Get updates on the future of VR/AR:

  FILTERS:      Art & Design      Education      Explorations      Gaming      Hardware      Medical      Music      Orion      Unity      Unreal      UX Design      VR/AR   

// menu

Menu interfaces are a vital aspect of most software applications. For well-established input methods – mouse, keyboard, game controller, touch – there are a variety of options and accepted standards for menu systems. For the array of new 3D input devices, especially in virtual reality, the lack of options and standards can create significant development challenges.

Yesterday, I introduced you to Hovercast – a hand-controlled menu interface for virtual reality environments. In this post, we’ll take a closer look at the development process behind Hovercast, including some insights on usability and design for virtual reality.

Hovercast is a menu interface for virtual reality environments. Built as a tool for developers, it’s highly customizable, and can include many nested levels of selectors, toggles, triggers, and sliders. All menu actions – including navigation between levels – are controlled by simple hand movements and reliable gestures.

With input from a Leap Motion Controller, Hovercast radiates from the palm of your hand – becoming a powerful, versatile extension of your virtual self. As you rotate your palm toward your eyes, the Hovercast menu fades into view. A wide arc of menu items extends just beyond your fingertips, and follows your hand’s every movement. You can interact with menu items using the index finger of your opposite hand. To select an item, simply move your fingertip (the cursor) nearby, and hover there for a short time.

At last month’s App Developers Conference (ADC), Funktronic Labs founder Eddie Lee discussed a variety of best practices for 3D input and hand motion controllers like the Leap Motion Controller. Lee is the creator of Lotus and Kyoto – free experimental Airspace games that feature stunning visuals and fluid interaction design. During the talk, he breaks down the […]

This week on Developer Labs, get ready to push beyond the boundaries of the flat interface and rethink menu designs. We’ve made some updates to Community Libraries and Airspace Ratings & Reviews, and made our Linux setup package easily available for everyone. In other news, the deadline for LEAP.AXLR8R submissions is this Saturday – so […]

Over the years, traditional menu design practices have developed along the lines made possible by hardware. Unfortunately, as a result, many of these practices don’t apply to apps built for natural user interfaces (NUIs) like the Leap Motion Controller – so that creating great menus is an ongoing challenge for Leap Motion developers. Recently, by experimenting with some alternative approaches, we’ve managed to push past these growing pains and overcome some of these hurdles in menu design.

When I first started working with the Leap Motion Controller, my first thought was “wow, a whole new world of possibilities!” My second thought was “this is going to be challenging.” Why is designing for touchless interaction challenging? Lack of feedback. Waving your hands in thin air doesn’t produce any physical feedback, and you can’t […]

Over the past two months, I’ve been impressed with the variety and creativity of Leap Motion-enabled applications we’re seeing in Airspace, as well as the responses we’ve received from our users. We’ve been listening and one thing our users want more of is – wait for it – consistency! Especially when it comes to application […]

With Airspace now open for submissions and launch just around the corner, we want to take the opportunity to share thinking and great examples from throughout the developer community in order to bring our existing User Experience Guidelines to life. For our first post, we want to take a step back and talk about Building Complete Application Experiences.