let’s make it pretty.
Three Rules of UI/UX in Virtual Reality

When looking to transition into designing for AR/VR, just know there’s a whole new world to immerse *yourself* into before you can create great immersion for users. The least of your concerns is going to be ‘making it pretty.’

– But this is what makes it exciting and completely different from whatever you’re doing now. Prepare for some seriously cool education in psychology and neuroscience, physics, optics, lighting and color science, physical and spatial theatrical design, geometry, vfx and animation, binaural audio and sound design, and so much more. 
Specs and best-practices are quite a ways off but are starting to germinate. 
There will be new spatial design tools coming to redefine sketching/sitemapping/storyboarding/wireframing – all the early conceptual frameworking that we do in screen-based experience design. These tools and the new design paradigm will leverage terminology from science, theater/film, 3D art, game design/dev, architecture… 
There’s a lot to take in, but its thrilling. There’s no hard-and-fast rules nor any 1–2–3 roadmaps for designers, so just jump in, start doing Unity/Unreal 3D tutorials, try as many VR devices as you can, do something every day (read, make, network) to get yourself ready for AR/VR.

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