooo... how do I put my phone in this thing? Oooh I see the velcro thing opens then I guess I just kinda...shove it in there?
Ok I get it. Alright I guess I'll try and download some stuff from the app store. I search for "Cardboard" and manage to find some of the google apps and a variety of games and apps. It all looks slightly amateur and this whole thing reminds me of early Ouya, but I kind of expected that.
My friend had advised just downloading stuff with 4+ stars as a way to kinda find decent experiences. I download a whole bunch of stuff then fire up the Cardboard app from Google.
How the hell do I use this thing?
Upon first opening the app, I am prompted to scan the QR code on the cardboard to help it configure it...I don't have one...
It gives me the option to skip and I am set instead to just the "default viewer".
A list of apps I have installed that are Cardboard compatible shows up, which is cool, but why isn't this a VR launcher? Seems like a big missed opportunity to not browse this with the "goggles" on.
I just wanted to see how this all works, so I launched "Cardboard Demos"
Cardboard Demos
Upon launching the app, I see my phone screen split in half with a row of icons in the middle of the screen and it seems to scroll as I tilt my phone. I think ok, its vr time!
I slide the phone into the cardboard and latch it with the velcro. Ummm, now what?
First off everything is all blurry and cross eyed. I was really hoping there would be a calibration thing, why is there not something to help me get this setup?
I know I need to somehow adjust the lenses, but how? I start my pushing kinda on the sides of them where there is some cardboard exposed before realizing the "pull tabs" on the sides let me slide them in and out.
Damn its hard to get the settings right, how am I really supposed to know when its perfect? I almost want some kind of eye exam app. I feel like text is the only thing that really helps me get a grip on if its crisp or not.
I managed to get it decent I think and start looking back and forth across the row of icons and stare at them, waiting for them to launch....nothing
I think, OH THAT'S RIGHT! there's supposed to be a button. I start pressing all over the box with the goggles on waiting for something to happen. I get frustrated and take them off. After looking all over it, I see a part of the cardboard thats not colored and somewhat indented, almost reminds me of a shutter button. I try that, it works!
I get into the tutorial first and it tells me to press the button to click, and tilt 90 degrees to exit. God dammit Google, why isn't this shown to me the first time I open the app!!
Windy Day
Now that I finally know how to navigate, open and close the apps, I try out the Windy Day demo.
It's pretty nice looking but I realize in all my fumbling to find the button, i've knocked the lenses out of alignment. More fun adjusting those...
I look around by moving my head which I wouldn't say seems perfectly smooth, but feels passable. I hear audio coming out of the speaker and realize this experience would be much better with headphones on. I take the old Sony MDR-V600 cans off my desktop computer and put those on (figured that would be more immersive than ear buds). Suddenly I feel a lot more impact of presence. I see what Jesse Schell was saying about the importance of sound design, headphones with this are kinda like blocking out light in a theater.
The demo is decent and I get to watch a mouse do some stuff, but I do feel a little bored by the inability to really affect what's happening (or if I am, I have no idea how). It's interesting though to think, what if cartoons were made in full 360 and you could look around, would be interesting but maybe you'd miss stuff like I kept doing while looking at the pink bear.
I let my g/f give it a try and she has to adjust the lenses and I have to show her where the button is. None of this is very intuitive, but I guess what do I expect for $20 in cardboard and lenses.
I realize after taking it back, man is it going to be REALLY annoying to constantly readjust these. So I take advantage of it being cardboard, and I adjust them as best I can, then mark lines on the pull tabs with a pen, so I can just slide them back to that position to "recalibrate". Hell if they had just printed numbers on them like a ruler I bet it would have been nice, maybe I'll do that. They could even just sell a sticker for $0.50.
Exhibits
The exhibits demo was kinda meh, had some narration, but just felt like a crappy old Quicktime VR video from like a decade ago. Disappointing.
Earth
This felt kinda neat zooming in the direction I was looking by toggling movement on/off with the button. Having to watch things slowly popup and render in real-time though was pretty weak. I would have preferred some kind of pre-load time and maybe even a little mini vr experience to look at while I wait.
My videos
Up popped the most recent video I had recorded which started playing automatically. This happened to be some video of playing some slot machines I had recorded for a podcast and it made me realize that gambling will probably be pretty intense in VR.
