Design/Usability best practices?



  • Hi everyone, was wondering if there were any best practices or anecdotally cool user interface design patterns with the tabletop board and wand controller?

    We've been doing a lot of experimentation and found that we can slightly inset the experiences below the game board to give a stronger sense of depth, as opposed to elevating them above the base origin plane. With the wand, we find multi users tend to pass one around rather than 'crossing streams', using the wand as a sort of implied change of control. People also tend to stand up and walk around, so we're using 10ft USB-C extension cables to enable.

    Would love to hear some notes from others!


  • Tilt Five

    Hi @jad, if you haven't already seen it, check out the document at Tilt Five Tips and Guidelines! The contained guidelines are drawn from lessons learned across several projects, including recommendations and things to avoid.

    As far as "anecdotally cool user interface design patterns" go, I've personally found these to be interesting:

    • Modal UI elements that move with the wand in Figmin XR when moving/transforming objects in the scene
    • cursor style in QB Planets

    With the wand, we find multi users tend to pass one around rather than 'crossing streams', using the wand as a sort of implied change of control. People also tend to stand up and walk around, so we're using 10ft USB-C extension cables to enable.

    This is neat, would you be up for sharing which extension cables you've been working with? Would also love to hear more about your current multi-user use case.


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