Immersive ux смотреть последние обновления за сегодня на .
What will our future with VirtualReality and AugmentedReality be like? Come and join us on a little journey in which we will show you what MixedReality could have in store for us in the near future and what we expect the future of immersive userexperience to be. Whether it be a business card as a tracking object in the virtual space or transferring an interactive object from the HoloLens to the smartphone!
Immersive UX — Design Best Practices for Virtual Reality After 30 years, and a few false starts, Virtual Reality is finally becoming mainstream. And just like the dawn of the Web, there’s a lot of bad experiences out there. Let’s try to skip the “junk phase” in the evolution of VR and utilize some solid UX thinking in our creations. You may have been tasked with creating a robust and amazing virtual experience. What can you do to make it stand out from the competition? From navigation to camera direction, I’ll explain the best practices for both interface and experience design for VR. You will learn how to identify and mitigate disorientation and improve user interaction. I’ll also discuss how to get started with WebVR, explaining the tools and browsers, so those new experiences can be brought to a wider audience via the Web. About Kirk Membry Kirk is a Senior Experience Designer at MadPow (madpow.net). With more than 20 years of design experience (IA/UX and Web design/programming), many with Fortune 500 companies such as Dell, IBM, Hitachi GST, Fidelity, Autodesk, and Panasonic, Kirk has seen it all. He’s also an avid photographer who has specialized in 360-degree panoramic images and video for the past 10 years. Some of his work can be seen hanging in the MadPow offices in Portsmouth and Boston.
Julian Scaff, Design Director at the agency Interactivism, gives a talk at the LA Design Festival on how immersive experiences will shape user experience design over the next decade.
Over the last five years there’s been a proliferation of all things immersive, from art installations to theatrical performances to virtual and augmented reality environments. Once mere visitors, we’re now agents and actors trading passivity for exchange. In this video, Karen Wong and David Byrne explore the changing nature of cultural experiences and the importance of immersion. David Byrne’s project, "The Institute Presents: Neurosociety," a 60-minute performance of interactive environments, was at the time being prototyped/exhibited at Pace Art and Technology in Menlo Park, CA. Byrne shares highlights of the research, production and feedback "Neurosociety" was receiving. Hosted at Google, this talk is part of a series curated by New Museum Deputy Director Karen Wong in 2017.
What is Augmented and Virtual Reality, and some UX best practices when designing for each? Join industry expert, Kirk Membry for a discussion about identifying challenges related to User Interface Design, Interaction Design, and Accessibility, and how to avoid them in your virtual creations.
Translating UI/UX design from flat screen to XR can be challenging. Let's learn about workflows that really facilitate that transition
The thirty-second weekly video #devlog of Deterrence. This week the game gets new and improved UI/UX features and more environment objects. If you would like to follow the development of Deterrence, don't forget to subscribe or follow on social media! Links: Snow Rock Shader - 🤍 Steam Page - 🤍 Official Website - 🤍 DevGamm Game Fest - 🤍 Facebook - 🤍 Twitter - 🤍 Discord Server - 🤍 Indie DB - 🤍 #rts #towerdefense #indiegame #unity3d
