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New spatial ergonomics

Using the free-floating human body as the starting point for spacecraft ergonomics is the most stark example of human-centric design, where the environment challenges our traditional thinking. I love this because it applies to the metaverse, to VR/AR and to HCI. Gravity, distance and augmentation should be considered in the design of SD/UX and interaction design. Why build rectangular doors and place furniture along the floor, if there is no gravity?

It reminds us of the role of metaphors when creating interfaces for new technology, to make it familiar and easier to adopt. But metaphors are also a limitation. When is the right time to deviate from tradition and embrace the augmented traits and benefits of a new medium? There is no simple, single answer, but it is important to always keep this in mind when designing for new situations.

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