There's a Hologram in my UI!
summary
A walk-through of concrete UX rules for AR/VR: examples include a Madame Tussauds Ghostbusters rig with tracked doors and a vibrating vest that convinces users enough to fake climbing a ledge, a HoloLens NASA Mars demo that proves mixed reality fails if it ignores room geometry, and deployment constraints like 15×15 ft Vive play areas versus Oculus camera setups and a printer-size field of view. Covers hand tracking, gaze, teleportation, spatial/haptic audio, three cyber-sickness theories, and insisting on early, frequent testing.
AI-written summary · about
chapters (8)
- 0:00There's a Hologram in my UI!
- 14:46Location based roomscale
- 18:27Gamepad Teleport Physical movement
- 25:43Voice
- 29:08Lack of frame Clutter
- 34:03Haptic Audio Audio cues
- 39:56Latency Flicker
- 45:55Tutorials and How to's
related talks
45mUX in the 3rd Dimension
44mBetween Two Realities: Testing AR / MR
38mWhen the Web Re-Enters the Material World
26mMixed Reality: Stranger Things have Happened
10mMixed Reality check
23mFuture of User Interaction: Mixed Reality, AI and IoT
30mLeveraging Decades of Research in 3D UI Makes or Breaks XR
39mReinvigorating customer experiences: Are you ready for XR tech?