How a UI is presented to the user can have a big effect on the immersion the user experiences when playing. Obviously, things like fonts, colours, and transparency can make a UI feel holistic, but over the last two decades, we've seen more of a drive to make UIs feel immersive by giving them in-universe context for the character to be able to see and interact with them (note: the character, as well as the player!) In this video, we'll be having a look at how diegetics has evolved over the last 20 years, and where it might go in the future. This project used a lot of footage from a lot of different games, and I couldn't generate it all myself - so there is a significant amount of B-Roll from let's plays which I've included. Particular shoutout to UpIsNotJump as he actually made exactly the same point in his video that I make over his footage - so I wanted to be upfront about the use of that footage in advance. The other footage included is not educational but almost exclusively let's play footage. The other game I'd have liked to have mentioned in the deconstruction section would be Doki Doki Literature Club - however there is literally NO WAY to possibly mention that in this context without totally spoiling the game, so decided to not include it. Games shown: Firewatch Event The Outer Wilds Deadspace The Witness The Curse of Monkey Island Doom Lands of Lore Metal Gear Solid Goldeneye Metal Gear Solid 2: Sons of Liberty Resident Evil 4 Far Cry 2 Pony Island Alien Isolation Undertale F1 2020 Budget Cuts 2 Fallout 4 VR Dark Souls Star Wars: Squadrons (VR Mode) Credits: B-Roll used under fair use from the following sources: Doom: Doom (1993) Blind Let's Play - Part 1 - Knee-Deep In The Dead Unsilent RetroGaming Let's Plays 🤍 LandsOfLore Let's Replay Lands of Lore 05: The Northland Forest, Kikoskia, 🤍 Footage of a table top RPG taken from: The Chain, Episode One: Red Sky At Morning, Matthew Colville, 🤍 Metal Gear Solid: METAL GEAR SOLID Gameplay Walkthrough Part 1 - Solid Snake (RETRO PSX Classic), TetraNinja, 🤍 Goldeneye: N64 - Goldeneye Playthrough, Erlnite, 🤍 Far Cry 2: Kan Play: Far Cry 2 (BLIND) - #4 "Far From Seto" WeKanGame, 🤍 Alien Isolation: Dungeons_and_Dragonborn 🤍 Metal Gear Solid 2: Metal Gear Solid 2 HD - Gameplay Walkthrough Part 1 - Sons of Liberty, Shirrako, 🤍 Resident Evil 4: Let's Play Resident Evil 4 HD Part 4 LtMkilla 🤍 F1 2020: 5 EASY tips to race on F1 2020 without Racing Line Veloce 🤍 Star Wars: Squadrons VR Star Wars: Squadrons VR | Part 1 | Destroy The Rebel Scum! A Wolf in VR 🤍 Budget Cuts 2 Budget Cuts 2: Mission Insolvency [Ep.1] Train Escape (VR gameplay, no commentary) Let's STFU and Play 🤍 Fallout 4 VR Fallout 4 VR is NOT an Absolute Nightmare - This Is Why UpIsNotJump 🤍 *Particular credit to this one, as I actually kept a cut that UpIsNotJump used in his video, as he is making literally exactly the same point during his video - so I want to give clear credit for that one!* Music is Streambeats by Harris Heller. Subscribe animation: Video by a href=httpspixabay.comuserssadeeqhassas-12571684utm_source=link-attribution&utm_medium=referral&utm_campaign=image&utm_content=48891Muhammad Sadeeqa from a href=httpspixabay.comutm_source=link-attribution&utm_medium=referral&utm_campaign=image&utm_content=48891Pixabaya
Leigh Sachwitz (flora&faunavisons) explains EventElevator the technical and creative challenges involved in implementing the Genius Immersive Experience in Berlin. The show takes you on a creative journey through the eyes of Leonardo da Vinci today. For the technical implementation of Genius Immersive Experience, Producer Borealis Interactive Group and FFV cooperated with other technical partners. On site, the team was supported by Pixway in the area of video technology and by Amptec for the installation of the d&b soundscape system. Some tech details: The massive projection area is over 1,000 square meters. Almost 80 million real pixels, 50km of cabling and more than 350,000 projected lumens will intoxicate all senses of the viewers. 32 Panasonic laser projectors of the type PT-RZ990 and PT-RZ120 were flown. In the background, a sophisticated system of disguise vx4 media servers and disguise rx II as render notes is at work. LiDAR sensors and infrared cameras are installed for the interactive parts of the show. For the audio system, the choice was a d&b Soundscape system with DS100 and En-Scene software. The ring of speakers comprises 32 loudspeakers (d&b 10S full-range systems). Additional five d&b 8S speakers are installed at the central projection cube. Six 18A subwoofers and one Infra-Sub 21S provide the foundation for the low frequencies. ► More informations and photos on our website EventElevator: 🤍 ► Genius Immersive Experience: 🤍 ► Leigh Sachwitz: 🤍 ► flora&faunavisions: 🤍 ► Pixway: 🤍 ► Amptec: 🤍 ► Follow us on Facebook: 🤍 ► Follow us on Instagram: 🤍 ► Follow us on twitter: 🤍 ► Follow us on LinkedIn: 🤍 ✔ Subscribe: 🤍 © EventElevator 2022
