What’s the real difference between 2D & 3D design?

What’s the real difference between 2D & 3D design?

In 1984 Apple arrived at his own UI borrowing lessons learned from Xerox. Have you seen those ones? 


They are the system of files and folders with color UI’s that were used for the first time in a Macintosh. At the time, the idea was revolutionary, kind of a big deal. Since then, the iterations have never stopped and will continue to evolve now in the 3D world. 


As it stands right now, I remember pondering for the first time the question of: why do we need UI’s in the way we know them anyway? Those questions take us to reflect on the design and the good practices that have shaped the user experience. In a 3D world, the perspective tends to be shifted in more open ways since the user now has more freedom to navigate and explore the world by themselves. 


The design of UI’s and even products, and experiences take another shape in a virtual or augmented reality scenario as the devices and technology itself continue to evolve along with the consumer’s preferences. Designing in 2D before was a process of creation on a screen and carefully curating only the elements that the user could interact with, whereas, in 3D, not only ergonomics but also the device itself, fatigue, motion sickness, agency, presence, grounding, contextual awareness, etc have to be taken into account to provide a comfortable user experience. In 3D as users, we are free to choose how we want to interact with the medium and this new experience comes with additional responsibilities for the new generation of designers. 


I have seen in this field traditional designers trying to fit the regular interfaces in virtual reality and struggling to make all the regular tools work in virtual reality for example. The good news is that the struggle has widely been reduced thanks to a new tool created by the founders of Tvori, a very advanced tool for animation and illustration in VR. Designers might get very excited now, since thanks to this tool, designing for extended reality is now a fun and efficient way to create prototypes, share them with the team and make the production process more agile and effective. 


I reached out to Gabriele, to share the journey of Shapes XR and the evolution of design in 3D. 



In today’s episode you’ll learn:


  1. What transition is required to bring the design to a new level of experience
  2. How designing in XR is different from the regular design and what we need to be aware of.
  3. How design is evolving in 3D and what’s the evolution of UI’s
  4. The most informed advice for designers is to stay relevant and build the next level of 3D experiences 


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XR Weekly News


Meta Platforms has begun monitoring and labelling content for users on its Horizon Worlds, industry media reported on Friday.


UploadVR said in its report that the Menlo Park-based firm will issue 18 and up tags for mature content on its immersive world-building platform. It would also warn mature content developers to mark their worlds as mature or face 18 and up restrictions automatically.



A new level of in-flight entertainment


According to the Head of Sales at Skylight, Laurence Fornari, the mission of the company is to disrupt and rebuild the in-flight experience. By investing in unique XR travel experiences for airlines, the company is hoping to bring more immersive cinematic entertainment to people while they’re actually sitting in an aircraft.


This initiative began with equipping the premium cabin passengers on certain Alaska Airlines flights with premium Allosky XR headsets. These are lightweight and comfortable headsets, equipped with the Qualcomm Snapdragon 821 mobile platform. 



Google reentered the augmented reality (AR) technology scene on Tuesday by announcing new public testing plans for its smart glasses prototype.


During testing, Google will deploy prototypes to Google staff and “trusted testers.” The tech giant is starting its small-scale trial in selected areas in the US with restrictions applied in environments such as schools, government buildings, and healthcare institutions.


*These news are courtesy of XR Today. To see the complete list of this week’s news, you can check it out here: XR NEWS.


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About the Author 


Diana Olynick is a Canadian engineer, Speaker, and Founder of M4 Method, an XR creative building agency. Diana has more than 15 years of experience in engineering and she is a current mentor of two Canadian organizations, North Forge and Futurpreneur Canada where she guides early-stage entrepreneurs in the areas of engineering applications and technology adoption. She also serves as a committee member for the Keystone Professional Canadian publication. Diana has been a guest in various podcasts and events, delivering and sharing her knowledge and experience in the areas of XR in the fields of marketing and advertising as well as XR design. 



Thanks for reading! I’d love it if you shared this article on your LinkedIn or favorite social media platform and let me know your thoughts!



Final notes:

 

Would you like to learn how to create immersive experiences or perhaps incorporate them into your profession or business? Great news, Circuit Stream is the only certified Canadian Unity institution to teach you how to do this and they are now an official sponsor of the podcast! So if you’d like to learn more about Circuit Stream, you can head over here: CIRCUIT STREAM! 



You can always find me on Facebook, Instagram, Twitter, LinkedIn & TikTok as @dianaolynick.

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