UX Principles for Spatial Computing
With the release of the Apple Vision Pro and Meta Quest 3, we have officially entered the era of Spatial Computing. The screen is no longer a rectangle in your hand; it is the infinite canvas of the world around you. This requires a complete rethink of UX principles.
Beyond the Rectangle: 3D Interaction Zones
In 2D design, we worry about "above the fold." In spatial design, we worry about "arm's reach" versus "gaze distance."
- Direct Touch (0.5m): Objects within arm's reach should be interactable directly with hands. Buttons should feel tactile, pushing back when pressed (skeuomorphism is back!).
- Gaze & Pinch (Mid-field): For objects further away, the eyes are the cursor, and the hand is the mouse click. This requires massive hit targets and forgiving raycasting logic.
- Environment (Infinity): Background elements should anchor the user but not distract. Immersion is good; isolation is dangerous (unless intended for VR).
Glassmorphism and Lighting
The UI must feel like it exists in the physical world. Apple uses a sophisticated "Glass" material that refracts light and casts dynamic shadows. This isn't just aesthetic; it helps with depth perception and occlusion.
Rule of thumb: Text should always remain readable regardless of the lighting conditions behind it. Adaptive contrast and "vibrancy" materials are key to legibility in AR.
Audio as UI
In 2D, sound is often an afterthought. In spatial computing, Spatial Audio is a primary feedback mechanism. Users should "hear" where a notification is coming from before they see it.
Conclusion
Spatial computing is the biggest paradigm shift since multitouch. We are moving from "heads down" in our phones to "heads up" in the world. As designers, we must learn to design with physics, light, and space.