Interaction design

Mixing the physical and digital world requires a balance of both familiar and novel interactions. It is important to leverage what users know from 2D screen interactions, like flat windows, swiping, and scrolling, while creating entirely new interactions using volumetric space and unique input methods such as gaze. Learn how to manage expectations and push the boundaries of what users can experience within mixed reality.

Guidelines

Interaction fundamentals

As we've built experiences across HoloLens and immersive headsets, we've started writing down some things we found useful to share.

Comfort

During natural viewing, the human visual system relies on multiple sources of information, or “cues,” to interpret 3D shapes and the relative position of objects.

Gaze targeting

All interactions are built upon the ability of a user to target the element they want to interact with, regardless of the input modality.

Gesture design

Interaction on HoloLens are built on gaze to target and gesture or voice to act upon whatever element has been targeted.

Voice design

Voice is one of the main input forms in Windows Mixed Reality. You should also consider adding voice commands to any experience that you build.

Motion controllers

Motion controllers are hardware accessories that allow users to take action in mixed reality.

Spatial sound design

The more closely your app's sound behaves like it does in the real world, the more convincing and engaging your holograms will be.

Spatial mapping design

HoloLens learns about the surfaces in its environment as the user looks at them. Over time, HoloLens builds up a scan of all parts of the environment that have been observed.

Holograms

Holograms are objects made of light and sound that appear in the world around you, just as if they are real objects.

Perspective

Representing humans in mixed reality

Case study - Representing humans in mixed reality

The importance of volumetric video and human experiences.
Shared experiences in mixed reality

Shared experiences in mixed reality

Six questions to help you define shared scenarios.
3 HoloStudio UI and interaction design learnings

Case study - 3 HoloStudio UI and interaction design learnings

Best practices for 3D UI and interaction design created for one of the first Microsoft apps for HoloLens.

Page list

The following 11 pages are in this category.