Contents:
Object Based UI
Graphic Based UI
Controller/Hand Based UI
Object Based UI
Generally, object based UI can be a lot more supportive of a user’s immersion in an experience. Relevant objects can be more naturally placed within an environment and visually blend into a scene. This can however jeopardize how intuitive it will be to interact with this UI and more efforts may be needed to onboard new users.
Here are some examples:
Job simulator UI
A UI composed of switches, cartridges, and a screen to display instructions and feedback.
View postGraphic Based UI
Similar to what users are faimiliar interacting with in mobile apps or websites, graphical user interfaces can be a lot more intuitive than object based UI. This can however jeopardize how immersed a user feels in the VR experience, for if not precisely designed, the GUI can feel out of place.
Here are some examples:
Buttons and panels
In Oculus Dash, the UI mimics a control panel-like configuration with graphical buttons and floating panels for displaying information.
View postController/Hand Based UI
Because the controllers or virtual hands are a user’s only means to interact with the VR world, this naturally becomes the subject most often in a user’s field of view, making it a great area to anchor UI elements. Using the controller as UI navigation can also be represented in both graphical forms or objects.
Here are some examples:
Multi panel controller UI
Similar to an artists' painting palette, Tilt Brush's UI work with flat pannels around the controller that users can rotate through to pick out colors, tools, and settings.
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