Explore how 3D and depth can enhance user interfaces, when they improve usability, and when they serve purely decorative purposes. Learn the
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Explore how 3D and depth can enhance user interfaces, when they improve usability, and when they serve purely decorative purposes. Learn the
Interesting UI/UX trends to look out for in 2024
In this exploration, we delve into the exciting and innovative UI/UX trends that are set to shape the digital landscape in 2024, paving the way for enhanced user engagement, seamless interactions, and a more visually captivating and user-centric digital experience.
Interesting UI/UX trends to look out for in 2024
Voice User Interface (VUI)
In recent years, the voice-user interface (VUI) also known as speech recognition technology, has become very important. It enables an individual to communicate with a personal computer, cell phone, or any other device using the voice. This can be illustrated by some samples, like Siri owned by Apple Corp or Amazon’s Alexa.
One reason why VUI is a notable UIX trend is the use of voice as the main form of communication. The voice-first approach is more efficient and effective compared to conventional interactions such as touchscreens. This helps users make calls and perform their daily routines with ease and in a more natural way.
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Augmented Reality And Virtual Reality (AR/VR)
In 2024, AR/VR is ready to turn UI/UX design upside down. Through AR-enhanced shopping, VR-driven gaming interfaces or the metaverse, Augmented Reality is already being integrated into the internet. This involves the use of virtual reality or augmented reality in gaming, education and ecommerce.
AR displays virtual information in the physical world and VR creates a full-fledged virtual world. This will provide for immersive technologies that will facilitate creation of creative user experiences and high-quality delivery of UI/UX design services. The use of AR/VR in UI/UX design starts to grow in 2024.
For example:
• Shoppers can also access AR applications that offer them real-time directions to buy and use a product.
• Virtual showrooms for students and teachers could then be developed using VR applications.
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Micro-Interactions
They are usually small but powerful visual movements that can be seen in the ‘like’ button on Instagram. They play a crucial role in mobile and UI/UX design services, enabling designers to gather user feedback and make informed design choices.
Micro-interaction, for example, can be illustrated by Google. This was the beginning of a trend where this site increased its buttons each time a user clicked on them. By 2024, more and more UI/UX design agencies will create micro-interactions whose purpose will be to offer real time feedback and support users through their tasks.
3D Design
Three-dimensional UI/UX design will be back in fashion in 2024, although this is not something novel. New design tools like those have recently been released by Adobe Illustrator will make it possible for the designers easily to generate 3D designs.
3D design with minimalist UX design gives you visually attractive and user-oriented interfaces. The combination of simplicity and depth enables interesting user interactions while still maintaining a simple and clean aesthetic.
AI-driven content
Through machine-learning algorithms, AI content adapts to each user's specific needs and preferences. Many UX designers may not rely on AI tools, but they are incorporating them in the creative process. They may include using AI-powered tools for overall efficiency in enhancing user experience.
UX designers can also leverage AI content to make the research process simpler by allowing tasks like content curation and recommendations. It helps to focus on personalized content that is relevant and therefore increases user engagement and retention in-line with the main UX design trend for 2024.
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Conclusion
The next year will be a trip for users who will explore the new limits of interaction in harmony with aesthetics and utility. Therefore,Prepare to tour tomorrow where it is not only trends but immersive, dynamic and customised user interface and user experience waiting for you with only one click away!
Apple hires an expert in virtual and augmented reality tech
Apple hasn't shown off anything like HoloLen or Oculus Rift yet, but there's something in the works. The Financial Times reports Apple has hired one of the nation's leading experts on virtual and augmented reality, Virginia Tech computer science prof...
