WEBVTT

00:00:00.000 --> 00:00:31.800
There's a couple of key factors that I want you to bear in
mind with our spacial UI design.
One of them
is related to exploration with head rotation.
So how much head rotation should you offer?
And you know, it might help with you just rotating your own head
and imagining a hologram here or there and actually doing that
and see how much you can get away with.

00:00:31.800 --> 00:01:00.640
Have a few other people do it as well.
So head rotation, I think maybe in adults is going to be probably harder to do.
But this relates to field of view or FOV, something in air
and VR that from a UX perspective we need to know about it.
It's where you ideally place the content.
Now the amateur mistake is to place content everywhere and get the head
rotating involved and down here and up here and to the point where someone's

00:01:00.640 --> 00:01:32.880
dizzy or nauseous or about to fall over from excitement maybe.
What studies have shown is that our ideal content area is in
that 40 degree range of field of view,
and it means that you don't have to worry as much about a 360 experience
unless you're deliberately trying to, you know, hide something or place
something in a place
where that creates excitement and mystery or suspense or curiosity city.
But generally, when someone's interacting with an air hologram

00:01:32.880 --> 00:02:00.920
or in a visualization, they're doing it in this range
in front of them, almost almost the way you would closely talk to a colleague.
If you're at a conference and you'll be in the space in front
and the head rotation actually is recommended
a 30 degrees field of view in terms of the motion, which is about
this, it's about a comfortable range right here of looking.
And so it's it's not this or this or this, this.

00:02:00.920 --> 00:02:12.160
It's lighter.
It's a lot more comfortable than that.
And I think knowing that
that's your where your focal point and then you can start to narrow
what you can do with your hologram and the space you have as well.