4 Things I learned Designing User Interfaces for VR at Disney.
James Hsu
1.3K51

Fantastic article on designing for VR.

I especially appreciate prototyping in VR. I can’t tell you how many times I’ve had someone make an experience and never really test it until it’s in the headset. Prototyping in VR allows you to design things as subtle as neck tilt angles for a more enjoyable experience.

One thing I would add is understanding tones and planes to get the most out of depth and readability. I’m especially fond of “Wally Wood’s 22 Panels”. Originally intended to help comic artists make interesting panels, it actually has a lot to say for designing for VR.,

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.