Chapter 9. UI design for VR
This chapter covers
- Why UI design for the Rift needs to be different from conventional UI
- Ways to move conventional UI elements into VR
- Guidelines for 3D scene and UI design
- Input devices and VR UI design
Hallucinated any big, floating scoreboards lately?
It’s funny, but it’s true: if we showed you a picture of the world with lots of little floating squares full of words, with numbers and pictures inside funny-shaped symbols all hanging in front of your face (figure 9.1), you’d be totally okay with it. You recognize that all this floating visual noise is the UI of a game, and you recognize the abstract symbols it employs. The big plus symbol in the lower-left corner? Sure, that means health. And behind the ...
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