design principles for MR - 5
- brooke houston
- Sep 2, 2020
- 1 min read
MR standing for mixed reality combines both principles for augmented reality and virtual reality. When designing for MR interfaces we were taught to think of the physical components, virtual components and interface metaphors (ar). We learnt the four cores of UX design for VR were make interfaces reactive, design for comfort and ease, use text and image scale and use 3D sound to create immersion. although with every design project presents their challengers. problems that need to be addressed is that user must be kept safe, it has to look and feel real, make sure users don't experience simulation sickness and ease of use with control and menus
A case study we looked into was 'Level Head'
physical component: real block
virtual component: virtual person and virtual rooms
interaction metaphors: rooms
With our knowledge in theory advancing so does our Unity skills. Today we learnt how to image track with 2 images. I learnt how to animate the spider. I struggled with the coding and it is definitely a skill I want to learn. Over the holidays I hope to nail this but im still proud of the point I am up to at this present moment. 2 image targets was tricky but I hope with coding I can get the spider moving between the two targets
References:
https://julianoliver.com/levelhead/
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