The Viewing Zones - Deepstash
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The Viewing Zones

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.
  • Zone 2: Decent view: Zone 2 exists from the edge of the central view to about 10–15° degrees away from the eye’s central line of sight.
  • Zone 3: Rough view: Zone 3 exists from the edge of the decent view to about another 10–15° away radially.
  • Zone 4: Nope: Finally, we have Zone 4 which is a no-go, or as I like to call it, the Nope Zone.

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AR/VR: An Introduction

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 begin to see it everywhere from education, to scientific applications, research, entertainment, naviga...

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Multiple Input Types

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 important to consider these additional types of input, is that they will fundamentally change the way t...

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UI And UX Designers: Surface Less Interactions!

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 than likely used to designing for either a mouse and keyboard or touch-screen respectively, but in AR/V...

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Real-Time Shared Experiences

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 shift in the way that applications are designed, because the state of your application for one user ...

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Defining AR And VR

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 their normal reality.

Virtual Reality

By contrast, in VR, reality is ful...

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The Workings Of AR/VR

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 device. This environment co-exists with and is interdependent with the real world.

VR takes the ...

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How to start designing for AR/VR

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 View) exists between the human eye and the viewport surface.

This is key, because while your ...

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CURATED FROM

CURATED BY

carrmck

Charity officer

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

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