Get updates on the future of VR/AR:

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

// occlusion

Interaction design can be a delicate balancing act, especially when developing for VR. In the process of building applications and various UX experiments at Leap Motion, we’ve come up with a useful set of heuristics to help us critically evaluate our gesture and interaction designs. You can see these lenses in action in our Planetarium series, where we experimented with bringing together several different UI widgets.

It’s important to note that these heuristics exist as lenses through which to critique and examine an interaction, not as hard and fast rules.

In Introduction to Motion Control, we discussed media and cultural touchstones that have shaped popular perception of motion control experiences, what it means for an experience to be intuitive, and some heuristics to help us give our designs a critical lens. In this article, we’ll take a deeper dive into each of these three topics and also […]

In any 3D virtual environment, selecting objects with a mouse becomes difficult if the scene becomes densely populated and structures are occluded. This is a real problem with anatomy models, where there is no true empty space and organs, vessels, and nerves always sit flush with adjacent structures.