AWESOME talk! I personally don't like the 'recipe'-type of solution, but I guess it gives the audience some more practical ideas that are implementable (things he says like the 'the density of information of can give is basically the same as if you were doing a mobile app'). Coming from a gamedev background I just think VR/AR/XR UI/UX designers limit themselves SOOO much just by the fact that they all come from print/web/mobile backgrounds. Every-other UX/UI Mock-up/experiment looks like a direct port from the web, which is an adaptation of print. IMO, this feels like a 'waste' of the medium. What spatial computing allows is the use of the 3rd dimension, along with a whole new slew of new stuff like Voice, Gestures, etc. It's very hard to find real examples of UX/UI designs that actually know how to use the tech. IMO, at least things could 'stop' being so much non-diegetic and have more in-context approaches. Especially for AR/XR cases, I find it very stranges that the metaphor still is the 'desktop', while the entire premise of the medium is the freedom of the space the user is. And all designers do in most cases is a 2.5D approach which is directly borrowed from the web/app stuff. The ideal UX/UI for VR/AR/XR should be a mix of voice and gesture along with actual physical representations of real interactions we have with the real world - physics, grabbing things, moving pieces/tools, etc. I understand that content is still largely stuck in 2D, so it can make sense to have a 2D base to support that, but I also believe things could/should go further from moving a cursor/pointer to a box which represents a button in a 2.5D non-diegetic HUD framing. Again, I really enjoyed this talk, it was very informative, but it kinda solidified my idea that we should unshackle our UX/UI principles from the print/web/app 2D world once and for all, and designers should free themselves to create interfaces that actually take advantage of the medium. Thanks for sharing this talk! :D
I totally agree coming from an industrial design background! I am excited about the opportunities to create new interactive methods especially through creative use of spatial sound! It could be super interesting to consider how sounds getting louder or quieter could change your experience :)
It takes a lot of courage, hard work, and knowledge to get in front of people and give a talk. Feedback is appreciated and encouraged, but please consider the way you phrase it. We should be more respectful of people who are putting themselves out there.
@@DesignCareerNetwork True. Some people just tune into something and naturally start a counter. "Um" can be overcome, but I don't claim it is easy. Practicing forming thoughts earlier before vocalizing can help, but it does mean slowing everything down a little bit.
AWESOME talk! I personally don't like the 'recipe'-type of solution, but I guess it gives the audience some more practical ideas that are implementable (things he says like the 'the density of information of can give is basically the same as if you were doing a mobile app'). Coming from a gamedev background I just think VR/AR/XR UI/UX designers limit themselves SOOO much just by the fact that they all come from print/web/mobile backgrounds. Every-other UX/UI Mock-up/experiment looks like a direct port from the web, which is an adaptation of print. IMO, this feels like a 'waste' of the medium. What spatial computing allows is the use of the 3rd dimension, along with a whole new slew of new stuff like Voice, Gestures, etc. It's very hard to find real examples of UX/UI designs that actually know how to use the tech. IMO, at least things could 'stop' being so much non-diegetic and have more in-context approaches. Especially for AR/XR cases, I find it very stranges that the metaphor still is the 'desktop', while the entire premise of the medium is the freedom of the space the user is. And all designers do in most cases is a 2.5D approach which is directly borrowed from the web/app stuff. The ideal UX/UI for VR/AR/XR should be a mix of voice and gesture along with actual physical representations of real interactions we have with the real world - physics, grabbing things, moving pieces/tools, etc. I understand that content is still largely stuck in 2D, so it can make sense to have a 2D base to support that, but I also believe things could/should go further from moving a cursor/pointer to a box which represents a button in a 2.5D non-diegetic HUD framing. Again, I really enjoyed this talk, it was very informative, but it kinda solidified my idea that we should unshackle our UX/UI principles from the print/web/app 2D world once and for all, and designers should free themselves to create interfaces that actually take advantage of the medium.
Thanks for sharing this talk! :D
Agree to 100 percent! We should definitely look more at industrial design or architecture instead of print.
Great comment! You’re so right about this
I totally agree coming from an industrial design background! I am excited about the opportunities to create new interactive methods especially through creative use of spatial sound! It could be super interesting to consider how sounds getting louder or quieter could change your experience :)
That's a very handy video, good tips for designing new interfaces.
Cool.
um
Move the time slider to a random point in the video, press play, and guess the first word you hear... (I tried it, and your guess was correct)
It takes a lot of courage, hard work, and knowledge to get in front of people and give a talk. Feedback is appreciated and encouraged, but please consider the way you phrase it. We should be more respectful of people who are putting themselves out there.
@@DesignCareerNetwork True. Some people just tune into something and naturally start a counter. "Um" can be overcome, but I don't claim it is easy. Practicing forming thoughts earlier before vocalizing can help, but it does mean slowing everything down a little bit.