Fundamental Design VisionOS
Fundamental Design VisionOS
This video goes over the fundamentals of designing for VisionOS. Like, why Apple Music App, Photo App, and Freeform App looks the way it does?
Familiar
- Windows
- Design a familiar experience for users
- Sizing
- Make your window dynamic
- One key moment that makes the experience special
- Point
- Everything scales with points
- For more see Design for spatial user interfaces
Human-Centered
- Field of View
- Center it to the person
- Use a wide window
- Ergonomics
- Line of sight
- Away from people
- Anchored in things in space
- Movement
- Requires minimal movement for accessibility
Dimensional
- Space
- Design for all sized spaces ( Don’t quite know what this means)
- See the Video Playback Application
- Depth
- Far Away -> Interact at a distince
- Nearby -> Interact with the object
- Heirarchy
- Close in proximity, Signals Importance
- Subtle depth is enough
- Shadow, Signals weight of object
- Emit Light, Signals weight of object
- Close in proximity, Signals Importance
- Scale
- Small, Light Weight and Personal
- Big immersion
- Shopping 1:1 Scale
Immersive
- Spectrum
- Shared Space <-> Dimming <-> Full Space
- Start in Shared Space to give people control over where they want to be
- Essential Tips
- Guide People’s focus with continuity and soft edges
- Blend the app with people’s spaces
- Comfort(Fimilar)
- Subtle Motions/Signals Design considerations for vision and motion
- Clouds in the sky
- Ripples in the water
- Theater Light from Screen
- Ease in out of spectrum
- Create atmosphere with sound Explore immersive sound design
- Subtle Motions/Signals Design considerations for vision and motion
Authentic
- Allow People to Welcome AR Experience into Their Space
- Find key moments using depth and scale to make a special experience that can only be experienced with visionOS