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I'm sorry, I was unclear. I agree the Minority Report UI was poor. But seeing it, seemed to get people talking. People who normally wouldn't think about possi
by mncharity 8y ago
I'm sorry, I was unclear.
I agree the Minority Report UI was poor. But seeing it, seemed to get people talking. People who normally wouldn't think about possibilities for future UIs. It seemed to fire imagination, to create anticipation. It had random TV news people talking about UI design. My impression is an "Iron Man" UI was similar. So UI demos, at least in blockbuster movies, can create popular interest.
There currently seems an absence of anticipation for VR/AR "office work" screen-replacement UIs. And there is currently a failure to market VR hardware with tradeoffs made with that focus, rather than for gaming. I was speculating that we might get such hardware sooner, by creating a perception of a market worth attending to, by increasing popular anticipation, by making demos.
Because waiting to get it as a side-effect of gaming tech has already cost a year or few, and seems likely to cost more than a couple more. I'd rather not lose a decade unnecessarily waiting. I can't spare one, and it's not clear society can either.
Regards controllers, oh yes. Remember skeuomorphic design for user interfaces? Things should look like their physical counterparts? A calendar app should have a worn leather border? To ease on-boarding of all the new users not yet trained on phones? I suggest VR is in its skeuomorphic design phase. In contrast, my own interest is in expert UIs for all-day every-day use. So as you say, they are minimum-viable-twitch ergonomics. And any resemblance to the physical world, with its many and unmotivated constraints, is a design smell. But people are focused on gaming, training, CAD, and tours, and Reality is even part of the name. While aphysical UIs seem clearly the way to go, for much non-novice use.