UI/UX: Designing for AR & VR - Deepstash

In the next ten years, especially with Facebook Meta, crypto, NFTs, and online-only content, AR & VR(augmented reality and virtual reality) will absolutely take the world by storm.

We will be...

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Understanding augmented reality, virtual reality, and designing for AR/VR experiences.

UI/UX: Designing for AR & VR

uxplanet.org

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Augmented Reality

In AR, reality is overlaid with user interfaces, mixed with effects, modified, manipulated, and otherwise presented to the user as an augmented version of t...

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AR takes the feed from front-facing cameras, LIDAR (Light Detecting and Ranging), and other inputs, creates depth-maps, and uses constant field-watching to update the UI and feedback through the de...

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AR/VR applications will be surface-less, multi-type input, and will allow for real-time shared experiences.

Surface-less interactions:

Understand right now that you’re more tha...

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We can assume that most interactions will be visual, track with eye movement, thumb controls, reach-depth, speech recognition, head-tilt gestures, and a whole lot more.

The reason it’s so imp...

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You will need to account for real-time shared experiences between users.

This is NOT a 1:1 design process anymore, it is one-to-many, and then many-to-many.

This will constitute a HUGE ...

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How to start designing for AR/VR

In order to start designing in AR/VR, we have to understand that we are no longer constrained to a particular device “size” but rather designing for the human eye itself.

This FOV (Field of ...

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The Viewing Zones
  • Zone 1: Great (central) view: Zone 1 is defined as the central-most view of the user, and is where you should put the most important and/or immediately necessary information....

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This ideas provide a simple introduction that helps in understanding what augmented reality is and how it is applied to the real world.

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