Pathway #4: Enriching UX with 3D & visual depthCategory
Strip away the hype from Apple’s September 2014 product announcements and you’re left with 4 new interactions which might change digital user experience at scale:
- Magnified depth
- Pressure levels
- Haptic feedback
- Activated confirmation
Their ramifications will ripple out beyond Apple’s own customer base as competitors replicate these methods.
Historically, Apple has used the introduction of new interaction methods to initiate new product categories: the Mac and the mouse, the iPo…
Google Glass remains confined to a small niche of customers because the technology is unreliable, the features unappealing for most users and the price too high. In time, technological progress will solve issues of reliability and price, but far less certain is whether Glass will ever achieve the balance of utility, ease and satisfaction required for mass market adoption.
I spent some time testing it in London recently (June 2014), exploring a space Google designed specifically to show…
Strip away the hyperbole and two basic principles underpin Google’s material design:
- On-screen elements adhere to consistent physics
- Physics may be expressed through a Z axis of depth, as well as the traditional X and Y axis
It is important to separate these principles from the first results of their implementation in Android L. As the debut outing for material design, Android L does not fully demonstrate how significant the principles could be.
It lacks visual poli…
User interface design for personal digital devices has always been 2D and constrained within a frame, such as the screen bezel, from desktop computers positioned a few feet away to handheld mobile devices. What happens when you remove the frame and allow the interface to exist within the physical environment? — Dale Herigstad, Chief Interaction Officer, Possible, speaking at MEX14
True 3D displays remain confined to niche segments, but the role of spatial layers which can be rende…
Were it not for an unusual feature, Moju could easily be dismissed as ‘yet another Instagram clone’. However, the iOS app uses motion sensors to add a sense of depth to its images and – crucially – pairs the visual depth with motion-based input to make it feel realistic. You twist the phone and the image appears to twist with it.
MEX looked at 3D and depth in mobile user experience design several years ago, when devices from Nintendo and LG were debuting stereoscopic 3D screens. Despite…
A video exploring how spatial layers can be used to create intuitive mobile user interfaces. Marek Pawlowski, founder of MEX, explains an example from Blackberry 10, where the Hub is accessible from anywhere on the device using a single gesture by ‘lifting’ the current screen upwards and sliding it away to the right. Part of a an occasional MEX series examining digital interaction concepts.
Apple bought PrimeSense, a company which specialises in the spatial sensing technology used in products like Xbox Kinect.
History, of course, can be a fickle guide to the future, but in light of this purchase it is worth noting Apple’s two most significant new product categories – the Mac and the iPhone – owe their success in large part to the new interaction mechanisms they introduced. Will Apple achieve a similar breakthrough with spatial sensing and launch into a new product category?
The most significant change in the design language of iOS 7 is not the move away from skeuomorphism, but rather the introduction of spatial layers and a sense of visual depth. Previous versions of iOS existed on a flat canvas: the visual metaphor allowed for the existence of left, right, up and down, but there was no sense of nearer and further.
iOS 7 introduces this concept of navigable depth for the first time.
The most obvious example is on t…
Mattias Andersson, an interaction designer for Swedish agency Ocean Observations at the time, came to MEX in December 2010 to give a ground breaking presentation on the role of 3D in mobile user experience. It was a time when 3D televisions were emerging strongly and the first mobile displays which could project 3D without the need for special glasses were emerging. Mattias’ practical and in-depth session highlighted the difference between 3D and visual depth, and brought a refreshing d…
Dale Herigstad came to MEX in September 2012 and opened the event with a talk that challenged participants to think differently about spatial relationships in digital interfaces. Winner of 4 Emmy Awards, Dale’s 30 year background in motion pictures grounds his ongoing work in the digital space, most recently as Chief Interaction Officer of agency Possible Worldwide.