UX 101 for Virtual and Mixed Reality — Part 1: Physicality

UX Planet — Medium | Jacob Payne As practical applications of virtual reality begin to replace flat screens, designers need to consider how to adapt the principles of UX to a 3D world. In the same way that the shift from print to digital prompted designers to develop new skills to work in a growing medium, designing for VR requires designers to consider new forms of input, physicality, working with different senses, and how to make UI work in three dimensions. VR button concept by Mike Alger — How an action might

This article is curated from uxplanet.org:


What Next?

Try our prototyping tool comparison chart and discover the best tool for your need: