Motion trackers setup
Motion trackers setup
Motion trackers setup

Big shout out to UI Designers and 3D artists Chloe, Phoenix, Evelyn, Serlina, and Tom for delivering such a beautiful visual interface!

HTC VIVE, 2023-2024

Creating an intuitive cross-platform setup experience for VR motion trackers

The contents of this case study are based on personal experiences and professional expertise. Please note that certain details and information have been omitted or altered to protect the privacy and confidentiality of organizations involved.

At-A-Glance

VR motion trackers once required PCs and base stations with a complex setup. HTC VIVE simplified this with the VIVE Ultimate Tracker, compatible with VIVE headsets.

I designed the user experience across VIVE headsets and the mobile app, covering pairing, configuration, calibration, and error handling. The system enables seamless switching between the headset and app, with scalable architecture for future trackers and legacy integration like the Wrist Tracker.

VR motion trackers once required PCs and base stations with a complex setup. HTC VIVE simplified this with the VIVE Ultimate Tracker, compatible with VIVE headsets.

I designed the user experience across VIVE headsets and the mobile app, covering pairing, configuration, calibration, and error handling.

The system enables seamless switching between the headset and app, with scalable architecture for future trackers and legacy integration like the Wrist Tracker.

Timeline

Jan–Nov 2023: Phase 1

(First 2.5 months focused on MVP)

Dec 2023–Mar 2024: Phase 2

Deliverables

UX design. Led the hardware-software integration from 0 to 1 for VR and mobile app experiences.

Contributors

4 UI Designers, 1 3D Artist, 1 PM, 1 Content Writer, 3 Engineering Teams

01 Background

Earlier generations of motion trackers used an outside-in tracking method, requiring users to install base stations and connect the headset to a PC via USB cable for setup and tracking through SteamVR.

To simplify this complex process, HTC VIVE developed a new motion tracker with inside-out tracking. This tracker is compatible with VIVE headsets and also supports third-party VR headsets via PC.

Motion tracker displaying outside-in and inside-out tracking methods.
Motion tracker displaying outside-in and inside-out tracking methods.

02 Goal & Process

My goal was to design the setup interface for the motion tracker across VR, mobile app, and PC platforms (the PC platform was later handed over to another team due to resource constraints), while ensuring system flexibility for future trackers. My responsibilities included:

  • Simplifying technical information into an intuitive user experience, ensuring that users could troubleshoot on their own when encountering technical issues.

  • To build a better understanding of the product, I studied existing PC workflows and competitors, which led me to adopt a modular design for flexible adjustments and future expansion to support new trackers.

My goal was to design the setup interface for the motion tracker across VR, mobile app, and PC platforms (the PC platform was later handed over to another team due to resource constraints), while ensuring system flexibility for future trackers.

My responsibilities included:

  • Simplifying technical information into an intuitive user experience, ensuring that users could troubleshoot on their own when encountering technical issues.

  • To build a better understanding of the product, I studied existing PC workflows and competitors, which led me to adopt a modular design for flexible adjustments and future expansion to support new trackers.

Design process
Design process

This was roughly how the development process went: I first completed the basic VR framework, so the mobile app design colud follow.

03 Competitive Product Study

Key takeaways from competitors

PC setup: With stronger processing ablity, PC interfaces can provide detailed tracking data, catering to more tech-savvy users.

Mobile or console setup: These devices are limited by their performance, so instead of offering detailed tracking data, it’s more important to make setup simple and allow users to easily check battery life and status, making them better suited for general users.

Avatar model design: Using an avatar model to set tracking roles is easier to understand than a list format. Therefore, I made displaying the connection between the body model and tracking roles a core design concept.

Here're the competing products that I had studied for trackers and controllers:

SteamVR

Designed for PC, the interface is pleasing and highly flexible, but the pairing process is kind of long. Setting tracking roles requires searching through a long list, which can be cumbersome.

SteamVR

Designed for PC, the interface is pleasing and highly flexible, but the pairing process is kind of long.

Setting tracking roles requires searching through a long list, which can be cumbersome.

Steam VR settings
Steam VR settings

SlimeVR

Also designed for PC, it uses a avatar model to display tracking roles, making it intuitive and providing detailed tracking status information.

SlimeVR settings
SlimeVR settings
SlimeVR settings
SlimeVR settings
SlimeVR settings
SlimeVR settings

Sony Mocopi

Designed for mobile apps, it uses a human model to display tracking roles, offering a simple and intuitive experience.