Para más información e inscripciones: 🤍 Experiencia vivida por mentores y alumnos durante el curso de User Experience Immersive. Programa intensivo de formación en UX / UI Design con una duración de 8 semanas en Madrid, Barcelona, Valencia y Bilbao. #UXIMMERSIVE #ExperienciadeUsuario #UX
🥰 Te damos la bienvenida a nuestro evento más querido, el UXER Day, donde nuestros alumnos ponen en valor todo lo aprendido durante los cursos UX / UI Design en #UXERSchool. ¡Vaya día más emocionante vivimos en el #StageOne de SNGULAR junto a todos los UXERs que han pasado por el último Immersive de este 2022! Vamos a poder disfrutar de los proyectos tan chulos que han preparado nuestros alumnis en este UXER Day híbrido, en presencial y otros en remoto. ¡Y vaya UXER Day! ¡Vaya ambiente! ¡Vaya proyectazos! ¡Y vaya buenas personas que tenemos en la escuela! PROYECTO "Kokoro" 🤍 David Rivilla Seibane Iosu Berriobeña Juan Miguel Monge Franco Christian Moreno Zambrano Ana Matres Rodríguez Gracias a Kokoro ahora la personas que usan el ejercicio como herramienta para cuidar su salud mental tienen la vida mucho más fácil, creando una comunidad y facilitando el contacto con especialistas. PROYECTO "Foodganik" 🤍 Carlota Brea Fernández Karla Alejandra Ferreira Aguilar Jose Luis Aguilar Egido Cristina Gómez García Roberto Romero Gracias Foodganik por traernos la manera más sostenible de comer sano y equilibrado, consumiendo alimentos de temporada para reducir tus emisiones de CO2 con recetas personalizadas y contacto con productores locales. PROYECTO "Kiu Kiu" 🤍 Alba Marín Maestro María Rodríguez Santolaria Susana Vida Torres Mónica Ortega Cobo Gracias a Kiu Kiu ya no hace falta pensar más para hacer nuestros menús de la semana: Crea tus menús totalmente personalizados y adaptados a tus necesidades para que puedas llevar la vida saludable que deseas y disfrutar más de tu tiempo libre. PROYECTO "Paw Paw" 🤍 Blanca Gonzalez Mancebo Juan Luis Vázquez Quintas María José Gómez Bustos Pedro Daniel Quintero Morales Elena Queralt Gracias a Paw paw nuestros perros están más sanos y felices. Te ayudan a encontrar a un veterinario asequible y convertirte en experto en los cuidados de tu perro. ENTREGA DE DIPLOMAS Y "FOTO FINISH" 🤍 #uxui #ux #ui #uxerday #userexperience #formacion #escuela #uxerschool
As a global company, Kia produces in excess of 2 million cars a year across a wide range of vehicles including passenger cars, commercial vehicles, and buses. Today, Kia has become a household name, with an ever-expanding range of models sold through a network of dealers in 172 countries and over 44,000 employees across the globe. With Google Workspace and Google Cloud AI and ML services, Kia is executing a digital transformation to support new focus on mobility services and vehicle electrification, connectivity and autonomy. For more on Kia, visit: 🤍 For more on Google Cloud Customer Stories, visit: 🤍 For more on how our customers across the region are solving with Google Cloud, visit: APAC YouTube Channel To find out how computing power delivered everywhere, for everyone, is transforming local business in Korea, follow: 🤍
À l'occasion de l'édition 2017 du salon Laval Virtual, READi Design Lab revient sur dix ans de réalité virtuelle au sein de L'École de design, avec les projets les plus marquants développés entre 2007 et 2017. L'équipe READi Design Lab et les étudiants sont à retrouver du 22 au 26 mars - stand D25 Hall 4.
