For those of you joining us for the first time, ResearchVR is a weekly podcast dedicated to breaking down years of Virtual Reality Research into a digestible form, and discussing the current economic trends of the industry around the world. In today’s episode:
We tackle the new field of 3D User Interfaces and Interactions. We discuss the current UI trends that are arising, and where we see things going for interactions.
Getting away from Skeuomorphic design
- Abstract concepts are well known amongst most users
distance from camera
Understanding Depth Cues
- Stereoscopic vision
- Convergence of eyes
- Inner Eye Lens changing form to accommodate variable focusing distance per eye
- Object blocking each other.
- More important for depth past a couple of meters
Canvas UI (hybrid)
- Gaze pointers
- Handheld Laser pointer
- Fingers going through buttons
UI elements placed on corresponding objects
- Good for sustained focal point
User Interface Design:
- approximately 2-3 meters away from the viewer
DONT MAKE IT TOO WIDE
- 1/3rd of the user’s viewing area
- Otherwise use head rotation
Be wary of Scrolling large walls of text
- Can cause motion sickness
Ok for wide but not tall text field
- Dont make it too wide
- Interacting with buttons changing things out of FOV can lead to confusion
Flat panel in front of you
- Curved panel
- Better than flat IMHO
- Good for convergence
Accommodation Vergence Issue
- DK2 Fixed focal distance of 1.3 meters away
- Object of Interest (menus) 0.75 and 3.5 meters away.
- TEST TEST TEST
- Playing with Depth of Field effects to help focus, depth perception, and attention.
Random thoughts to cover
First Time User Experience vs Mastery
- Finding the balance between the two
Skeuomorphic design vs abstract/minimal
- After certain amount of time, trends will arise. Common icons, buttons, actions. What will they be?
Links and References
Mike Alger’s UI: https://vimeo.com/141330081
Shibata, T., Kim, J., Hoffman, D.M., Banks, M.S. (2011). The zone of comfort: Predicting visual discomfort with stereo displays. Journal of Vision, 11(8), 1-29.