Augmented Reality and Virtual Reality is no longer limited to the science-fiction trope. Massive strides in technology have brought them to the forefront. Today, AR/VR in Design has become an unquestionable, absolute reality. Thanks to big tech companies like Apple, IBM, Facebook, and Google jumping in, the market of AR/VR is heating up.
And the technology is not only for gamers, but it is being utilized for everything – from automobiles and phone sales to corporate training.
It goes without saying that AR/VR in design is bringing a fundamental shift in user experience. Apps integrated with this technology don’t need users to give any commands. The device responds to the user’s environment automatically and interprets actions and gestures in real-time. This opens up a new world for users to interact closely with inanimate objects. Also, TechCrunch predicts that the AR/VR market will be worth 108 billion in 2021. All the more reason why app developers and UX UI designers need to have AR/VR technology under their watch!
Here, read on to know how you can embrace the UI UX revolution started by AR/VR without getting burnt:
Before making changes to UX for AR/VR and creating informed designs, first-hand exposure is crucial. Since this space is still in its infancy, there are no set guidelines or rules. It is not possible to start designing without getting ample first-hand experience.
There are two steps to experience VR/AR:
- First, exposing yourself to the AR/VR in design and interacting with the design in real-time. This helps get a sense of what the end-users will be experiencing when using the app or digital product.
- Second, be attentive and open-minded to the experience. Being receptive to a new experience is key to its adoption. But, you must also be alert to your feelings. For instance, make a note of what is good or bad when you’re wearing the headset, or what is confusing when you’re going through the design. By being aware of the potential pitfalls, you can aim for major wins.
The shift from 2D to 3D experience in design
Before AR/VR, the world viewed design in 2D. But, this new technology has freed the user interface from the confines of a flat rectangular surface or screen. As there’s a paradigm shift toward vivid, life-like 3D content that is making even the most innovative 2D screen encounters feel dated.
While 2D designs create a third-person experience, 3D designs create a first-person experience. It is almost like you’re interacting face-to-face with the design elements and objects. Users are put at the forefront and enjoy an immersive experience.
For instance, Room2Room, which is Skype on steroids. UX for AR/VR has the potential to bring online workers together in conferences and digital meetings. Instead of only seeing your workers on screen, you’ll be able to feel them as if they were in the same room with you.
What does the AR/VR revolution mean for business?
AR/VR is blending the lines between the digital and physical world. They are offering users a brand new way of interacting with brands and changing the shape of commerce. These technologies can be applied to varied industries including fashion & retail, real estate, tourism & maps, interior design, training & education, healthcare, the dating industry, and of course, gaming.
Whatever industry you belong to, XR (extended reality) approach toward design will help you reach out to your end-users who are sitting at home, adjusting to the new normal era (thanks to COVID-19). Designers can help you develop apps/digital products using AR/VR in design.
How to set up the environment for 3D designing?
Most designers are aware of the design process or workflow when it comes to designing mobile applications, but the process for designing UX for AR/VR is not known. Also, no such workflow exists as of now. So, it is important to start the process by first setting up the right environment for 3D designing.
1. Size of the canvas
The canvas size has to make sense. When designing an app, the size of the canvas is determined by the screen size of the device. But, the challenge is that the canvas is either going to be 180 degrees or 360 degrees. What you have to keep in mind is 10px for every 1 degree.
2. Text readability
Setting text in AR/VR presents brand new design challenges that are not faced by designers on any other platform. Failing to select the right typeface and font size, texts might become difficult to read. It is advised that one should avoid using big text blogs to offer good UX for AR/VR design. The intended viewing distance should also be taken into consideration when selecting text.
3. Preventing simulator sickness
AR/VR in design comes with its set of physiological considerations. VR has the potential to present mismatches between visual and physical motion cues. This mismatch can result in making users feel nauseous, which is known as simulator sickness. An example of this would be when your mind and eyes think that you are moving, but your body doesn’t think you are.
Your app can also be a success if you consider this and prevent simulator sickness.
4. Changes to the brightness
Sudden changes in brightness is another crucial consideration. With AR, the user’s eyes will be very close to the screen. As such, any sudden transition from a dark to a bright scene is going to irritate their eyes. You have to allow users to get acclimatized to the changes. Think of how your eyes react when you step into a room from the bright sun outside and vice versa.
5. Be mindful of ergonomics
Most people suffer from text neck syndrome as they’re used to staring down at their phones for far too long. If this condition is not rectified, it can cause severe damage to the spine, as well as, the neck. The same concept is true for AR/VR apps. When designing, one must be mindful of the comfortable range of motions. Users should not feel exhausted after using the app.
As AR/VR is yet to bloom, this is the right time to make your leap into its world and prepare yourself for the future of the design industry. For more clarity, you can connect with us at Divami and also check out our portfolio!