Base UX Principles Of Holographic Interaction With HoloLens

A few things I want everyone to note. This amounts to a year plus of knowledge and experience working in this new medium the HoloLens. When I say the word working I mean modeling, sketching, crafting, re-hashing, and coding. I’ve been deep In the digital trenches!

This is not yet meant to be exhaustive as I will try and add new posts as I define and revise design patterns. The biggest challenges we face right now is the technological hurdles we still have to overcome to create first class user experiences with the HoloLens. Many consumer level applications are still in early phases. We are starting to see many application types, but this will take time to mature.  This is not the only hardware that these patterns will apply too, but the other companies are still trying to get out development units (Meta / Magic Leap).


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Base Holographic Interface Inputs

There are a few ways to interact within the HoloLens. These are the primary input interfaces, though we are constantly trying to push the boundaries. These inputs are:

  • Gesture (single tap/pinch ) – Typically this is a single extended finger non-bent that works in conjunction with your gaze.
  • Keyboard (yes, you can yes this) – Keyboards can be paired to work in tandem with the Bluetooth inside of the HoloLens device.
  • Clicker Device (Comes with the HoloLens) – I must admit I lose thing all the time so I prefer to use the gestures and not the clicker so much.
  • Phones & Bluetooth Devices (others can be hacked) – We have been experimenting with using other input devices such as beacons, phones, robots, etc)

Modes Of Interaction

  • Gaze (Raycasted Gaze Point) –  This is basically you looking at a virtual or real world object through the HoloLens
  • Spatial Understanding – (The ability for virtual and real objects to understand the environment at a very simple level)
  • Shared Virtual Spaces – (I’ll write a lot more about this later as this becomes super interesting VIPS & VEXES)
  • Computer Vision – (A generic term but you can create and incorporate other SDK’s to be able to enhance the HoloLens capabilities. Vuforia would be an example of this.)
  • Cross Platform Devices (Vive / Oculus )

Tune into the next article we I showcase some of the design pattern challenges we need to solve.