The XR Revolution

Jonas Escobedo
Critical Making Spring ’19
6 min readFeb 22, 2019

Forbes published an article written by Jesse Damiani last year discussing the forecasted dominance XR will have on all technology in the near future. You can read the full article here. It was a very interesting discussion on the potential of XR tech, as well as the responsibility that designers will carry in writing the story of this emerging medium.

XR technology is not currently at a place where it is so ubiquitous as they foresee it to be in the future, though the beginnings of this transition have already begun. As the technology begins to become a mainstream medium, the forms and constraints in which designers are working within are going to completely change. We will not be working in 2 single planes. There will be four planes- 2D becomes 3D.

Interior architecture of the Oculus in NYC.

“Every space tells a story”, writes Damiani, “Ask any architect or interior designer”. Upon walking into a bedroom we know it is meant for rest, a kitchen for cooking, a car for driving, a hallway for walking through. When entering the main corridor of the Oculus in NYC, your head is drawn up to the ornate parametric design of the ceiling. In the center of the ceiling is a glass opening that mimics the spine of a body, and through that window one can see One World Trade Center. It’s a purposeful experience written as a space. Each space we interact with is communicating how we ought to interact with it. The same rules apply for when designing for 2D digital systems. The space is communicating to the user where to go — a user interaction. Though as we move into 3D spaces to design for, our constraints are expanded. A lot.

The article illustrates the importance of XR’s infancy and argues that this period will set the tone for how it develops in the future and influences humanity. As designers, we are constructing the forms and shapes that XR tech will manifest. As we begin to delve into designing 3D spaces, we are acquiring a greater sense of persuading a user to act a certain way. The story of this massive and historical technological, cultural, and human transition is being heavily influenced by those pioneering its design.

The good news is as the emerging technology continues to develop so does the job market. As a primarily visual designer, the UI field looks more and more interesting and promising. XR tech will require innovative and conceptual designers to start writing the story of how people interact with these kinds of products.

The game “Operation”

One notable piece of the article describes the different reactions users have when holding certain objects. The article points out how there are various postures needed to use a certain tool, these postures communicate different messages to the body. The example they use compares a pencil to a hammer. For a pencil, it requires a precise gip, signaling to the body that delicacy is necessary to carry out this action. It is the opposite with a hammer. A fist is formed and muscles in the back and torso are necessary to use it. A hammer and it’s interactions are forceful, not delicate. Try playing “Operation” with a hammer. You might be able to beat some of your frustration out, but you won’t win the game.

These kinds of insights are necessary as we begin to design systems for users to appropriately interact with 3D spaces or virtual objects. What is the posture the user needs in order to understand and successfully interact with the stimuli? As noted before, these rules still apply to 2D design systems, but they are further applied in 3D systems. With XR, we may be interacting with a real physical object, a remote, or a cube which is symbolic for something else within the XR experience. The shape, feel, and form of this object is crucial in order to make that experience make sense to the user.

As I begin to finalize a final project concept, I am interested in exploring this idea of appropriate interfaces for certain actions/behaviors within the XR landscape. For our product design project, we are beginning to explore emotional literacy and the ways in which a product can provide a user with a toolset for defining and processing emotions. The interface of something like this would be a critical piece. Emotions are abstract concepts created by one’s culture, yet they are physiologically felt and act as incredible forces behind the decisions we make and how we interact socially. Because they are formless, yet require a type of language to organize them, the UI of this type of product would be a tough problem to tackle, though it would extremely interesting.

For this concept, I’m attracted towards a TUI solution. I think giving users a real physical object to somehow manipulate and manifest according to their emotions as a way to define them more clearly could be a possible solution. Somehow an app would probably need to come into play though I would prefer the TUI piece to be the primary means of interaction.

I have two other project ideas that I’m interested in. One is to create a VR music video. My other idea, I’m skeptical of its ethics as it is about taking in information from a deceased person and trying to recreate them in VR spaces. It’s puzzling the ways that these technologies are manipulating reality in such ways, and the ethical questions it creates.

I found some examples that are providing some inspiration and direction for these ideas as we begin to explore the XR continuum. One of them is from the company Within. Within offers immersive storytelling through augmented and virtual reality. As I see the uses of AR, I can see how it could tie in with our emotional literacy product idea. We are currently still very early in the research and prototyping stage, though some of our prototypes include imaginative ways for the user to “see” their emotion in their current surroundings. AR could be a powerful way to enhance that experience.

Within also has VR musical experiences which look interesting. I am not so much interested in the idea of live streaming. I am more interested in making the artistry of music videos and the portrayal of the story a more immersive experience. I think music videos will see a resurfacing of popularity like they experienced in the 80’s as VR continues to offer more immersive storytelling.

Patron VR branded experience.

Another interesting project was a VR experience for Patron. The VR experience is inspired from the bee in their logo. The experience is intended to transport users into Mexico and the fields of Agave in the form of a flying bee. In the eyes of the buzzing bee, the users are taken through the process of how Patron harvests and distills their tequila. I have yet to see a real branded experience using VR, so this was good to see. I think its got great campaign material and Patron could continue to push this experience further, such as live events or portable headsets to bring with them to bars and restaurants to promote their product. Could be more fun after a shot, or nauseating, it’s a crap shoot.

Since beginning to explore the XR continuum and the opinions about how it will dominate the mediums of which we take in information, I am beginning to see the potential in this developing technology. XR will become mainstream and as it does, it will be critical to understand the implications that come with constant exposure to this kind of stimuli. As designers who will likely be designing for such technology in the future, it is important that we understand our responsibility in the infancy stage of this revolution. “Every space tells a story” — as the XR spaces begin to take shape for humanity to experience, our designs are writing its adolescent development.

Overall, I am left excited and fascinated by the possibilities XR is going to give us. Never before have we had such a means to manipulate reality and perception while experiencing hyper-real human made experiences. Even if only a percent, we are playing God. It is going to change everything.

--

--