VR Interface Design Pre-Visualization Methods.md

February 2, 2016 · View on GitHub

Notes from thejourneydude:

  • don’t want a lot of small texts and graphs

  • we’re humans, can use instincts for UI purposes

  • real life is a 3d interface

  • more screen space makes computer workers more productive

  • space cognition helps

  • vr allows users to customize work space

  • we had content, applications, organization and metadata, symbols + icons (with text descriptions), feedback from cursors, sound, and image change are all found in current OS environment

  • our GUI for VR

    • laser pointer cursor (its a bit shaky though so they make the rand wider as the laser increases in distance

    • crosshairs are another option.

    • intersecting lense idea (more research needed)

    • world in mini next to you, moving the items in the mini world change the world around you. you can also move yourself and change your location

    • teleportation

    • cursor menu and space

    • radio menu associated with hands or other bodies

    • switch tools or modify cursor actions with buttons or gestures

  • how do all of these work in VR?

  • hardware will change UI over time

  • in chair

    • field of view around 94 degrees

    • rotate head comfortably with 30 degrees and semi comfortable 55 degrees

    • up and down comfortable and max for moving up and down

  • 15 - 50 degrees downward from head if looking at a screen (best ergonomics) and outside strain zone

  • because of how eyes can’t see further than certain meters away stereoscopically, you can make items flat and possibly on the sky box.

  • showing text should be at minimum 1.3 meters away from head

  • within context(safe zone) show content

  • anything touchable should be 2/3 arm stretch away

  • you can put stuff around your hands permitting hardware

  • buttons let you cause an action

  • because finger move through button, it seems odd, or does it?

  • think of how finger can go through water (we are using human environment here)

  • we thus use colors in real world to detect states of something, loading equals yellow(yellow being fire since you tend to sit and wait near a fire)

  • you condense things to collections, instead of a stack of plates, you have one plate you can keep replicating itself as soon as you pick it up

  • you need a design workflow for mockups: foreground, mid ground, and background. each section has specific things for each zone

References: