Hasty Briefsbeta

Presence in VR should show tiny people, not user avatars (2022)

4 days ago
  • #Virtual Reality
  • #User Interface Design
  • #Future Technology
  • The author explores the future of operating systems in VR, questioning how standard apps like document editors and messaging should function in a virtual environment.
  • A key difference between screen-based and VR interfaces is the ability to 'lean in' for more detail, leveraging increased pixel resolution with proximity.
  • The concept of 'natural zooming' is introduced as a fundamental UI primitive in VR, allowing users to interact more intuitively with interface elements.
  • Presence in VR is highlighted as intrinsically linked to multiplayer and collaborative experiences, suggesting apps should inherently support these features.
  • The author critiques current VR menu systems for not utilizing VR's full potential, proposing a more dynamic, landscape-like app launcher inspired by the game 'Populous'.
  • The idea of 'noisy icons' is presented as a way to indicate activity within apps, enhancing the sense of presence and collaboration.
  • The text advocates for moving beyond skeuomorphic designs in VR, suggesting abstract, efficient interfaces that leverage VR's unique capabilities.
  • The ecological approach to visual perception by J.J. Gibson is referenced, emphasizing the connection between perception and action in design.
  • The potential of embodied computer interaction is discussed, with examples like head tracking for cursor control.
  • The zooming user interface (ZUI) is mentioned as a historical concept with relevance to VR, despite its cognitive challenges.