WEBVTT

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I firmly believe that anyone can get into designing for 3D.
And I also believe that, even if you don't do this for a living, if your primary job is not a
3D UX designer or VR designer, that you too can apply the things you can learn
from 3D interaction design to your 2D, like mobile, web, desktop or product design or service design.

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It's just like getting out of that one space in that one median can expand your range.
But let's talk about how to transition from 2D to 3D.
Well, the first thing is that your *view changes* based on your head movement.
You're wearing that computer on your head. And it's a different requirement for user  comfort

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based on the properties of the device and the human using them.
Thinking about the effort that you're putting on your user's head;
so, there's no canvas in VR, no frame, no keyboard, no mouse.
*Sound* is part of the environment. There's speech;
*movement*; space has a relationship to your movement – your actions have reactions, potentially.
And there are no familiar spaces, or are there?

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It all depends, I suppose, on the experience you're creating.
But if we run down the things that are similar versus the things that are different.
So, in 2D we have goals. In 3D we also have goals.
So, in other words, *user goals* – users are driven. They're not just there to look around and play around.
Second, in 2D, we have *affordances*,
this idea that a design element affords an interaction,

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it lets you know that you can interact with it. So, a button
that looks like you can push it on a 2D screen, and in a 3D screen
it's a button or a knob or a handle that actually looks maybe more like a real
– you know – AKA skeuomorphic: takes on properties of the real world back again in 3D.
But still you need an *affordance*; you need to tell that user
that, yes, this is something you can interact with; it's a button,

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or a lever that you can pull.
Third we have *flows*; in 2D we talk about user flows,
the user going through a design, the next step, the next screen.
Well, in 3D, think of it more as *narratives*.
So, it's a narrative flow; in other words – they're being carried along by these little shorts,
kind of *story teasers* or what we called those *story wrappers* around a UI.

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In 2D, we have states, so the user is like it's like this state, they're filling this in,
they're applying, they're logging in, they're onboarding. These are like different states.
And in 3D, think of them more as *episodes*, so they're like states that are chained together.
In 2D, we have emotions – so, this happened: "Wow, oh wow: cool!"
And in 3D, we have emotions that as well, but the emotions induce *moods*.

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So, the user might experience something like surprise and then be like "Oh, my God!"
and then that carries with them throughout the whole space or the whole experience.
And you can't really do that in 2D; you can't easily induce moods.
You can do some more with physical products, but it's harder to do it on screens.
In 2D, we have navigation – of course – user navigation.
And in 3D, it's *spatialized navigation*.
So, you can see how they have their similarities with just a few differences.

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Spatialized navigation, of course, is *space*. You're moving around in what *feels* like an actual physical space.
In 2D, we've got *tools*, such as settings icon or a dropdown menu or something like that.
In 3D, we have tools that are either body- or world-locked.
And *body* means the tools are around you, that you can access them near you.
And *world* means that they're of the world, so you grab them and interact with them.

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Finally, we have *non-diegetic*, which means that
the UI elements are kind of on the screen away from you.
And in 3D, we have *diegetic UIs*, meaning that they become of the world.
So, for example, if there's a horse, you can jump on the horse and ride the horse.
You know, in 2D, you essentially just have screens and buttons that are definitely not part of

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– you don't feel like they're part of the space that you're in, they're sort of out there on the screen,
and you're interacting with them, pushing them.
So, diegetic UIs are those UIs that draw us in and become part of the world
and feel more normal and natural.
So, those are the basic differences between 2D and 3D.
And they really shouldn't be that different from what you're familiar with in 2D.