Original post: SlashGear
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More: http://londonpcrepairs.org.uk/apple-hires-an-expert-in-virtual-and-augmented-reality-tech/
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From the early days of 3D UI research, there seemed to be two design approaches for 3D interaction techniques: one that tried to design techniques with as much interaction fidelity as possible, and another that tried to enhance usability and performance through the use of “magic” techniques. Magic techniques might be intentionally less natural, or they might enhance natural interactions to make them more powerful. Below, we discuss both natural and magic techniques for three of the so-called “universal” 3D UI tasks: travel, selection, and manipulation… Travel, the task of moving the viewpoint (or avatar) through the virtual 3D environment, is conceptually very simple, but the design space for travel interaction techniques is surprisingly large…Magic travel techniques exhibit great diversity… Another set of magic travel techniques called “target-based travel” only require the user to specify a point of interest, after which the viewpoint is moved smoothly to the new location (for example, Hachet et al.14). Target-based techniques reduce mental load for the user, but may not be as flexible or as natural for all applications. Manipulation-based travel is based on hand movements rather than body movements or button presses. For example, the user can “grab the air” with both hands to move through the virtual world as if pulling on an invisible rope. Though fatiguing, these techniques allow physical movement to be mapped to virtual travel without the need for large tracking areas or complex locomotion devices. Selection, the task of picking one or more objects from the environment, is also a fundamental task in many 3D UIs. It has been studied extensively, and the number of different 3D selection techniques is very large… Techniques based on pointing can be used from a distance, while still being considered natural. The canonical pointing technique in 3D UIs is raycasting, in which the user controls the direction of a virtual light ray or laser beam with physical hand movements, and intersects an object with the ray to select it. This technique works well in many situations, but it can be difficult to select very small objects, since small hand rotations can result in large movements of the end of the ray, and only objects that are at least partially visible can be selected. Most magic selection techniques are also based on touching or pointing metaphors, but are “hyper-natural” (that is, they use natural movements but make them more powerful by giving the user new abilities or intelligent guidance)… Manipulation. Closely related to selection is the task of manipulation, in which the user modifies the position, orientation, scale, or shape of virtual objects… Typically, the virtual hand is considered to be rigid, which makes certain rotations very difficult to perform; allowing fingertip manipulation is technically challenging, but makes the technique even more natural… Evaluations of selection and manipulation techniques (for example, Poupyrev et al.27) have generally shown that magic, hyper-natural techniques outperform their more natural counterparts. 3D UIs of this sort can make performing tasks in the virtual world easier than in the real world, which is a strong argument for the magic approach.
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This research paper has governed a lot of the decisions we made when re-designing our UI. We went back to the drawing board and focussed on the abovementioned universal tasks: travel; selection; and manipulation. Our original design focussed too much on natural selection, where the user selected options by pointing and clicking. The ‘magical’ and ‘hypernatural’ techniques discussed here proved to be a superior alternative, where interactive elements of the UI give power to the user. In terms of travel, users were struggling to navigate in our original prototype, since there was no on-screen representation of their hand, forcing them to trial-and-error. We addressed this using target-based travel, where a selection is constantly highlighted, as long as the user has their hand raised. Selection became a lot easier when we implemented these changes; however, we still needed to update and replace UI elements in order to make best use of our new travel solution. The new side-menu allows selection through vertical hand movement, and manipulation through a swiping horizontal movement. As mentioned in the research, selecting small objects can be difficult due to the limits of raycasting. We addressed this by removing text menu items, and replacing them with large symbolic icons. Manipulation is an extension of selection, and is the focus of our new hypernatural techniques. Whereas before we focussed on natural point-and-click navigation, interaction now takes place through search-and-select using the book metaphor. Natural techniques of searching through a list and flipping to a page (such as searching a phone book) have been given magical qualities when transferred to Kinect/PC interface. The result is hypernatural selection – searching and swiping as if you were using a phone book or Refedex, applied to a gestural search function.
Another Bowman article justifying the application of 3DUI’s with 2D content follows*:
3D UIs might take into account the user’s head motion, hand motion, and potentially full-body input to provide powerful interaction techniques— not only for dealing with 3D content but also for 2D information spaces. For working with 2D content at the desktop, constraining input and output to planar surfaces appears effective. However, getting up from the office chair and stepping back from the screen doesn’t necessarily imply that the user is no longer interested in the displayed information. The user might want to gain an overview of the data or invite colleagues for an informal presentation, which involves direct pointing from a distance—a truly spatial operation.
The research substantiates physical interaction within the context of 2D information. Our starting reference was the touchscreen interface from Carindale; this 2D space has provided the foundation around which we have developed our 3DUI to create GHD. The essence of GHD is to provide (to quote Bowman) “an overview of the data” regarding the shopping centre.
*This document was taken from QUT online library and requires student/staff access.
Week 9 Feedback: Gestural Helpdesk
From 3DUI, gestural input to 'useful' hygiene solution
professional poster, triptych layout, modern colour scheme
Feedback given:
wizard of oz tests, informally test with students
challenge designs and ITERATE. Dont jump to first possible solution.
As I was formally a member of this project, I have a bit of feedback. Firstly the theory is poor, as well as the innovation and purpose for this project.
Their main research basis fo this project is "using air mouses in lectures", hygiene concerns in shopping centres, and Xbox360 Kinect. Firstly, most of the research conducted (located in 3dui.tumblr.com blog) suggests that the only hygiene concerns that exist in shopping centres is in fresh fruit markets, and this concern is mostly held by an older demographic. Secondly the main demographic for gamers (teens to 40yr olds) are increasing shopping online. Thus the Kinect market is not the primary users of a shopping kiosk. Primary users are experiential shoppers, whom are typically of an older demographic.
A target market was not mentioned, which if defined could focus the purpose of the project a lot better.
GHD
As we have progressed and our ideas have evolved throughout the project, so too has our understanding of what we are trying to achieve. Our original concept was three-dimensional user interaction (3DUI), but the project has now been given context and has evolved beyond our original ideas. Therefore, we are renaming our project from 3DUI to Gestural Help Desk (GHD).