Design & UX
Mixed Reality is here, and it’s bound to be one of the biggest new technologies of this decade. For the past few months, I’ve had the opportunity to develop several experiences for the Microsoft Hololens, today’s leading MR device, and learned several things in the process. The best practices below are all about harnessing the medium’s strengths — and hopefully you’ll find something useful to take into our own projects.
Eight..8, 16, 24, 32, 40, 48, 56, 64, 72, 80, 88, 96. These are the numbers that run through my head at night. I have been using an 8pt based since my time on Android Auto, and have enjoyed applying the core Material Design methodologies to the Design Inc. user interfaces. Last week on our weekly UNDO show, a designer, Danaan Clarke, asked about the 8pt grid, and whether or not we had experience with it. I have always “nerded” out on the structure that supports design and thought it would show fun to share some “behind-the-scenes.”
As a discipline, software user interface design has only been around for about sixty years. However, we’ve been designing places for much longer. There’s much we can learn from architecture and urban design to help us create more effective apps and websites. This article is a short case study in the design of a particular physical environment that has valuable lessons for those of us who design information environments: Disneyland.
Lately, I needed to come up with some top level principles for the product I’m currently working on. I seek for some simple yet powerful concepts that will guide our team design decisions and break stalemates in discussions. For the first step, I decided to look around to see what others come up with. Through a miracle of time, I bring together this compilation, that should be useful for those who face the same challenge.