Real & Virtual Worlds — Concepting Week #4
As an extension to my milestone presentation, additional considerations that arose were:
- Designing the experience to run on mobile/tablet devices — use with Quest 2 (standalone android headset)
- Accessibility — ensuring that the experience can run on lower end hardware to allow it to be used in classrooms and everyone, as many families do not owning a high specification computer
This has prompted me to research into the specifications for designing for Android devices and lower end hardware (i.e. laptops) such as the platform and optimization requirements.
In addition, some sugggestions made to me from my milestone presentation were to consider what specific age range the experience will be designed for as there is a vast difference in the level of maturity from children aged between 8–10 years and the 11–13 range.