I looked around to see what would happen and noticed I basically could see other videos to select. What was weird is that selecting them played on the original virtual "screen" I had been looking at initially so I had to turn back. Kind of a strange experience to not just play them where I selected them as the UI looked basically the same.
At this point I decided it was time to give some random apps I had downloaded a try.
A space and time in VR
Upon launching the app, everything looks all stereoscopic screwed up and I try and adjust as best I can and get past the main menu. Once I'm in the "game" it becomes a bit easier to fix.
Kind of a neat space roller-coaster, definitely had to have headphones on to really feel immersed in an on rails experience though.
I ride it to the end, and I'm like, yeah thats cool but unless there's interactivity somewhere in the future, don't expect me back.
Cardboard crossy
Supposedly a VR first person Crossy Road (aka frogger).
Seems kinda novel in that I literally have to look both ways before crossing hah, but the controls kinda suck. I have to hit the button to hop forward in the direction im facing, but it feels pretty unresponsive at times and its really easy to get really dead really fast.
Even if the button was responsive, I can see getting fatigued from pressing it so frequently really fast. Speaking of which, man my arms get pretty tired holding this thing to my face, I hope there's some affordable "headsets" soon.
Hyundai VR+
Starts with all these like tips and crap for swiping around and using the menus and all that. None of this in VR. In fact I frustratingly have to go through quite a few things before I can tap a button to switch it to "VR mode".
Pretty sucky first impression of the UX. Why not just ask me when I first open it "HEY YOU IN VR?"
I try out the VR+ game which is basically driving in a tube thats populated with forest stuff (trying to be like a car rally game) and a road that twists and turns. It reminds me a bit of some old sonic the hedgehog gimmicks.
The controls are confusing at first, I guess basically I turn my head left/right to "steer". It's at times both overly responsive and not responsive enough (turns come faster than I can adjust for). I could see a pretty cool wipeout kind of game coming from this, but man do they need to tweak the controls.
Deep Space VR
Another weird initial menu eye sore but I manage to get it sorted. The main menu is neat enough and consists of just looking at the level box to select to play it. It seems pretty common to do the whole "circle/box outline filling up to confirm your selection by staring" routine that is very reminiscent of the delay frustration of using the xbox kinect. This one is slightly different in fading the outside box instead of filling, but instead of letting you know you've selected something, it pauses for a few moments to load the level, making you think you haven't selected anything or it has crashed. Let me know something is happening!! Also why not just let me press the dang button if I want to select as an option...
The game is a 3rd person space flying shooting thing that reminds me a little of playing Tie Fighter back in the day. It's a nice experience in that my head tilt actually matters too. I'm just glad I was playing in an office chair that can spin as trying to rotate around a full 360 while standing or sitting could have been kind of a pain. It's also kinda cool that you can "look down" to see an exit button to quit the game.
I enjoyed this to an extent and managed to beat the level by killing hella enemy ships. The shooting was automatic which was fine although it would be nice to be able to use the button to like fire a missle or some kind of special weapon. The automatic gun shot kind of weird and I did find myself only really able to hit guys that were flying towards me.
I'm almost kind of curious why the game is in 3rd person, it makes me feel a lot more like i'm just puppeteering rather than experiencing it like I was with the roller coasterish one.
Radial G Infinity
Speaking of wipeout, this was a track based ship racing game, but not the same perspective, it was a little bit at a distance and kind of curving strange. You used head panning to move left and right and jump to other tracks. The game was ok, but I can definitely see where early VR games are struggling to make controls that feel natural. Moving back and forth on the track was slightly wonky feeling and jumping to other tracks just felt kinda clunky. Much like Deep Space VR, why am I controlling a 3rd person thing. This isn't so much immersion as just using my neck as a joystick.
So that's all I've experienced so far, hope some stream of consciousness experiencing is helpful to someone or at least interesting! I am excited about google cardboard and the future of VR. I do feel like this has a ton of potential. I know I was a bit critical, but as a game designer I'm purposely looking for ways the user experience can be improved so I wanted to focus on the few things that could be improved. This is pretty goddamn cool for $20!
Since writing all this I have tried a variety of other apps, games and experiences. I think there’s definitely a future for this, but its going to be bumpy!