Mocopi settings
Mocopi settings
Mocopi settings
Mocopi settings

Nintendo Switch

I absolutely love Nintendo’s pairing interface!

It not only clearly shows users how to pair with the console but also directly displays the status of each controller. The 4-slot layout to show pairing limits is a standout design.

Nintendo Switch

I absolutely love Nintendo’s pairing interface!

It not only clearly shows users how to pair with the console but also directly displays the status of each controller.

The 4-slot layout to show pairing limits is a standout design.

Nintendo Switch settings
Nintendo Switch settings

04 Building Design

VR interface iteration: From Following the Existing Design System to Crafting a New Layout

The initial design was based on the team’s existing design system. The main idea was that after pairing, users would click on cards to view tracker details and set tracking roles on the next page.

However, since there are 2 types of tracking roles—object and body—the existing UI struggled to show the connection between them, and the multi-layered setup made the process feel complex.

VR interface iteration
VR interface iteration

I then proposed the “side sliding panel” concept, allowing users to quickly view all tracking roles and understand their corresponding wear positions.

This design also enabled users to seamlessly switch between trackers, view details, and configure settings.

VR interface iteration
VR interface iteration

Cross-Device Design: From VR to Mobile App,  with Tailored Mobile Features

Unlike the VR interface, which is a first-person perspective for the setup process, the mobile app provides a solution for someone else assisted with the setup, especially in enterprise use cases.

The core design of the mobile app focused on quickly displaying the status of each tracker.

Cross-Device Design: From VR to Mobile App
Cross-Device Design: From VR to Mobile App

Some features are specifically designed for the app. For instance, since the app is ideal for scenarios for others to assist with setup, checking the tracker’s indicator lights becomes more intuitive when users encounter issues.

As a result, the app includes a manual of indicator lights.

Features for only mobile app
Features for only mobile app

While users can pair and configure trackers via the mobile app, the motion tracking experience still relies on the VR headset.

Therefore, the app includes guidance to help users transition to the VR headset, such as creating the tracking map after pairing.

Features for only mobile app
Features for only mobile app

Fun Fact: Avatar Display Discussion

When discussing whether to display the avatar from the front or the back, we found examples supporting both approaches. Considering users are more likely to associate with their front view, we decided to present the avatar from the front.

When it came to the imaging logic, I initiated a vote within the design team. In the end, we went for the mirrored view, allowing users to easily align their tracker setup as if looking in a mirror, avoiding confusion with left and right sides.

Imaging logic of mirrored view
Imaging logic of mirrored view

05 Biggest Challenge

Team Collaboration and Communication

Uncertainty in the early stages

At the start of the project, the requirements were a bit unclear since the engineering team responsible for early development was still working on it.

To move the design forward, I sketched out the key flows and screens to initiate discussions, even though many technical details hadn’t been finalized yet. This approach helped us narrow down the issues and gradually build consensus, pushing the project forward.

Uncertainty in the early stages

At the start of the project, the requirements were a bit unclear since the engineering team responsible for early development was still working on it.

To move the design forward, I sketched out the key flows and screens to initiate discussions, even though many technical details hadn’t been finalized yet.

This approach helped us narrow down the issues and gradually build consensus, pushing the project forward.

Collaboration once technical limitations were clear

As the technical constraints became clearer, I became more proactive in driving design discussions. I created ideal flowcharts, including plans for future scalability, and worked with the PM to organize meetings with key members of the engineering team. Having detailed visuals helped us focus on the right problems and quickly reach consensus.

Collaboration once technical limitations were clear

As the technical constraints became clearer, I became more proactive in driving design discussions.

I created ideal flowcharts, including plans for future scalability, and worked with the PM to organize meetings with key members of the engineering team.

Having detailed visuals helped us focus on the right problems and quickly reach consensus.

Error Handling Message

Error Handling Message

To be honest, I spent almost half the time dealing with error handling messages on this project. Once the engineering team figured out a new error case that needed to be handled, the nightmare started all over again. Huge shoutout to my amazing partner, Tom (our content writer), for all the time we spent tweaking those strings together!

Here’s one of the cases I struggled with the most:

To be honest, I spent almost half the time dealing with error handling messages on this project.

Once the engineering team figured out a new error case that needed to be handled, the nightmare started all over again.

Huge shoutout to my amazing partner, Tom (our content writer), for all the time we spent tweaking those strings together!

Here’s one of the cases I struggled with the most:

Established the Error Handling Rules of Trackers’ Tracking Role Conflict

Since the system supports multiple trackers, each with different pairing capacities and flexibility in setting tracking roles, users might accidentally assign the same tracking role to different trackers, which cause a role conflict.

