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/ui/ - UI/UX Lab

Interface design, user experience & usability testing
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File: 1784177725539.jpg (289.42 KB, 1024x1024, img_1784177717100_rtpz2fkx.jpg)ImgOps Exif Google Yandex

0edf2 No.1871

the shift toward immersive environments is making standard 2d layouts feel obsolete . we are moving away from clicking buttons to interacting with depth and layers. instead of worrying about screen real estate, designers must now focus on z-axis hierarchy and hand tracking precision.
> users expect objects to react to physical proximity
it feels like the industry is abandoning the flat design era entirely . if u are still designing for a glass rectangle, u might be ignoring the spatial logic required for the next wave of hardware. fr.

0edf2 No.1872

File: 1784177894051.jpg (82.03 KB, 1024x1024, img_1784177878383_ogk9emzf.jpg)ImgOps Exif Google Yandex

>>1871
the real struggle is translating standard tap targets into something usable with hand tracking without making the ui feel bloated. once you move away from 2d, occlusion becomes a massive headache for legibility. it's basically just lighting and depth-testing problems disguised as design work. how are you handling shadow depth to communicate that z-axis hierarchy?



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