
SUMMARY
My first experience with virtual reality was First Contact: an interactive orientation to Oculus Touch. I put on the headset and my new surroundings snapped into focus. I found myself in a cluttered workshop surrounded by nostalgia-inspiring objects like old computers and game consoles. I spent the next 10 minutes interacting with a friendly robot guide who handed me an assortment of floppy disks. While I had never experienced anything like this before, I knew what to do. I inserted the disks into glowing drives and familiar objects materialized in front of me. I held out my hand for a pixelated butterfly to land on, twirled a noisemaker and launched a toy rocket across the room.

Oculus First Contact
My mind was buzzing after I took off the headset. As a content strategist at Facebook, I use language to create clear, consistent and compassionate experiences for the people who use our products. Content strategists often communicate through words displayed on a screen in the form of dialogs, notifications, calls to action and other interface components.
What I’d just experienced felt more immersive than any interface I’d encountered before. And, while the experience was a completely new one, it had felt strangely intuitive. It became immediately clear to me that virtual reality represents a new and exciting challenge for content strategists. How do we bring clarity and simplicity to an experience when we move beyond the screen and the interface is all around us?
Several months later, I had the opportunity to investigate this question for myself. I worked with the Facebook Spaces team on Facebook’s first social VR app. It’s a virtual environment where people can spend time with their Facebook friends. They can watch videos, capture photos, play games, work on art projects and experience 360 media together. There was a lot to explain and no screen on which to do so. I was going to have to approach this from a different angle.

Social VR represents a new kind of conversation with the people who use our products. We didn’t want to introduce a lot of text into an immersive experience. We knew we’d have to make the most of the limited opportunities to explain all the features and functionality, like creative tools to make 3D art and media players to experience 360 photos and videos. I felt that the best way to do this was to help people form a clear mental model of the virtual space we’d created by anchoring the experience in simple and familiar concepts. To do this successfully, we needed to make careful decisions about how to label the concepts in this experience.
We had a long list of placeholder names and labels for various features. In Content Strategy, one of our core principles is to name things only when it’s absolutely necessary, so I did a quick audit of our list with that in mind. The goal was to choose names that would clearly communicate the purpose and potential of features, and they had to make sense all together. We put together a set of guiding principles to help us identify the names that felt unhelpful, inconsistent or unclear:

A 360 photo in Facebook Spaces
Metaphors are useful as feature names when they clarify the purpose of that feature. They’re a handy way to make a direct comparison between a virtual object and something familiar from the physical world. For example, calling a glowing, blue oval a “table” is a clear and concise way to explain to someone that they can place things on top of it or gather around it, without having to actually say all of that. It seemed wise to use metaphors sparingly, as giving people too many to keep track of could create a confusing experience. I worked with the team to create a set of principles to help us make quick decisions around which metaphors worked and which ones didn’t:
With Spaces, we were giving people a new kind of space in which to have new kinds of conversations. People would talk to each other in real time about what they were experiencing, so the language needed to work in conversation, not just in interface elements. We brainstormed things people might say to each other:
This was a great way to stress test our decisions. It helped us see how a name (or the absence of one) would fit into the conversations people might have in the app.
Here’s a summary of the guidelines that were useful to our team:
Read more about the Facebook content strategy team’s work in VR in my colleague Andrea’s piece on Medium, “Designing for Virtual Reality: 3 Tips for Content Strategists” and check out Facebook.design.
Thanks to Sara Getz and Jasmine Probst for their feedback and support.
RELATED BLOGS


Whether you’re a product designer, content designer, UX researcher or an all-around systems-thinker, there’s something here for you.