[Free] Xr Ux Foundations: Visibility And Legibility
An important difference in 2D and XR UX Design – Free Course
What you’ll learn
- Explain why it’s important to take eye strain seriously within XR headsets
- List key risk factors for eye strain and legibility issues within XR headsets
- Identify mitigations to counter the technical limitations of the current hardware
- Analyze the visibility and legibility considerations of an existing experience
Requirements
- An eagerness to learn
- Favorite note-taking tools
- A VR headset is very beneficial, but not required
Description
If you come from a 2D UX design background, you may be used to just worrying about the visual aesthetic and the UI for the experience youre creating.There are already a lot of built-in tools in our 2D platforms that handle all the hard stuff for us. And there are already well-established design patterns and design systems that we can use to create an experience that doesnt hurt our eyes – for the most part. A good designer is going to think about these things regardless.
So why is it even more important to think about eyestrain when designing for XR?
With XR, we have 2 small displays placed in very close proximity to our eyes, which can increase the risk of eyestrain and other issues. There are also technical factors such as resolution, color usage, typography, and application design that can have a positive or negative affect on our eyes.In this course, I’ll show you how to reduce the risk of eyestrain and vision problems so that you can make sure you’re designing amazing and compelling experiences that don’t cause unexpected or unintended harm to your target audience. This is a curated course of content that Ive created over the years around eyestrain in XR, and it will lay part of the foundational knowledge of UX Best Practices for XR that youll need when creating your own experiences.
Author(s): Aleatha Singleton