The quest actually does have the laser replacement you talked of, if you dont connect your controller and dont let it recognize your hands a lazer will appear in front of you in the direction your headset is pointing and you use the volume buttons to accept
A UI is like a Joke, if you have to explain it, it ain't good. You hit many good points. :) I want to dive into VR, but the affordable option is Meta who reminds me of IOI, and then you have Apple which is an ecosystem I spent quite a bit of time extracting myself from a couple decades ago. One of the other points I really liked was when you were discussing the menus and trying to create paths to your places, and finding an update did nothing more than rearrange menus... that is one of my largest frustrations with most software. "Here's a new UPDATE! What we change? Oh, just the layouts! No, we didn't fix that bug... nor that one, or that one either! But look! All the windows have rounded corners now and we buried your most frequently used commands under three submenus!"
ppl like this should be product manager or or idk, lead designer. but instead the world is more like, they place the people that lie the better in an interview, or because is the CEO's brother-in-law or something...
Congrats on 5 years. You have to take some time off from doing anything. Jobs gives you vacation time each year, why should this be any different? Looking forward to your future content on VR and AR. This news sounds great and scary too.
disagree with your final point in part II its not design being good enough that pushes the proliferation of new tech but rather that function of that tech otherwise computers never would have advanced passed using punch cards to operate and would have died out there.
a bunch of 2D panels floating in a 3D environment is "the biggest breakthrough VR software has ever had"? it's so mundane. it's probably the main reason no one actually cared about the Surface Pro, which is already a flop. it's unimaginative, boring, uninteresting - just the simplest, most obvious thing you could imagine in this medium. what's the breakthrough?
Ive always liked the idea of a literal virtual library with Folders reperisented as shelves and documents as books, apps and games could be small hand sized boxes with the logo on it, you could have a bag on your person that can store these items as favourties.
I've always thought that Rec Room had pretty good steps for vr menus and navagation. Relating your own world to a dorm, with the lobby being accessible by a door in the same world. It feels like one connected space. Even if you want to skip that process you have a holographic watch, with pushable buttons that give feedback and pictures that give a clear signifier to where it leads or what it does. Even when you get into making custom gamemodes it uses things like paint guns for modeling and circuts for setting game rules. The entire game uses something similar to something real which makes finding out what your doing very simple to beginers and why it's a great starting point for any VR noob especially since its free.
An idea: Instead of pulling up your menu, then going to social, then "in instance", scroll through the player list, to find one user, so you can add them as a friend, you just shake their hand in a deliberate manner to add someone to your friends list, or make a "shh" finger motion to mute players. I believe this is the right step towards VR UI
I just got I to resonite last week, and while it's extremely difficult to program and male stuff happen (mostly because there's a million little things you need to learn before you can), I'm loving it. It's my dream VR game.
Controllers first, hand tracking second. Gaming and conquering game design in VR will provide 99% of the usability people want in AR/XR just because you (the designer) controls the environments and can create countless environments encountering every possible scenario with time limits, access rights etc. also, you have to crawl before you walk and frankly a lot of redundant arm mechanics etc. will be corrected with AI.
The imac/iphone UI design is terrible and the whole theory presented around it is bullshit. There were much better UI examples, from ergonomic and intuitivity points of view. Apple employed lots of dirty tricks and invested insane amount of money into their "breakthrough" which it wasn't. And they dumbed down UI concept so that even your retarded neighbor could use. Degrading is always easier than progressing, so dumbest concept wins. The worst part is that other manufacturers started adopting that decadence. Now we don't even have concept of "closing a program" on a smartphone. We're accustomed to using of stupid sliding switches, swiping shit left and right, tapping like mad without knowing if the function was performed or not. And did I mention the Apple's Cancel before OK decision order? That nauseating! I'm truly terrified of what can Apple ruin for VR. Your "internal panic" upon decision making is spot-on! And the cancel-delete dialog at 19:25 adds to the frustration.
Very interesting and informative. For those of us who are old farts, the current state of VR reminds me of the early days of PC graphical interfaces (e.g. Windows 2.0) when designers were all trying to come up with their own solutions. You ended up with many user interfaces that, while they made sense, and were possibly highly productive, had a steep learning curve because they didn't resemble anything else. You could still see this in the early days of Blender, where new users were completely baffled by even the simplest tasks, because the interface did not react in the way they expected. These days, most of the interface expectations are pretty well nailed down, and you can go from Apple to PC to Linux without being completely lost, because they use a similar language. Even hold-outs like Blender have knuckled under to the pressure of public expectations, and now their interface "makes sense" (i.e. it reacts in a way that people are expecting from their experience with other applications). You mentioned the time spent setting up preferences in games, and some of those COULD be offloaded to the base operating system. But don't ALL games, these days, force you to make the same decisions over and over? In fact, in VR, you don't even have an identity that can move with you from one UI to another. The avatar I have in Meta Horizon is discarded when I go to VRChat, and the VRChat avatars don't work in Half Life Alyx (so much for "infinite possibilities" when you can't shoot up Combine soldiers as a giant purple cat.). VR will most likely NEVER be anything like Ready Player One, just as "cyberspace" is nothing like William Gibson envisioned. The fierce competition for eyeballs will ensure that. I know Zuckerberg would LOVE if Horizons were the only game in town, but I don't see that happening, especially with its ugly limitations (we only recently got LEGS for crying out loud-and there still aren't any good, affordable tracker solutions to make them move). Moving to VR is like an English speaker being dropped in the middle of a foreign country. Or worse, a country where every store you enter speaks a different language-a language that the proprietor is making up as they go along. Today you enter the store via a door, but tomorrow it may be an elevator, or a teleporter. I'm excited to see how the design vocabulary for VR is going to evolve, and what paradigms it will cluster around. It's also amusing that, once again, Apple is leading the way by taking design seriously, just as they did with the PC GUI, when the primary design guideline was simply "insanely great." It took many years to go from Xerox PARC to the Apple Macintosh. This time I don't think it's a lack of horsepower (though that's still a limitation in some areas of VR, it's not a limitation for UI). I wouldn't even call it a lack of imagination. Sometimes it's too MUCH imagination. But maybe the
If we are going in the direction of hand-based controls, then why not make a normal touch screen and keyboard in VR, so instead of pointing at it, you just touch or press it?
1:05 i think you're skipping the biggest issue of VR, which is the fact that this is not a long term use sustainable (at user level) platform and that with time, you're essentially frakking up your eyes akin to what schools without specific conditions (there's a few articles on it online and what's done to mitigate this with results in Asia) result in a severe uptick in myopia ridden individuals.
whenever this new design paradigm hits, i suspect its gonna define a generation for sure. I think now, out of all times, we are now just entering the "mature" era of the internet. Where memes have become so contrived it feels like you are speaking a different language. Yet at the same time, if you have the right prerequisite knowledge, it IS intuitive to understand. Overused quote: "Memes are the DNA of the Soul."