Modern 3D UIs are much more than just 3D objects floating around in empty space. This talk looks into how you can create immersive environments in Qt Design Studio, and combine 3D and 2D UI elements into a seamless user experience. The session is split between theory and live development as we break down our demo in Qt Design Studio to see how it is done. Speaker: Åsa Forsell (Senior Product Manager, The Qt Company) ⬇️⬇️ All Qt World Summit 2021 sessions ⬇️⬇️ 🤍
Testing use of sounds in an app to see if there is a way to create an immersive experience or only annoyance? Let me know what you think in the comments below
This offers a single screen for complete control of home devices and residential services. Its minimalist visuals make it easy to navigate through, and control, tech-heavy devices and systems. The essential icons are accentuated with color and laid out at the top of the screen to grab attention. Their features, including color and tone changing upon interaction and symbolic motion effects, engage user to intuitively track changes in their operation status. Its brand elements can be extended for property developers and builders. A single visual experience across different screens within the home delivers visual and functional consistency.
Hello guys! This was my second project by Misk Academy for UI/UX immersive course. Also, this project duration was 2weeks. I know haha it’s amazing. 😎However, it was a bit tough at the beginning since we worked on Figma app but we did it and I am proud of the result. I could not believe we reached this level and finished this project and we are more than capable you know.💪🏻✨✨ Next project I’m coming for yaaaaaaaaaa 🏃🏻♀️🏃🏻♀️ Till we meet again with another project stay safe and healthy…….💕
We used ADOBE XD to design and visualise software for our immersive workspace. By viewing it within the collaborative meeting space, the whole team can review the graphics and immersive ux design then work together on further ideation. For more information visit - 🤍
Para más información e inscripciones: info🤍uxerschool.com / 🤍 Presentación de proyecto en el UXER Day celebrado el 11-12-2020 [00:00] Proyecto Save The Planet XR Save the planet XR es una app que ayuda a concienciar a la gente a tener un modo de vida sostenible a través de la gamificación XR y la metodología learn-by-doing Pablo Peino 🤍 Patricia Esteban 🤍 [16:10] Proyecto Picksy Picksy ayuda a potenciales pacientes de terapias mentales a encontrar al terapeuta más adecuado y probar sin compromiso para sentir confianza y seguridad en su elección Antía García Casal 🤍 Raquel Coromina Pascual 🤍 Adrian Crespo Bastante 🤍 Sergio Gutiérrez 🤍 Roberta Damico Paschoal 🤍 [36:30] Proyecto Hômy Hômy ayuda a organizar las tareas domésticas en un piso compartido de forma dinámica y gamificada Case Study: 🤍 Lucía Andrada Cámara 🤍 Eduardo Hernández de Armijo Jáudenes Olivia Cler Oltra 🤍 Carmen Romero del Castillo Naiara Martín Haro 🤍 [50:50] Proyecto Peers Peers es una app útil para compartir conocimiento entre profesionales, para mejorar su formación y marca personal, ahorrando tiempo y dinero, gracias a su dinámica de banco de tiempo Sara Madrigal 🤍 Andrea Rubio 🤍 Conrado Gomez 🤍 Miguel Montes 🤍 Sara España Rodelgo 🤍 [1:05:10] Proyecto Quaver Quaver es una app pensada para acompañarte durante toda tu experiencia festivalera (antes, durante y después) Lucía Ramírez Bueno 🤍 Raúl López Villafranca 🤍 Lucía Martín Fernández 🤍 Francisco Javier Aguilera Gómez 🤍 #XR_DESIGN #UXERDay #DemoDay
