Daniel Burwen

Jaunt XR

Designing the interaction language for a new medium

Role

Director of Experience

Company

Jaunt XR

Year

2015 to 2017

Platforms

Web and mobile, 3DOF mobile VR, and 6DOF headsets

Scope

Interaction design, brand, team

Overview

Jaunt was a Fast Company “Most Innovative Company” with over $100M in funding. I led the design team building its first native in-headset VR player, letting people watch 360 video inside VR for the first time.

Most Innovative Companies

Problem

Jaunt was filming some of the most ambitious 360 video in the world, but had no native way to watch it inside a headset. There was no app, and no established patterns for how one should work.

Solution

A native VR player built around gaze-based controls, set inside designed environments that frame the world around the viewer without competing with the content.

The Jaunt VR app experience

The Constraint

No conventions. No hands. No positional tracking.

First-generation 3DOF headsets, and no existing UI patterns for this kind of interaction. Every decision had to be invented from first principles.

Environment Development

From first sketch to rendered world. “Pillars” framed the floating UI, giving rich environments and interface a natural breakpoint.

Pillars concept sketch
Rendered Jaunt environment

Brand as a Place

The pillars became the architecture.

In VR, the environment is the brand. The same pillars that framed the interface in the early sketches became the columns of Jaunt’s home space, holding the UI steady while the world opens up around it. Every view lands on content, and the space itself says Jaunt.

The Jaunt home lounge environment

One Player, Every Screen

The same interaction language, adapted from a desktop browser to 6DOF headsets.

No headset

Instant access, no hardware

  • Desktop web player
  • iOS app
  • Android app

Mobile VR · 3DOF

Look around, gaze to control

  • Google Cardboard
  • Samsung Gear VR
  • Google Daydream

Headsets · 6DOF

Move through the scene

  • Oculus Rift
  • HTC Vive
  • PlayStation VR
The Jaunt player across devices

Filling the Library

I designed the player, then filled it.

I built and led Jaunt’s third-party creator program, sourcing and licensing 100+ new pieces of content from outside creators, and developed a content strategy that brought outside audiences into the app.

Jaunt licensed content library

100+

pieces of content sourced and licensed

100%

library growth in three months

9+

platforms, from desktop browser to 6DOF headsets

Speaking

VRX, VFI, SVVR, AFI Fest, SXSW

Represented Jaunt on stage at VR industry events including VRX, VFI, SVVR, and AFI Fest, then distilled the work into a capstone talk at SXSW in 2018.

Outcome

Shipped the foundational VR player that the team extended to 6DOF headsets during my time there, and doubled the library it played in three months.

Next projectSony LifeSpace 4K →