Building the Holodeck: XR for Designers
summary
XR is close to mainstream but still dev-dominated; practical entry points and a working prototype matter. A memory-placement app wins MIT Reality Hack 2023 finalist status, showing spatial UX can be built and validated. Web tools shown include A-Frame template in 5–10 minutes, model-viewer, three.js, Babylon, PlayCanvas and WebXR; visual tools include Blender (open source), Spline, Bezi and Shapes XR. Mobile AR, Google Cardboard or Quest 2 give the lowest hardware barriers, and open-source XR tooling remains sparse.
AI-written summary · about
chapters (10)
- 0:00Introduction and speaker background
- 1:10What is XR and its importance
- 2:15Types of XR experiences
- 4:23Spatial design in XR
- 5:06Front-end tools for XR
- 7:39Visual design tools for XR
- 10:29Game engines for XR
- 11:35Education and learning roadmap
- 13:00Why XR matters for designers
- 14:46Q&A session
related talks
23mBuilding Engaging Immersive Experiences
29mIs XR the Next Big Thing? Immersion, Collaboration, and More!
43mInstant XR: Just Add Browser
43mWebXR, if X = how?
27mState of WebXR: What do You Need to Know Today?
24mGet into AR/VR with Single Implementation
30mThe future of Virtual and Augmented Reality for the web
26mDesigning in 3D Space, a practical Guide to Spatial Design
