…efinitely not going away. We are still going to simulate many interactions from the physical world. As for the visual aspect, it works in cycles, as any other branch of design. When everyone uses a single flat color, you can only differentiate by using a gradient. And when everyone’s using a gradient, if you want to be different, you can go back to a single color. But, those are still visuals.
For example, human sight is very good at discerning objects with great detail when it’s in the center of our focus. But our brains aren’t able to make out that same level of detail in our peripheral. On traditional screens, we like to put up a lot of UI elements in the corners so it makes way for the beautifully rendered worlds in the center. This translates poorly in an AR experience because you spend much more energy darting your eyes into the corners to properly focus on and read these elements. So we quickly learned that elements we wanted the user to focus on needed to gravitate towards this center field, and we needed to be creative with how we directed the player’s gaze in the directions we wanted.