Over the past months of working exclusively on VR, I’ve performed many demos using prototypes and other demos from the internet. I’ve observed the following behavior (this is by no means scientific just some personal observations)
- Users want to do things the fastest way possible. For example, locomotion is a big thing, if your VR system supports room tracking people will generally walk towards their objective. But if given an alternative means of getting there (like pointing to teleport) then they will almost exclusively use teleporting. I suspect because it requires the least amount of work and is the fastest way to do it.
- It is harder to explain to a user what the experience and controls are once they have an HMD on. I suggest explaining at least partly what to expect in the demo to make it easier for them to jump into the experience. Obviously some experiences are better left to be naturally explored. Anything with complexity that you can only demo for 5 minutes requires the user to be briefed before hand.
- Users during demos are very receptive to verbal commands, use this to your advantage as they are a captive audience
- People like creative tools the most in all the demos I have shown. Because these demos tend to let the people explore more without structure and without pressure to do the “right” thing. I also think this taps into their inner child where they can happily express themselves and be amazed at what they make.
- If you have an option for a person to pick up an object, be sure you let them have the option to throw the object. That seems to be the majority of things people do when they pick up objects.