Immersive (AR/VR) technologies are past the hype now. They are already being used across multiple industries outside of what many think is just gaming and entertainment. And now, they are slowly entering the consumer market – so what does this mean for us and our society? Over the next years we have to completely reset our thinking on how we interact with digital information. Dinesh Punni has been eating, drinking, and breathing immersive technologies (AR/VR) for more than 5 years now. Today, he uses his experience to pave the way for upcoming talents by teaching them how to create immersive experiences on his YouTube channel and immersive insiders, his online education platform. More than 10.000 people are learning from his lectures today and his goal is to make immersive insiders the global standard for AR/VR education When Dinesh is not creating content, he loves to read, compete in video games and take a walk in real reality. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at 🤍
In this 2017 GDC talk, UX strategist Celia Hodent discusses the UX challenges of retention and how to use cognitive science knowledge and the scientific method to make your game enjoyable and engaging in the long term. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Watch Top 5 Webites for JULY 2020: 🤍 🤑 FREE Web Design Workshop - Enroll Now 👉 🤍 🤑 Top 5 crazy innovative websites every graphic designer should visit to learn graphic design. These are the best practices, and the best online graphic design websites and web design trends of March 2020 Links Mentioned: 🤍 🤍 🤍 🤍 🤍 🤍dam/ 🤍 🤍 🤍 Learn how to design high-value websites: 🤍 - Learn how to build custom websites in hours using Webflow: 🤍 - Find me on other social media platforms: Instagram: 🤍 Twitter: 🤍 LinkedIn: 🤍 - Gear & Book Recommendations: 🤍 #webdesign #freelancer #webdevelopment Thanks for watching the video TOP 5 WEBSITES EVERY WEB DESIGNER SHOULD VISIT: Mind-blowing web design | March 2020
This project was about creating an app for talented people in one platform, which allowed them to share and communicate together Project Duration: 9 days Wow just wow I couldn’t imagine myself to finish a project with 9 days so you can call it an achievement.👏🏻✨✨
Allison Torneros, also known as Hueman, an Oakland-based graffiti artist, explains how Adobe Aero is changing her creative workflow and the way AR can expand her murals into an interactive experience. Subscribe: 🤍 LET’S CONNECT Facebook: 🤍 Twitter: 🤍 Instagram: 🤍 Adobe Creative Cloud gives you the world's best creative apps so you can turn your brightest ideas into your greatest work across your desktop and mobile devices.
Many games require you to have immediate access to a ton of critical information like stats, inventory, mission info, and location. Being able to easily access that info when you need it—and only when you need it—is the result of UI designers working very closely with user experience designers. In this video we review the difference between UX and UI design and hear from visual designers and motion graphics artists about some core considerations for designing UI and ensuring a game experience is consistent, cohesive, and immersive. Visit our website for additional resources: 🤍
In this video segment Dave discusses the importance of Immersion in UX design. Dave Lyon of Pocketsquare Design discusses User Experience topics facing the automotive industry in this 2016 Wards Auto UX Conference Keynote Speech. 🤍
Sind Spiele nur Tabellen, die man gut verstecken muss? Welche Informationen an Spielerinnen und Spieler weitergeleitet werden, entscheidet das UI und UX Design. Wie muss eine Benutzeroberfläche aussehen, um optimal durch ein Game zu leiten? Warum sind Kontinuität und Einheitlichkeit im UI/UX Design essenziell? Welche Designs wurden im Spiel „The Surge“ entwickelt und wieder entworfen, bis die optimale Benutzeroberfläche stand? Darüber reden in dieser Folge: Jan Wagner (Owned by Gravity) #ownedbygravity Jan Klose (Deck 13 Interactive) #deck13interactive Emese-Anna Hoppa (Limbic Entertainment) #limbicentertainment Christopher Grünewald (Limbic Entertainment) #limbicentertainment Bewerbt euch bei uns! Black Forest Games: 🤍 Deck13 Interactive: 🤍 Keen Games: 🤍 King Art: 🤍 Owned by Gravity: 🤍 Piranha Bytes: 🤍 Folgt uns auf Facebook! 🤍 DevPlay als Podcast: 🤍 In Kooperation mit GameStar Plus! Diese Folge wurde am 09.05.2022 aufgezeichnet
