Normal for Norman?

Conclusion

    In summary, we believe that we have managed to build a short, narrative experience exploring memory (and its fragility) that utilizes the uniqueness of Virtual Reality. We were successful in implementing several features of highly immersive virtual reality systems, like haptic feedback, positional audio, room-scale navigation, diagetic interfaces using objects in the environment, non-diagetic curved interfaces for changing game states, natural gestures for solving puzzles, and more. And while we may not have as many puzzles as we originally intended, we feel as though we were successful in our original goal by using these features to tell an interesting story in a way that couldn’t be told the same way in any other medium. As adoption rates for room-scale virtual reality systems like the HTC Vive increase, it is our hope that our experience (and others like it) could begin to see increased visibility, and see the additional positive effect of increasing empathy and awareness of those with memory disorders.

Full Report (with appendixes)

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