17 Nov 2022 Frank Spillers

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Design for VR and AR with skeuomorphism

Design for VR and AR with skeuomorphism

VR & AR UX Design needs these two things

Two key concepts in designing user experiences for VR and AR Design are affordances and skeuomorphism. Affordances are critical in UX design: they are design aspects that “afford” or nudge you on how to use a design. A large button for example, provides a strong affordance cue compared to plain (hyperlinked) text with no underline. In the later case, you figure it out by hovering over it, to see that it is clickable.  So in VR and AR, users need to know what is selectable without touching everything and putting it in their metaphorical mouth (like a baby discovers the world).

The cupboard drawer handle highlights (that’s the VR affordance) in this example, to indicate to users that it is selectable.

Ikea VR showing selectable item or affordance in VR UX

Likewise skeuomorphism or the art of designing real-life objects and metaphors is important in VR and AR UX design.

Design for VR and AR with skeuomorphism

In this video Frank Spillers, explains the importance of getting away from boring experiences where users are required to play around with objects to figure them out…and how skeuomorphism makes its way back into VR- having been ‘killed’ by Flat Design on mobile and desktop in the post-Steve Jobs world,

In this upcoming workshop, Story Prototyping the Metaverse ,Frank Spillers will teach you story-prototyping skills for immersive experiences. In preparing for the “inevitable” metaverse, it is important your user experience is incredibly compelling– unless your experience is a sleeping school or snooze simulator that is!

 

About the Author

headshot of frank spillers

Frank Spillers

Founder - UX Inner Circle

Frank Spillers, MS, founded the UX Inner Circle in 2020 to support senior practitioners facing complex challenges. The community exists to sharpen thinking, increase your confidence, and pressure-test real decisions. It’s built for people doing the work, not just talking about it. Frank founded an award-winning UX and Service Design consultancy (Experience Dynamics) and now leads UX and Service Design at numerous organisations, including the UK Government Digital Service. He has worked with and led teams to deliver hundreds of products and services over several decades. His work spans government, enterprise platforms, nonprofits, and global brands. He brings 25+ years as a senior UX and Service Design leader. His focus areas include Inclusive Design, accessibility, emotion-led design, cross-cultural UX, VR/AR, and UX leadership. His work has directly increased conversion by 88% and revenue by 300% for organizations including Nike, Microsoft, Intel, Capital One, Global Disability Rights Now!, the World Bank, and the City of New York.

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