VR Menu Interaction

Implemented the menu interaction concept I posted earlier. Found an interesting rule about designing for VR/AR. All time your design assumptions work in a different way than you thought when you implement them. You always will change your design. You must prototype them during design iterations.

In the implementation, you see hover/activation states. To call the action, you press the thumbstick.

Here are some insights:

— Haptic feedback was more important than visual signifiers when you got used to it and memorized the actions. Spent more time on designing none visual affordances.

— Design of the controllers fits the whole voxel-based style, but it is not purely functional in terms of UI interactions. I'll make it more abstract and eliminate all the "physicality" and skeuomorphism.

— There is no point in trying to keep physical affordances for controllers because most of the time, you don't look at them, and when you do this, it's better to have enhanced functional UI rather than an exact digital map of devices you hold in your hands.

💻 DevLog — https://twitter.com/Volorf/status/1305406161710125056

⏰ Early access — https://forms.gle/3M29isXXmuLeGAkx6

Stay tuned —

Dribbble | Behance | Instagram | Twitter

Oleg Frolov
Experiment with Interaction Design. Explore AR/VR.

More by Oleg Frolov

View profile