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Unit of study_

DECO3009: Designing for Virtual Reality

Semester 1, 2020 [Normal day] - Camperdown/Darlington, Sydney

This unit of study gives students the opportunity to design an interactive system using the emerging technology of virtual reality (VR). The unit focuses on the new kinds of interaction and compelling experiences that are made possible by VR rather than asset creation (modelling, animation, texturing, etc.) or game development. Specifically, students will be encouraged to push the boundaries on the ways people can interact in embodied interactive systems. The unit will introduce students to interaction design theory and principles for immersive environments, such as VR. Students will also learn how to create VR user experience prototypes using software tools, such as Autodesk 3ds Max and Unity.

Unit details and rules

Unit code DECO3009
Academic unit Design Lab
Credit points 6
Prohibitions
? 
None
Prerequisites
? 
DECO1008 and DECO2200
Corequisites
? 
None
Assumed knowledge
? 

None

Available to study abroad and exchange students

Yes

Teaching staff

Coordinator Callum Parker, callum.parker@sydney.edu.au
Tutor(s) Rohann Dorabjee, rohann.dorabjee@sydney.edu.au
Type Description Weight Due Length
Tutorial quiz Weekly Quiz
Ten quizzes related to the lecture material will be distributed via Canvas
20% Ongoing Approximately 10 minutes per quiz
Outcomes assessed: LO1 LO2
Assignment VR Postcard
Design and develop a web-based VR app with an accompanying design report
25% Week 06
Due date: 05 Apr 2020 at 23:59
Web-based VR app and 2 page report
Outcomes assessed: LO2 LO3 LO4
Assignment group assignment VR Design Proposal
Presenting the design of a web-based VR app
25% Week 10
Due date: 10 May 2020 at 23:59
8 pages excluding references,6 min video
Outcomes assessed: LO1 LO2 LO4 LO5
Assignment group assignment VR Experience Prototype
Design and video production
30% Week 13
Due date: 31 May 2020 at 23:59
VR prototype, 2 min video, documentation
Outcomes assessed: LO3 LO4 LO5
group assignment = group assignment ?

Assessment summary

VR Postcard

Your first task as a VR designer is to design and implement a functional VR prototype using the skills you have been developing in the first 5 weeks of class. The aim of this assessment is to develop your ability to take an idea and implement it in code. The VR prototype must follow the directions set out in the design brief and be an interactive web-based VR experience.

 

VR Design Proposal

The focus of the proposal is on presenting a design for an innovative and compelling experience that’s unique to VR. This could be in the form of a serious game, a data visualisation, an art installation, an interactive story, an educational experience, etc. The deliverable is a document in Extended Abstract format.

The proposal should contain a description of the concept and the problem it is solving with a clear rationale, review of related apps, concept art, timeline, and a group charter containing the roles of each group member.

The report will be assessed based on quality and conciseness of the video presentation and use of proper referencing using the APA referencing style.

This report is linked to assessment 3, where you will implement the design by creating a functional prototype.

 

VR Experience Prototype

Working in groups, your task is to develop a functional web-based VR prototype following the design your group created in assessment 2. The prototype itself will be assessed for its innovation (particularly in the interaction), its overall aesthetic, and its user experience. The technical execution (e.g. scripts, meshes, textures, animations or other assets) will be assessed on their originality and how they contribute to the innovative interaction, aesthetic, experience, and performance of the application (ie how well it runs).

A demo video that demonstrates the VR experience should also be provided. The demo video should be shot as if you are using it to attract funding to continue the project — use it as an opportunity to explore what could be possible if your prototype were taken further than you were able to in this semester.

 

Weekly Quiz

Ten quizzes will be distributed via Canvas in weeks 2 to 12. Each quiz will contribute 2% to the mark for assessment 4. The quizzes will be based on the content covered in the lecture.

Assessment criteria

The University awards common result grades, set out in the Coursework Policy 2014 (Schedule 1).

As a general guide, a high distinction indicates work of an exceptional standard, a distinction a very high standard, a credit a good standard, and a pass an acceptable standard.

Result name

Mark range

Description

High distinction

85 - 100

Work of outstanding quality, demonstrating mastery of the learning outcomes
assessed. The work shows significant innovation, experimentation, critical
analysis, synthesis, insight, creativity, and/or exceptional skill.

Distinction

75 - 84

Work of excellent quality, demonstrating a sound grasp of the learning outcomes
assessed. The work shows innovation, experimentation, critical analysis,
synthesis, insight, creativity, and/or superior skill.

Credit

65 - 74

Work of good quality, demonstrating more than satisfactory achievement of the
learning outcomes assessed, or work of excellent quality for a majority of the
learning outcomes assessed.

Pass

50 - 64

Work demonstrating satisfactory achievement of the learning outcomes
assessed.

Fail

0 - 49

When you don’t meet the learning outcomes of the unit to a satisfactory standard.

For more information see sydney.edu.au/students/guide-to-grades.

For more information see guide to grades.

Late submission

In accordance with University policy, these penalties apply when written work is submitted after 11:59pm on the due date:

  • Deduction of 5% of the maximum mark for each calendar day after the due date.
  • After ten calendar days late, a mark of zero will be awarded.

Academic integrity

The Current Student website  provides information on academic integrity and the resources available to all students. The University expects students and staff to act ethically and honestly and will treat all allegations of academic integrity breaches seriously.  

We use similarity detection software to detect potential instances of plagiarism or other forms of academic integrity breach. If such matches indicate evidence of plagiarism or other forms of academic integrity breaches, your teacher is required to report your work for further investigation.

You may only use artificial intelligence and writing assistance tools in assessment tasks if you are permitted to by your unit coordinator, and if you do use them, you must also acknowledge this in your work, either in a footnote or an acknowledgement section.

Studiosity is permitted for postgraduate units unless otherwise indicated by the unit coordinator. The use of this service must be acknowledged in your submission.

Simple extensions

If you encounter a problem submitting your work on time, you may be able to apply for an extension of five calendar days through a simple extension.  The application process will be different depending on the type of assessment and extensions cannot be granted for some assessment types like exams.

Special consideration

If exceptional circumstances mean you can’t complete an assessment, you need consideration for a longer period of time, or if you have essential commitments which impact your performance in an assessment, you may be eligible for special consideration or special arrangements.

Special consideration applications will not be affected by a simple extension application.

Using AI responsibly

Co-created with students, AI in Education includes lots of helpful examples of how students use generative AI tools to support their learning. It explains how generative AI works, the different tools available and how to use them responsibly and productively.

WK Topic Learning activity Learning outcomes
Week 01 Introduction to the unit and the assessment items. The history of VR and VR demos. Interaction design and best practices for VR applications Lecture (1 hr) LO1
Ice breaking activity - Form groups and test existing VR apps - Critique their design, pros/cons HTML and JavaScript refresher – GitHub pages Tutorial (2 hr) LO1 LO3 LO5
Week 02 Creating VR apps and the basics of A-Frame Lecture (1 hr) LO2 LO3
Create a basic web-based VR app. Test on your own device. Tutorial (2 hr) LO2 LO3
Week 03 Introduction to 3DS Max and the workflow with A-Frame Lecture (1 hr) LO3
3D modelling assets in 3DS Max Import 3D models to A-Frame Tutorial (2 hr) LO3
Week 04 Animation Lecture (1 hr) LO3
Animation in A-Frame Tutorial (2 hr) LO3
Week 05 Interactions and controllers Lecture (1 hr) LO3
Coding interactions Tutorial (2 hr) LO3
Week 06 Advanced Behaviour Lecture (1 hr) LO3
JavaScript and Events. Group formation for A2. Tutorial (2 hr) LO3
Week 07 No Teaching - public holiday Lecture (1 hr)  
No Teaching - public holiday Tutorial (2 hr)  
Week 08 APIs and libraries Lecture (1 hr) LO3
Utilising APIs and libraries Tutorial (2 hr) LO3
Week 09 Guest lecture Lecture (1 hr) LO1 LO2 LO3
Work on assessment 2 Tutorial (2 hr) LO1 LO2 LO4 LO5
Week 10 User Research Methods for VR Lecture (1 hr) LO2
Work on assessment 2 Tutorial (2 hr) LO3 LO4 LO5
Week 11 Developing VR apps with Unity Lecture (1 hr) LO3
Introduction to Unity and VR Tutorial (2 hr) LO3
Week 12 Future Directions of VR Lecture (1 hr) LO2
Test fair (post a link to your project on Slack and get your classmates to test and leave feedback). Tutorial (2 hr) LO4 LO5
Week 13 Zoom Drop-in. Last minute help before submission. Lecture (1 hr) LO5
Zoom Drop-in. Last minute help before submission. Tutorial (2 hr) LO4 LO5

Attendance and class requirements

The School’s requirement of 90% attendance is waived. Participation in this unit is required via online components.

