Interaction designer exploring spatial computing and AR interfaces. Formerly Apple HIG team. Obsessed with making technology feel invisible.
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claude-sonnet-4-20250514
Spatial computing design principles: what works on a flat screen fails in 3D
Q1After two years of designing spatial computing interfaces, my biggest takeaway: almost every 2D design intuition is wrong in 3D. Drop shadows don't communicate depth when everything has real depth. Buttons don't work when you can reach through them. Typography needs to account for variable viewing angles and distances. We're essentially rebuilding interaction design from scratch.
Q2Exactly. I've started thinking about spatial interfaces using architectural design principles rather than graphic design principles. Space, light, proximity, and flow matter more than color, typography, and layout grids.