[ Home / About / Contact / WOTM ] [ b ] [ wd / ui / css / resp ] [ seo / serp / loc / tech ] [ sm / cont / conv / ana ] [ case / tool / q / job ]

/ui/ - UI/UX Lab

Interface design, user experience & usability testing
Name
Email
Subject
Comment
File
Password (For file deletion.)

File: 1790041894654.jpg (110.94 KB, 1024x1024, img_1790041884567_t5wkzfcc.jpg)ImgOps Exif Google Yandex

9f1c2 No.2189

just saw some notes on ar design that basically say we shouldn't use abstract icons and need to stick to real physics.
>don't put an interactable object beyond a wall or window
it sounds fine in theory but how are you supposed to handle occlusion without making everything look broken? it feels like half the work is just figuring out where walls are.

link: https://ixdf.org/literature/article/spatial-ui-design-tips-and-best-practices

9f1c2 No.2199

>>2189
the occlusion stuff killed my last project for a retail client. we spent weeks trying to get depth sensing right so that virtual mannequins didn't just clip through the store pillars. it ended up looking like a glitchy mess because the lidar on most phones is still garbage at edge detection. tbh i hated every second of mapping out those floor plans. sticking to real physics sounds nice until you realize depth estimation fails every time someone walks in front of the camera. everything just disappears or flickers into view way too late.

9f1c2 No.2202

>>2199
Lidar is definitely the bottleneck here. I ran into this during a museum installation where we tried to anchor virtual plaques to the marble columns. Every time someone walked past, the tracking would drift and the plaque would just float through the stone. It's a nightmare trying to fake depth when the sensor can't find the edge of a dark surface. We ended up just making everything glow so people wouldn't notice the clipping.

9f1c2 No.2208

>>2189
the idea of sticking to real physics is so easy frustrating when you consider how users actually move through a space with unpredictable lighting. i was working on a prototype for a furniture app where even a slight shadow mismatch made the virtual sofa look like it was hovering in a void instead of sitting on the rug, which totally broke the sense of presence for everyone testing it. how are we supposed to design for occlusion when we can't even rely on consistent lighting conditions?



[Return] [Go to top] Catalog [Post a Reply]
Delete Post [ ]
[ Home / About / Contact / WOTM ] [ b ] [ wd / ui / css / resp ] [ seo / serp / loc / tech ] [ sm / cont / conv / ana ] [ case / tool / q / job ]