User Interface Design for Virtual Reality with Nick Cottrell from Meta

  Рет қаралды 12,534

Design Career Network

Design Career Network

6 жыл бұрын

Get ready to dive into the exciting world of mixed reality! Unlike traditional virtual reality (VR) and augmented reality (AR), mixed reality (MR) combines digital and physical elements to create a truly immersive experience.
In this segment, Nick Cottrell, an experienced XR Product Designer, shares his top tips for designing in this cutting-edge space. Discover how to translate 2D design principles into a 3D world, including UI component interaction, feedback, and scaling techniques. Plus, learn how to navigate the unique challenges of density, layout, and context to create unforgettable mixed reality experiences. Whether you're a seasoned designer or just starting, this segment will not be missed!
Keywords: Mixed Reality, Product Design, UI components, feedback, 3D space, scaling, density, layout, context, VR, AR.

Пікірлер: 11
@VitorGuerreiroVideos
@VitorGuerreiroVideos 3 жыл бұрын
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
@jonassandstedt
@jonassandstedt 3 жыл бұрын
Agree to 100 percent! We should definitely look more at industrial design or architecture instead of print.
@gamasierra
@gamasierra 2 жыл бұрын
Great comment! You’re so right about this
@triciasada5383
@triciasada5383 Жыл бұрын
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 :)
@mooretto
@mooretto 5 жыл бұрын
That's a very handy video, good tips for designing new interfaces.
@keihinjin
@keihinjin 3 жыл бұрын
Cool.
@turbosIut
@turbosIut 4 жыл бұрын
um
@erikjohnson9112
@erikjohnson9112 3 жыл бұрын
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)
@DesignCareerNetwork
@DesignCareerNetwork 3 жыл бұрын
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.
@erikjohnson9112
@erikjohnson9112 3 жыл бұрын
@@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.
VR Interface Design Manifesto (2014)
11:06
Mike Alger
Рет қаралды 55 М.
Lessons Learned from VR Prototyping
32:41
GDC
Рет қаралды 15 М.
🤔Какой Орган самый длинный ? #shorts
00:42
마시멜로우로 체감되는 요즘 물가
00:20
진영민yeongmin
Рет қаралды 30 МЛН
Я нашел кто меня пранкует!
00:51
Аришнев
Рет қаралды 5 МЛН
50 YouTubers Fight For $1,000,000
41:27
MrBeast
Рет қаралды 166 МЛН
VR Interface Design Pre-Visualisation Methods
18:03
Mike Alger
Рет қаралды 165 М.
Oculus Connect 2: Navigating New Worlds: Designing UI and UX in VR
59:06
VR Design Process - Google I/O 2016
46:21
Google for Developers
Рет қаралды 44 М.
UI/UX Design vs Product Design
14:09
Relab Studios
Рет қаралды 119 М.
XR Design Theory and Practice for Digital Eyewear
17:44
Mike Alger
Рет қаралды 39 М.
Best practices to design AR applications (Google I/O '18)
33:59
Google for Developers
Рет қаралды 69 М.
Integrating 2D UI with VR Environments
34:36
GDC
Рет қаралды 16 М.
Designing Screen Interfaces for VR (Google I/O '17)
26:36
Google for Developers
Рет қаралды 64 М.
Creating impactful UX for AR/VR with Sarah Tan
51:40
Students of UXD
Рет қаралды 8 М.
I found more incredible 3D personal portfolios!!!
19:12
Developer Filip
Рет қаралды 166 М.
Что не так с раскладушками? #samsung #fold
0:42
Не шарю!
Рет қаралды 204 М.
Собери ПК и Получи 10,000₽
1:00
build monsters
Рет қаралды 2,8 МЛН
КРУТОЙ ТЕЛЕФОН
0:16
KINO KAIF
Рет қаралды 6 МЛН
Как распознать поддельный iPhone
0:44
PEREKUPILO
Рет қаралды 2 МЛН