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On the one hand, I totally agree with this as my experience with AR/VR interfaces as well. However, I'm not convinced that this is due to any inherent limitati
by munchbunny 7y ago
On the one hand, I totally agree with this as my experience with AR/VR interfaces as well.
However, I'm not convinced that this is due to any inherent limitations in our brain's ability to understand a third dimension, just that we are accustomed to only having to deal with two dimensions. I'm carefully wording this in terms of UI design in 3-D because I agree about the physical issues of eyes and focus.
For example, in many spaceflight simulators, the radar includes vertical bars to indicate height above/below your plane. That's a 3-D interface rendered onto a 2-D screen, though it's 3-D in VR. Once you learn to read it, you become highly effective at mapping what you see to a spatial understanding of what's going on around you.
The driver's controls in a car are also a good example of a 3-D interface demonstrating patterns that are inherently 3-D (twist knobs, paddles, H pattern gearbox, etc.), and it works mostly because you are expected to develop muscle memory.
- wpietri 7y agoAre car controls really a good example of a 3D interface in the sense Carmack is discussing? I think he's specifically talking about 3D visualization. In contrast car interfaces are specifically non-visual. You have to look to learn how to use them, but after that, anything you have to look at to use is bad, because it takes the driver's eyes off the road. But in the same way that the human eyes extract a 2D version of a 3D world, I think the a car's nobs are a proprioceptive projection of the 3D world.
- munchbunny 7y agoI know Carmack was specifically talking about 3D visualization, but I was responding to the parent comment's point about the value of data simplification that 2D brings. I don't usually quote myself, but that's what I meant by: I'm carefully wording this in terms of UI design in 3-D because I agree about the physical issues of eyes and focus. I specifically brought up the car's knobs and wheels and buttons because it's an example of a fairly complex but widely adopted and successful non-2D interface. My point was that I don't think there is an inherent limitation in the human brain's ability to comprehend or think in 3D, and that I think it's more of a training and acclimatization phenomenon.
- wpietri 7y agoAnd I'm saying I think it's not actually the brain thinking in 3D. I think it's thinking in terms of body position and movement. Which is something that takes place in a 3D space, but isn't actually a generalized 3D comprehension. One way to check would be to have people reproduce things they know via touch in visual contexts. E.g., can people draw their steering wheel? Given how their tongue knows their teeth, can they do a 3D model of that without looking at references? If we hand people a box where they can put their hand in but can't look, can they model the shape just as well as they could by looking at it? For me at least, these are very different kinds of knowledge. If I'm, say, feeling around and working on the back of a server I can't see, actually looking at it is a very different experience.
- munchbunny 7y agoI would wager that unless you were a practiced artist/designer, you would have trouble replicating a 2d UI from memory with much accuracy. Our brains don't work like that in 2D either. You could probably tell me that ABC is in one corner and XYZ is in another, but you probably couldn't tell me the relative font sizes and widths and heights of boxes and cards. Unless you're a frontend developer or a UI designer, in which case you're trained to see and remember those things. There are plenty of examples of people who are able to fluidly navigate 3D systems. RC helicopter pilots are a great example. The helicopter's controls are relative to it, not you, and it takes a while to retrain your brain to think in those terms. But you can see plenty of videos of stunt pilots pulling off tricks that clearly require an excellent understanding of the controls, the mechanics, and the space around the helicopter. Sculptors are also an excellent example. Even with a reference, I'd bet that it would take you a really long time to replicate an object with clay. However, I once watched an artist friend carve a block of butter into a Buddha over a one hour dinner. I think that would pass your test for having an effective 3D mental model. Speaking not as any authority on the topic, I'm arguing that our brains aren't usually asked to deal with 3d problems, so we don't have developed mental muscles for it. Except for the people who do deal with 3D regularly.
- wpietri 7y ago
- tomjakubowski 7y ago> H pattern gearbox What's 3-D about that? The shifter moves in a two-dimensional pattern, though conceptually you're only moving in one dimension (up and down the gears). I suppose you could treat the clutch pedal as the third dimension together with two dimensions for the H. Knobs and paddles are likewise only single dimensional, though embedded in 3D space, from my perspective.
- munchbunny 7y agoThe controls exist on many different planes, and their placement requires some muscle memory, such as moving your hand between the steering wheel and the shifter. Each individual interaction in the interface might be constrained to two degrees of freedom, but the interface requires operating on a spatial mental model.
- jacobolus 7y ago“twist knobs” – 1 degree of freedom “paddles” – more or less a discrete switch, in form of a stick “H pattern gearbox” – a few discrete choices pedals – 1 degree of freedom steering wheel – 1 degree of freedom These things all exist in a 3-dimensional world, but they are not “3-D interfaces”. Compare with https://en.wikipedia.org/wiki/SpaceOrb_360 https://en.wikipedia.org/wiki/SpaceOrb_360 * * * If you define a car’s interface to be “3D” then so is basically anything, say a TV remote or the knobs on an oven.
- TheOtherHobbes 7y agoThese are tactile controls arranged in a 3D space. The 2D equivalent would be a flat screen with virtual knobs, wheels, and switches, and would be completely unusable. The problem with AR is that it's 2.5D. Physical 3D is fully tactile in every dimension. AR lacks that kind of tactility. True - not just visual - VR would have fingertip touch control of every object in the scene. That would (literally) be a game-changer, but we don't have the technology to make it happen yet. The 3D "mice" that exist for AR/VR are clunky and crude with hand-level resolution rather than fingertip resolution. Compare with a 2D touchscreen which has good tactile control. And a 2D desktop which (usually) gives you a bigger screen area in return for simplified but still very usable tactile control with a mouse. In other words, VR/AR is not just about the visuals.
- TeMPOraL 7y ago> These are tactile controls arranged in a 3D space. They're arranged roughly on the same plane (the XY plane).
- flukus 7y ago> The driver's controls in a car are also a good example of a 3-D interface demonstrating patterns that are inherently 3-D (twist knobs, paddles, H pattern gearbox, etc.) These are almost purely input mechanisms, in that sense we've had 3D interfaces in video games for decades by way various controller shapes. The problem is output interfaces don't work or at least don't gain much from the third dimension.