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It's important to respect that space, right?
So that that means that you want to make sure
that you're not wasting someone's not time, but space.
You know, it's all about holding attention and memory.
When you use space, like think of it like a web page
or a mobile device where you're focusing the user's attention.
The thing is, like just because you have this 360 canvas
doesn't mean you have to use it all.

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Think of.
Think of your 3D space as an affordance canvas.
What do I mean by that?
I mean that. Here's a canvas.
Here's a place where you can build UI
the user can interact with in space that are affordances.
So they're, you know, like in in a on a mobile device that might be a button,
might be a pulldown,
it might be a menu or might be an object that they tap or swipe or click.
That's the affordances canvas on mobile and in 3D space.
It might just be a literal virtual object that they can pick up, they can rotate,

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they can move around.
The ability to do those things and to know how to interact
with those things is what I mean by the affordances.
It's the affords interaction.
You have the responsibilities of a designer to make that interactive
and make an intuitive.
What do I mean by less is is better.
There's a study done of the stories in 3D
and they use a 90 degree
vision or a 180 degree field of view or 360.

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So you could look all the way around.
You could just
look, you know, sort of left or right or only in this pie in the middle.
Guess which one of those three styles led
to the most recall of the events in the story?
If you answered the first one, you're right.
90% range of vision could be recalled by audiences nearly
every event in the story.
So maybe it has something to do with overwhelm,

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or maybe it has something to do.
The fact that we're kind of trained not to look, not to spin our necks around.
Also, if you look at stages when we've been consuming theater
for the last few thousand years and that's on a stage, the action,
if you look at if you watch this,
the action will occur in around a 90 degree hour range.
We stay focused as we interact with narratives or with stories
or environments and probably helps us, you know, avoid overwhelm,

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probably helps us stay focused.
There's a lot of movement going on, actually, so maybe it helps us just,
you know, take information better.
That's good news for us as designers in 3D because it means we don't have to worry
as much about making, you know, designing
objects and UIs for the whole 360 area.