What is this video about? This was my third project in UI/UX immersive course by Misk academy and it was about creating a tourism application for Jazan people in Saudi Arabia. This project was interesting and inspiring at the same time, in which I challenged myself to show my best skills to produce the final result. Project Duration: Two weeks Tools that used in this project: Figma Miro
Para más información e inscripciones: info🤍uxerschool.com / 🤍 Presentación de proyecto en el UXER Day celebrado el 11-12-2020 [00:00] Proyecto Eventual Eventual es una app para quedar y organizar eventos y votaciones asociadas Alvaro Gijón León 🤍 Blanca Ortega Reyes 🤍 Marianna Ramírez Tamez 🤍 [17:35] Proyecto Abrigada Abrigada es una App que acompaña a las chicas durante trayectos nocturnos por la calle. David Tarazaga Letosa 🤍 Marta Landín 🤍 Iuri Vivanco 🤍 [37:20] Proyecto WA "WA es la app que te propone actividades 100% ajustadas a ti para que disfrutes de una cita contigo mismo/a" Clara Prol Treceño 🤍 Thelma Cristina Saravia Gallart 🤍 Mario Arana 🤍 #UXIMMERSIVE #UXERDay #DemoDay
Users of our apps and products yearn to be immersed; but so often, the worlds we build with software show surprising seams, shattering immersion for our users. In this talk, we'll look at the magic of tokenization, and how it can transform the UX of your application.
Recent development of new immersive technologies has spurred an increased interest in immersive experiences as a tool for engaging with an audience in new and purposeful ways. But what does immersion really mean and is there anything essentially new about it? What is getting lost if the concept of immersion is understood as a mere product of technological development? Senior project manager at Norrköping Science Park working with digital innovation in cultural industry. She is also an exhibition producer having worked with a wide range of science centers and museums of cultural history all over Sweden.. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at 🤍
2019 has already seen the release of four post apocalyptic open world games - but 4A's Metro Exodus is by far the most immersive. So what does that phrase actually mean, and what design decisions help create that feeling? Support Game Maker's Toolkit on Patreon - 🤍 Support GMTK when you buy Metro Exodus 🤍 Have Mark talk at your studio, university, or event - 🤍 Games shown in this episode (in order of appearance) Metro Exodus (4A Games, 2019) Uncharted 4: A Thief's End (Naughty Dog, 2016) Alien: Isolation (The Creative Assembly, 2014) Lone Echo (Ready at Dawn, 2017) Prey (Arkane Studios, 2017) Tetris Effect (Monstars Inc. / Resonair, 2018) Subnautica (Unknown Worlds Entertainment, 2018) S.T.A.L.K.E.R.: Shadow of Chernobyl (GSC Game World, 2007) Event (Ocelot Society, 2016) Far Cry 2 (Ubisoft Montreal, 2008) Metro 2033 (4A Games, 2010) Metro Last Light (4A Games, 2013) Rage 2 (Avalanche Studios / id Software, 2019) Red Dead Redemption 2 (Rockstar Studios, 2018) Days Gone (SIE Bend Studio, 2019) The Long Dark (Hinterland Studio, 2014) The Sims 4 (Maxis, 2014) Far Cry New Dawn (Ubisoft Montreal, 2019) Rain World (Videocult, 2017) Firewatch (Campo Santo, 2016) Music used in this episode Let’s Start at the Beginning - Lee Rosevere (🤍 Metro Exodus soundtrack - Alexey Omelchuk Other credits Tetris Effect YIN & YANG STAGE - TRAP MUSIC LEVEL - PS4 PRO 1080p | PS4 & Stuff 🤍 Contribute translated subtitles - 🤍
User experience has come to be one of the critical weapons of competitive strength for any organization. At NTT DATA, we call that Experience Engineering – where the customer requirements are considered across the entire journey, their eco-system, influencers, emotional and rational behavior, and not just limiting to how apps or websites or devices are used across touch points.