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// widgets

Update (June 8, 2017): The UI Input Module has been deprecated, as 3D interfaces are now handled by the Leap Motion Interaction Engine. Learn more on our blog. Unity Widgets are back – with a new name and massively streamlined functionality! Just released for our Unity Core Assets, the UI Input Module provides a simplified interface […]

Sci-fi movie interfaces are often breathtaking ways to tell a story, but the next generation of AR/VR interfaces will be clearer and easier to use – with a lot less visual clutter. This week, motion designer Mike Alger released an 18-minute video that digs into the cutting edge of VR interface design using the Leap […]

Hey everyone! As part of our global tour for the Leap Motion 3D Jam, we’re at Berlin’s Game Science Centre to take developers through our SDK and building with the latest VR tools. Registrations for the workshops and meetup are still open. The livestream is happening today from 9am–2pm PT (5–10pm CET) at the top of this post – jump into our Twitch channel to join the chat session!

Ahead of the event, we thought we’d give you a quick overview of what to expect. Let’s take a light-speed look at VR development with Leap Motion in Unity and JavaScript.

Virtual reality and the Internet of Things are fundamentally different in many ways, but they share a common goal – bringing digital experiences into the 3D world. And whether that world is a space full of physical objects, or a parallel universe of our own creation, the best 3D interfaces are the ones that have the power to become part of the environment.

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.

A few weeks back, a first-person VR animation experiment hit Reddit. True to form, the ever-investigative VR community immediately began unpacking the possibilities a tool like this could bring to the field of animation. Does virtual reality have the potential to unlock new technical and artistic workflows? What new freedoms (or constraints) does it offer creative professionals? Could this proof of concept be transformed into actual software in the near future?

From the mouse and touchscreen, to hand tracking platforms like the Leap Motion Controller, the design of UI elements like the humble button is shaped by the hardware and how we use it. Here’s a quick guide to designing buttons and other UI elements for VR, based on our Unity Widgets.

As a human, you’re not born with an intuitive knowledge of what a teapot does. Fortunately, affordances are everywhere, and they control your life.

Hand tracking and virtual reality are both emerging technologies, and combining the two into a fluid and seamless experience can be a real challenge. This month, we’re exploring the bleeding edge of VR design with a closer look at our VR Best Practices Guidelines.

Once the most underrated element of virtual reality, sound is now widely recognized to be a major element in creating VR with “presence.” In this post, we take a look at 4 ways that sound, VR, and motion controls can be a powerful combination.

Hand tracking and virtual reality are both emerging technologies, and combining the two into a fluid and seamless experience can be a real challenge. This month, we’re exploring the bleeding edge of VR design with a closer look at our VR Best Practices Guidelines.

As an optical motion tracking platform, the Leap Motion Controller is fundamentally different from handheld controllers in many ways. Here are 4 tips to designing for the controller’s unique strengths, while avoiding common pitfalls.