We eventually established a priority rule, determining which tracker would take the first place based on its flexibility in setting tracking roles.

The biggest challenge in writing error messages was communicating conflicts clearly and concisely.

Tracking roles may change based on user settings, and the tracker list order shifts with connection sequence, making it tricky to explain which tracker had the conflict and what action to take.

In the end, we used the tracker name and a 5-digit SN number to identify conflicts. While the SN number isn’t very visible, it’s the only stable identifier.

VR interface iteration
VR interface iteration

06 User Testing & Final Outcome

User Testing: Identifying and Resolving UX Issues

2 rounds of internal user testing were conducted (using VR headsets for setup). In the first round, around 65% of users couldn’t complete the process.

The main issues were the timing of wearing the trackers and how users held the tracker (accidentally covering the tracker’s camera would interrupt tracking). After fixing these UX issues, nearly all users were able to complete the process in the second round.

2 rounds of internal user testing were conducted (using VR headsets for setup). In the first round, around 65% of users couldn’t complete the process.

The main issues were the timing of wearing the trackers and how users held the tracker (accidentally covering the tracker’s camera would interrupt tracking).

After fixing these UX issues, nearly all users were able to complete the process in the second round.

User feedback after launch

After the product launched for sale, I kept an eye on user feedback on platforms like Reddit, YouTube, and Bahamut (a Taiwanese gamer community).

Most users focused on the product’s specs andperformance, but when it came to the setup process I worked on, the common feedback was, “Super easy, just follow the instructions and you’re good to go.” For me, that was the best validation of the design’s success.

07 Reflection & Takeaways

Before diving in, I have to express my deep appreciation to my mentor, Harry. Without him backing me up every time I got frustrated with the project, it probably would have been ruined (laughs). Thanks for all the support and guidance!

Before diving in, I have to express my deep appreciation to my mentor, Harry.

Without him backing me up every time I got frustrated with the project, it probably would have been ruined (laughs). Thanks for all the support and guidance!

Communication Lessons

This project brought many “firsts” for me: integrating hardware and software, designing across VR headsets and mobile apps, managing a long development cycle, and collaborating with large stakeholder teams. For the first time, I was responsible for shaping the entire product experience.

The PM acted more as my technical advisor, managing issues across teams. Once I understood the technical limitations, I led the team toward the ideal experience.

At the beginning, unifying the perspectives of stakeholders was challenging. Over time, I figured out that using detailed diagrams, like flowcharts and key screens, helped clarify the user experience and align the team.

Tip: A good diagram keeps everyone on the same page!

This project brought many “firsts” for me: integrating hardware and software, designing across VR headsets and mobile apps, managing a long development cycle, and collaborating with large stakeholder teams.

For the first time, I was responsible for shaping the entire product experience.

The PM acted more as my technical advisor, managing issues across teams. Once I understood the technical limitations, I led the team toward the ideal experience.

At the beginning, unifying the perspectives of stakeholders was challenging. Over time, I figured out that using detailed diagrams, like flowcharts and key screens, helped clarify the user experience and align the team.

Tip: A good diagram keeps everyone on the same page!

Research Method

In the early stages, I didn’t have access to the actual hardware or competitor devices—I didn’t even know the tracker’s size, weight, or how motion tracking worked in VR. (I even tried setting up PC VR on my own, which was super tough for a beginner!)

Luckily, the VR community is full with helpful tutorials and detailed feedback. Thanks to YouTube and Reddit, I gathered tons of valuable insights that helped me understand user needs. I have to say, I’m absolutely in love with the VR community!

What’s Next

Our UX researcher and I, we hosted a VR chat dance party for the design team (thanks to Christina for organizing and everyone who joined!).

Wearing motion trackers, we all became furries and danced in the VR world, with our avatars’ ears and tails swinging around (thanks to the awesome avatar rigging). It was such an immersive and mind-blowing experience!

It got me thinking: what if the avatars in the setup interface could move too? (Secrect: I’ve already pitched the idea to the PM and engineers, so fingers crossed it shows up in a future version!)

© 2024 Tuan Wu. All Rights Reserved. Made with 💙 and Fluffy Unicorn Magic.

© 2024 Tuan Wu. All Rights Reserved.

Made with 💙 and Fluffy Unicorn Magic.

© 2024 Tuan Wu. All Rights Reserved. Made with 💙 and Fluffy Unicorn Magic.