~/talk

Designing Spatial Apps for Apple Vision Pro

Talkat Let's visionOS 2024 · 2024-03-30..03-31· [ux-and-product-design, webxr]
slides:none on file

Practical rules for visionOS UI: use glass with subtle opacity and one line of code glass effects instead of opaque backgrounds; convert flat badges into 3D models (TurboSquid or Spline) to let users inspect awards and unlocked icons (36 variants on iPad); prefer rounded rectangles and subtle padding3D; keep depth minimal to avoid eye refocus; size interactive targets ~44pt with ~8pt padding to reach ~60pt total; implement clear hover states for eye-controlled cursors; run in the simulator with a controller or test on-device.

AI-written summary · about

  1. 0:00Introduction and background
  2. 4:09Designing for Vision OS
  3. 5:34Crafting rich spatial content
  4. 16:37Scaling and content strategy
  5. 20:00Typography and legibility
  6. 24:19Interaction and hover states
  7. 27:43Navigation and ornaments
  8. 33:02Prototyping and resources
  9. 35:10Q&A and closing
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