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: