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XR Fellowship - Module 1 - Pre-Assignment

  • Writer: Joseph Roberts
    Joseph Roberts
  • Jul 4, 2023
  • 2 min read

Hello all! In this post you will find my work for the Pre-Assignment for Module 1 of the XR Fellowship.

1. Screen vs Spatial Interactions


the biggest similarities and differences I see between spatial and screen interactions


Similarities

  • Rely on input from the user and need to give the user feedback/information

  • Operate on at least 2 dimensions via visuals

  • Use established design principles and testing to better the UI/UX

Differences

  • Spatial interactions can operate in 3 dimensions and allow for changes in perspective while screen interaction do not

  • Spatial interactions can be more contextual and immersive than screen interactions

  • Spatial interactions do not have to be limited tao an aspect ratio like screen interactions



2. Set up your workspace


I setup a draft of my default prototyping workspace in Bezel (screenshot below) with some items I felt were useful from Bezel's pre-exiting package for AR and added some of my own like representations of two different aspect ratios of screens, a curved screen, and some basic buttons. I also adjusted some of the scaling and view settings.




3. Create your draft VisionOS prototype


I was working on a prototype for an app switching and windowing feature in the VisionOS. It operates on the idea of having balls represent the apps when they are closed that could sit/roll around on surfaces (virtual or AR) or float as the player sees fit using settings to control their behavior. It's not groundbreaking by any means, but could be a more fun and interactive alternative to the usual "point and click" mentality.


When the user would want to open the app associated with the ball, they would pick-it up then toss it out in front of them or crush it with both hands to get it to open. Where the window appeared, its orientation, and sized would be based on the user's interactions using where the user threw/crushed the ball and some hand dragging to define the boarders of the window. To minimize/close the app back down to a ball they would reach out to the window with one or both hands with fingers extended then close their grasp and/or bring their hands together.


This interaction feature would be reminiscent of the kind of hologram interactions seen in some notable sci-fi movies in past years, but with emphasis on useability. More settings and features for both use and comfort are also conceivable, but the prototype would focus on the ball/app opening and closing interactions.


I started making a draft of it in Bezel (screenshot below), but I am still learning the protolyzing and organization features of it. I will likely want to export my scene to Unity to really get a handle on the interactions, scaling, and physics concerning the balls and tossing them to see if the idea has any merit.






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