Social VR spaces are crucial for building ‘The Metaverse.’ They seamlessly bridge the gap between the digital world and real-life experiences in collaboration, social gathering, presence, and communion. When physical connection is impossible, VR becomes the perfect medium for bringing communities together. Without these spaces, progress will stall for those who are unable to connect in person with thought leaders, educators, researchers, fans, and others.
Social VR has a wide range of applications, from entertainment to education, decision-making, community building, training, and prototyping.
While exploring platforms like VRChat, RecRoom, and Spatial, I noticed that many gathering spaces draw heavily from reality, often incorporating elements that are neither usable nor contribute to the overall experience (like furniture, toilets, laptops, etc.).
It might seem amusing to encounter a non-functional laptop or toilet in VR, but it’s understandable, given that many of these spaces are created by artists or hobbyists rather than professional architects or designers. The choices made by these creators have inadvertently shaped a language and culture within the VR scene, defining what is expected in a social VR world. However, these decisions have also made the use of social spaces challenging and sometimes frustrating.
For example, in VRChat, many homes are recreated with full kitchens, bedrooms, living rooms, and various decorative objects that are unusable. When a gathering of 50 people takes place, you can see the organizational challenges as users try to find spots to ‘sit’ or ‘stand,’ often on top of furniture, crammed into a bathroom tub with a dozen other avatars, or wandering endlessly in search of a place to feel ‘comfortable.’
To address this, we need to introduce a language or method to help create more effective social spaces. The goal is not to regulate the design of virtual spaces—after all, VR is not bound by laws or physics—but rather to provide creators with guidance that empowers them to make meaningful and creative decisions.”
So, where should we start before building a social space? Just like in the real world, buildings and community places are designed to be functional around specific activities. For example, a hospital needs dedicated areas for patients, medical equipment, waste management, cleaning facilities, and a morgue. Each space serves a particular purpose, ensuring that the building meets the needs of its users efficiently.
In the context of a virtual space, let’s consider creating a venue for indie musicians to showcase their songs. This space can take any form we desire, but it must ensure that the audience can see and hear the artist clearly. Additionally, we need to design the space to accommodate a reasonable number of users, which, on most social VR platforms, typically ranges between 25 to 80 people (we will explore this constraint in another post).
With our objectives in mind, we must also consider how to make the space relatable and engaging for users. The architecture should tell a story that resonates with the audience and fits the purpose of the space. To achieve this, we need to think about questions like: ‘How will avatars navigate the space?’, ‘How will they interact with each other and the musician?’, ‘What is the cultural background of the visitors?’, and ‘What elements will make them feel at ease, or perhaps surprise them?’
This is a good starting point, and I encourage creators to begin by asking these essential questions before sketching anything. In an upcoming post, I will continue detailing this method, so stay tuned.