
This video explains the purpose of the course, and why we should care about more than just cool features when designing and envisioning the future of spatial computing and XR.
In order to avoid eye strain and headaches, it is important to pay attention to the placement of text elements in virtual 3D space. Font size, depth, contrast, spacing, density, lighting and many other things can affect the legibility of text and UI elements.
Traditional font sizes that are used in 2D screen UI elements (generally 12 to 32pt) are pretty small in AR and VR environments when placed within the comfortable viewing distance of 2 to 3 meters. As mentioned before, we can take examples from print posters and signage as guidance for font sizes in virtual environments.
In some XR cases, such as data visualization or multiplayer collaboration, the user will need to have an easy view of any labels or contextual information associated with that data. If the labels are facing different directions, the user will have to walk around or manually adjust their view to access the information. This can become frustrating and poses a risk of the user missing important data and insights.
When designing or assessing solutions in XR, you need to ensure that people who wear corrective lenses are able to have a quality experience. This includes people who wear reading glasses, bifocals or progressive lenses.
There is one very important thing to consider if you’re thinking about creating VR content for children under the age of 12. And that is the Pupillary Distance – or PD – of the headset. This is how far apart the pupils of our eyes are from each other.
Let’s talk human vision and the Apple Vision Pro. Can the majority of humans use it - even if they could afford it? Here are some things to consider before choosing the Apple Vision Pro as your company or personal headset.
If you come from a 2D UX design background, you may be used to just worrying about the visual aesthetic and the UI for the experience you’re creating.
The tools we use for those things often take care of the tricky stuff behind the scenes. Plus, we have a good idea of what works well and doesn't cause eyestrain most of the time. Good designers already think about this stuff.
But when we design for XR (VR and AR headsets), it's even more important to think about people's eyes.
That's because in XR, you've got two tiny screens super close to your eyes, which can make them tired or cause other problems. Also, things like resolution, typography, color usage, and just how the whole app is put together can either help or hurt your eyes.
In this course, I'll show you how to make sure your XR designs don't cause eyestrain or vision problems. You'll learn how to create awesome and interesting experiences that don't accidentally make things uncomfortable or harmful for the people using them. This is a curated course of content that I’ve created over the years around eyestrain in XR, and it will give you some of the foundational knowledge of UX Best Practices that you'll need to design well for XR.
With this FREE course you'll get:
6+ video lessons
35+ minutes of video content
An optional exercise to help solidify the content through conducting your own analysis using the Rose, Thorn, Bud method
35+ additional resources to dig deeper