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Windows, and the walls they rest in, are basically 2D at their principle point of consumption (indoors, looking out). Desks provide much more creative value ac
by the_other 8y ago
Windows, and the walls they rest in, are basically 2D at their principle point of consumption (indoors, looking out).
Desks provide much more creative value across the first two dimensions than the 3rd: you want the stuff you're working on within sight, touch and arm's reach. "Piling up" is a "storage" or "attention reducing" strategy because you can't work with the piled items or the content with your hands. You largely don't care what they even are unless you're working on them... so pushing virtual representations of work surfaces deeper down an imaginary z-axis makes little sense.
The demos in the video look fun and exciting, and probably justified the applause at the time. I think the desktop metaphor could be worked over. Tablets and phones dropped it from the get-go. But I'm yet to be convinced that visually arranging data across a projected third dimension except when you want to draw the user through (like in a game) adds much to the experience.
The flipping and "piling" you get in Windows and macOS seem like decent uses of 3D. Those effects basically just add+hide 2D surface. It's the vanishing-point stuff that seems gimmicky to me.
- et1337 8y agoNote: most games are also 2D with a bit of 3D visuals thrown on top. True 3D controls are super tough for new players.
- chongli 8y agoNot to mention disorienting. I loved the Descent [1] series but damn was it ever difficult to wrap your head around, at least at the beginning. [1] https://en.wikipedia.org/wiki/Descent_(1995_video_game) https://en.wikipedia.org/wiki/Descent_(1995_video_game)
- otakucode 8y ago>I'm yet to be convinced that visually arranging data across a projected third dimension except when you want to draw the user through (like in a game) adds much to the experience. While not entirely convinced myself, I was persuaded to think that there might actually be some value in this after watching the various videos where people have built very large functional constructions in Minecraft. Watching the creators explain what they've done, and seeing how easy it is for them to navigate even tremendously complex and interlinked structures through reference to the relative positions of different pieces certainly makes it seem like there's something to it to me.