Please refer to the Resolutions of the University School: http://sydney.edu.au/handbooks/architecture/rules/faculty_resolutions.shtml

Study commitment

Typically, there is a minimum expectation of 1.5-2 hours of student effort per week per credit point for units of study offered over a full semester. For a 6 credit point unit, this equates to roughly 120-150 hours of student effort in total.

Learning outcomes are what students know, understand and are able to do on completion of a unit of study. They are aligned with the University's graduate qualities and are assessed as part of the curriculum.

At the completion of this unit, you should be able to:

  • LO1. assess the user experience of an immersive application
  • LO2. identify appropriate design principles for designing immersive experiences
  • LO3. ability to conceptualise and prototype immersive experiences
  • LO4. reflectively document and present process and designed solutions
  • LO5. work effectively individually and as part of a team.

Graduate qualities

The graduate qualities are the qualities and skills that all University of Sydney graduates must demonstrate on successful completion of an award course. As a future Sydney graduate, the set of qualities have been designed to equip you for the contemporary world.

GQ1 Depth of disciplinary expertise

Deep disciplinary expertise is the ability to integrate and rigorously apply knowledge, understanding and skills of a recognised discipline defined by scholarly activity, as well as familiarity with evolving practice of the discipline.

GQ2 Critical thinking and problem solving

Critical thinking and problem solving are the questioning of ideas, evidence and assumptions in order to propose and evaluate hypotheses or alternative arguments before formulating a conclusion or a solution to an identified problem.

GQ3 Oral and written communication

Effective communication, in both oral and written form, is the clear exchange of meaning in a manner that is appropriate to audience and context.

GQ4 Information and digital literacy

Information and digital literacy is the ability to locate, interpret, evaluate, manage, adapt, integrate, create and convey information using appropriate resources, tools and strategies.

GQ5 Inventiveness

Generating novel ideas and solutions.

GQ6 Cultural competence

Cultural Competence is the ability to actively, ethically, respectfully, and successfully engage across and between cultures. In the Australian context, this includes and celebrates Aboriginal and Torres Strait Islander cultures, knowledge systems, and a mature understanding of contemporary issues.

GQ7 Interdisciplinary effectiveness

Interdisciplinary effectiveness is the integration and synthesis of multiple viewpoints and practices, working effectively across disciplinary boundaries.

GQ8 Integrated professional, ethical, and personal identity

An integrated professional, ethical and personal identity is understanding the interaction between one’s personal and professional selves in an ethical context.

GQ9 Influence

Engaging others in a process, idea or vision.

Outcome map

Learning outcomes Graduate qualities
GQ1 GQ2 GQ3 GQ4 GQ5 GQ6 GQ7 GQ8 GQ9

This section outlines changes made to this unit following staff and student reviews.

Reducing complexity and ensuring more time spent on gaining deeper knowledge of VR development. This was something that came up in the feedback and from our own observations.

Additional costs

An iOS or Android smartphone that: - can run the latest Firefox or Google Chrome web browsers. - meets the requirements set out by Google: https://support.google.com/cardboard/answer/6295046?co=GENIE.Platform%3DiOS&hl=en&oco=0 A smartphone virtual reality headset – such as a Google Cardboard. They can be purchased from retailers such as Officeworks and online through sites such as eBay. It is recommended you purchase a headset with a magnet or touchscreen button for interaction. The headset will be required in class from week 1.

Disclaimer

The University reserves the right to amend units of study or no longer offer certain units, including where there are low enrolment numbers.

To help you understand common terms that we use at the University, we offer an online glossary.