Listly by pjiminpark4568
The new realities (AR, VR, and MR) have been available for some time, and as designers, we are eager to create engaging content for them. However, many of us are befuddled by the prospect of building experiences for the same. Almost all of us would be giving it a go for the first time. After doing some reading, I was able to assemble a few guidelines that can provide designers with a fundamental knowledge of the concepts to be followed in order to enhance the creative process.
At all times, it takes place in a real-world setting, but one or more fictitious entities or things are brought into the picture by means of an implement. E.g — Pokemon game. In this section, you look out of the camera on your phone and see the real world; however, a Pokemon character has been superimposed there and has become an integral part of the setting. This is better illustrated in the illustration that follows.
When you put on the apparatus that looks like headgear, you immediately become immersed in a digital world, just as the name suggests. You are totally submerged in that environment, and as a result, you lose connection with the world and other environments outside of it.
The confluence of the two realities described above is suggested by the term itself. To have this experience, you will want a piece of hardware similar to hololens. It is an augmented reality that, when combined with the appropriate headgear, will provide you with an out-of-this-world experience.
You can't just throw these forms of media into your designs because they're cool or trendy. The use of these media into your design should be driven by a clear business goal and well-founded in research. If, for instance, your target demographics include both young adults and retirees, you should probably avoid using augmented or virtual reality (AR/VR) in your designs. For instance, a supermarket app is not the place for augmented or virtual reality.
A storyboard, which depicts data in graphical form or photographs to offer a clear concept of the incident happening in a sequence, has the same name as the type of representation it uses. When we are going to design objects for a 3D media, it is vital to have a storyboard in 2D first in order to comprehend the nitty-gritty on paper. This is because 3D objects are more difficult to manipulate than 2D objects.
Color - The principles of colour theory and their practical application are universal. Never forget to select colours that are already familiar to the user and will help develop the proper mood. A green light means correct, while a red one indicates an error. Verifying the color-to-text contrast ratio is crucial. Because of the possibility of extended use, it's crucial that the app's colour scheme and text legibility support users' eyesight and attention over time.
Keep your text large, clear, and easy to see. To ease the strain on the user's eyes, you should avoid serifs and curly or decorative typefaces. Make an effort to minimise the amount of text used. Only use 3D modeling text for titles and headings.
In accordance with proximity principles, we have three potential locations for our copy. A large portion of the copy would originate in the user interface/interaction zone.
When creating items for AR and MR, the primary focus should be on fusing the virtual and the physical. To that end, it's appropriate for the objects to have a consistent appearance. They need to integrate themselves completely into that setting. Colors that don't have any shading or depth will make the object or surface look unreal to the user. Use real-world effects like textures, shadows, and reflected sunlight if you can.
Creating a wholly immersive experience is of utmost importance for augmented reality, virtual reality, and augmented reality. If done correctly, it can transport users to previously unimaginable heights. Even a minor design flaw might break the illusion of being fully immersed in the game. If you keep these in mind, you'll be well on your way to creating a memorable and engaging virtual reality (VR) experience.