|
|
|
|
|
by mncharity
2956 days ago
|
|
VR/AR is still in its "our users are completely untrained" skeuomorphic UI phase. There's been a tunnel-vision focus on gaming, Virtual Reality, and immersion. The design space for HMD and body tracking UIs is much larger than skeuomorphic VR. I've liked attaching eyeballs to my hand, to explore graphs without gymnastics or manipulation. Using aphysical kind-of-planar workspaces, to permit subpixel resolution on integrated graphics. Remapping motion, to permit fast ergonomic input from resting hands. Non-skeuomorphic UIs aren't getting much attention yet. And even awareness of that is not yet widespread. But there's a lot of fun incoming. |
|
But i agree that, VR-design wise, we are very primitive right now.