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23 November, 2016
Building Blocks: A Deep Dive Into Leap Motion Interactive Design. 3 Kinds of Interactions Designing for hands in VR starts with thinking about the real world and our expectations. In the real world, we never think twice about using our hands to control objects. We instinctively know how. The “physical” design of UI elements in VR should build on these expectations and guide the user in using the interface. There are three types of interactions, ranging from easy to difficult to learn: spectrum Direct interactions follow the rules of the physical world. They occur in response to the ergonomics and affordances of specific objects. As a result, they are grounded and specific, making them easy to distinguish from other types of hand movements. Once the user understands that these interactions are available, there is little or no extra learning required. (For example, pushing an on/off button in virtual reality.) Metaphorical interactions are partially abstract but still relate in some way to the real world. For example, pinching the corners of an object and stretching it out. They occupy a middle ground between direct and abstract interactions. Abstract interactions are totally separate from the real world and have their own logic, which must be learned. Some are already familiar, inherited from desktop and mobile operating systems, while others will be completely new. Abstract interactions should be designed with our ideas about the world in mind. While these ideas may vary widely from person to person, it’s important to understand their impact on meaning to the user. (For example, pointing at oneself when referring to another person would feel strange.) Immersion and Flow As human beings, we crave immersion and “flow,” a sense of exhilaration when our bodies or minds are stretched to their limits. It’s the feeling of being “in the zone” on the sports field, or becoming immersed in a game. Time stands still and we feel transported into a higher level of reality. Creating the potential for flow is a complex challenge in game design. For it to be sustained, the player’s skills must meet proportionately complex challenges in a dynamic system. Challenges build as the player’s skill level grows. Too challenging? The game becomes frustrating and players will rage-quit. Not challenging enough? The game is boring and players move on. But when we push our skills to meet each rising challenge, we achieve flow. flow-channel To design for flow, start with simple physical interactions that don’t require much physical or mental effort. From there, build on the user’s understanding and elevate to more challenging interactions.
Labels:
3D,
Critical + Creative Thinking,
Game,
Graphic Design,
Social