How to approach this step by step:
- Interaction design concept à after we have clear direction and purpose of the product
- Flow chart of how user interacts
- Spatial UI layout (figma)
- Wireframe in figma (already a mock up)
- Design 3D placement
- Panels should form a 180 degree arc around the user
- 3D environment & assets (blender)
- Create panel objects in blender
- Integration into engine (unity/WebXR)
- Blender assets exported to unity XR I believe
Start with windows docking example:
How windows snap, move, and organize in a VR workspace
- Inspiration: ipad window snapping behaviour + apple vision pro spatial UI
Core mechanism:
- World-anchored windows for workspace and multitasking
- Locked POV elements for tools that should stay accessible (tools bar, example tools bar in good notes, looked view point)
- Optional 3D repositioning + snap/docking for organizing windows
Defining core interaction (MVP):
Hand gestures/tools: Designing your workplace
- Grab & Move (use of hand tracking and eye tracking) – 3D positioning [THIS WILL BE A BASIC EMBEDDED MECHANISM THAT WILL BE USED THROUGHOUT ALL TOOLS)
- User can grab a window from their view field and drag, point cursor
- Ability to move anywhere in space
- Selection tool must activated from the toolbar
Interaction rules:
- Once selection field is selected, objects are outlined
- Select the object with a pointer finger, cursor will follow your finger. Object will move with the crusor
- Release the object into space with open palm
- Resizing objects (each window can be considered an object)