4 ms·
Looks like VR is going through the skeuomorphism phase that mobile did when smartphones came out. The knee-jerk reaction is always "let's take things we know in
by phailhaus 5y ago
Looks like VR is going through the skeuomorphism phase that mobile did when smartphones came out. The knee-jerk reaction is always "let's take things we know in real life, and represent it in this new medium!" Hopefully over time we'll learn what we can and can't do without, and create better VR interfaces.
- wahnfrieden 5y agowho is exploring non skeuomorphic vr
- phailhaus 5y agoHonestly, I don't know right now. I just got my VR headset recently and I've been trying to find as many different interfaces as possible. Very excited by WebXR since it makes it 100x easier to iterate and experiment with different techniques, but most apps I've seen out there today are either skeuomorphic or attempting to bring screens into VR. Screens in VR can be jarring since it is difficult to gauge distance, and when pop-ups appear in front of your face it's very disorienting. It feels like we need design philosophies like material design, but for VR. Plockle [1] shows a bit of promise; it's a block-puzzler that lets you orient blocks in space. Since it's a physics-less system, it works especially well in VR. [1] https://plockle.com https://plockle.com
- gfodor 5y agoHubs is a toolkit, it doesn’t prescribe a specific aesthetic style or metaphor oriented use case.