In my first article, I offered a brief glimpse into the some of the experiments I had been working on as well as a just very quick overview of the holographic UX design world. Starting with this article we will begin to apply my practical UX approach towards crafting a holographic experience that is design driven and not development driven. This is not to dismiss developers this is a fact that the technical know-how requires a lot of developmental understanding to achieve the desired design solutions. This is by no means meant to be exhaustive. Also while some of these patterns, methods, and techniques will apply to other devices (meta, leap motion, Vive, Oculus), this article is meant to focus on the HoloLens. Other device articles, as well as those on the topics ofVR, will be coming later.
By understanding these patterns and technological cross-over it will help you to craft first class world experiences. Keep in mind this is still very experimental and there are a lot of challenges we must overcome. The least of which is the technological evolution of the devices and their capabilities. Many companies have started to embrace the HoloLens as a system for business use. That can only mean good things as we move into this new design evolution. Continue reading “Base UX Principles Of Holographic Design Patterns With HoloLens – Part 1”