Virtual is Reality Again : Interface vs Interference Design 2014

VR- Facebook Oculus Rift / 3D Design Primer version 4.0 by Cube3

Writer’s Note : Originally created in 1996, this article offers Designer’s a basic primer on 2D vs 3D Interface and Design issues. I've been asked to republish it 3 times online (every 6 or so years) as each “Virtual Reality or Virtual Worlds Press/Money Bubble arises. With yesterday’s Facebook purchase of Oculus Rift for 2 billion dollars, it seemed like the right time to republish again;) BTW — I’m Available.

  • The New 3D WWW
    In 1994, a 3D version of the http protocol was developed. Named VRML, it would offer during the next few years the ability to create and distribute 3 dimensional information, models, and environments on the Internet as freely as the 2D html interface presented text and images. 3D communications and interfaces also follow basic principles many which flow from the established 2D principles. During the last few years the latest tools and services for designers that create Web3D have arrived and like the “PageMaker and Photoshop” designers before them did with 2D, designers are now flooding the internet with 3D avatars, worlds, spinning logos, objects and places/scenes. All of this “Web3D” content for the most part will be successful or not based on the content’s development and design according to the principles of 2D/3D interfaces and communications, and basic design. All of what developers/designers will and have placed on the WWW have been affected, knowingly or not by the content’s interface.
  • Color
  • Shape
  • Direction
  • Texture
  • Movement
  • Audio
  • Subdominance
  • Recessiveness
  • Scale
  • Position

Always right. You'll See.

Always right. You'll See.