Q&A: XR Design Constraints!!

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

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  • @Artlee06
    @Artlee06 6 หลายเดือนก่อน +3

    Hey Daniel! Great video! Regarding tooling and skillets, I would like to know how all the various skills and tools come together in the XR Design process. From watching a bunch of videos this is what I gathered:
    (This assumes we started solutioning and have already defined the problem)
    1. Ideation: Body storming
    2. Fleshing out the user flow: Immersive storyboards (ShapesXR for example)
    3. Zooming into specific interactions: Prototyping with Bezi or maybe even Unity depending on complexity of interaction
    So the XR devs would have an immersive storyboard and some interactions to reference when developing.
    Then some periphery skills are things like 3D modelling with Blender to help with steps 2 and 3.
    Is this understanding correct? Thanks in advance!

    • @marqusee
      @marqusee  6 หลายเดือนก่อน +1

      That’s actually really insightful feedback thanks bud!

  • @mediaversenetwork
    @mediaversenetwork 6 หลายเดือนก่อน +2

    if you were born before the "screen" you designed the world around you. Back to the Future!. - 30y vet of XR.

  • @xr.melissa
    @xr.melissa 6 หลายเดือนก่อน +3

    I mentor a bunch of newbies to the space, and I see a lot of anxiety about having to "fill the space" in VR. This anxiety can come from a few different places, such as strong experience designing for a screen or even lack of skill in 3D modeling (i.e., people thinking they have to make everything). Much like in any other design discipline, "white space" is also important. So one of the constraints I like to impose on those newbie projects to start with only the part of the experience people will interact with and follow with direct attention. THEN you can start building out the nice ambient elements of the environment.
    I recall at some point seeing a VR film where a firefly was swirling around a dark void. It was visually simple, but it was still an element that captured my attention as part of the storytelling. So more is not always more, even when you're in an immersive VR space.
    So that is to say, when designing for FoV that doesn't mean you have to cram absolutely everything into that FoV, like you would with a screen. That can get into HYPERREALITY territory quick. You can separate it out, actually encourage people to move and explore. But that's also a point where you can ask yourself what is actually needed and eliminate clutter, too.

    • @marqusee
      @marqusee  6 หลายเดือนก่อน

      100%

  • @Greatbubba747
    @Greatbubba747 6 หลายเดือนก่อน +1

    It’s interesting to see a “skeuomorphic equivalent” happening in today’s AR/VR/XR applications right now. Though we have amazing spatial computing capabilities, we still interact with the digital world through the flat windows (looking at you, Vision Pro). I bet that once the general public becomes more comfortable with this technology, we’ll see some company have an “iOS 7” moment where we can take full advantage of spatial computing and use the 3D space to its fullest.

    • @marqusee
      @marqusee  6 หลายเดือนก่อน +1

      100%. I have a feeling we will shoot passes pretty quickly though.

  • @digital4ddict
    @digital4ddict 6 หลายเดือนก่อน +1

    Ha. You picked that comment?! lol.
    Regarding tooling and skillsets. I would love to know your thoughts on the integration of non-digital tools to help create immersive experiences and what they might be. I bring this up because for many designers, new tech is very intimidating. Perhaps realizing that traditional methods are still applicable may help stir their imagination on how these new design paradigms fit their workflow.
    For me the tool I have on my desk is a tape measure.

    • @marqusee
      @marqusee  6 หลายเดือนก่อน

      Ooooo I’ll have to put on my thinking cap