The UI of the Future – 3D User Interfaces – Current Applications and Potential

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3D User interfaces (3D UIs) are systems that allow users to interact with digital environments in three dimensions. 3D UIs are a significant advancement in human-computer interaction (HCI) and transcend the limitations of traditional 2D UIs, where users interact with flat screens via peripheral devices such as keyboards and mice.
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3D UIs introduce the concept of depth perception and spatial manipulation and allow users to interact with digital content within a virtual 3D space. This interaction relies on specialized devices such as VR headsets, data gloves or 3D mice, which create a more natural interaction with digital content.
In this video, Frank Spillers, CEO of Experience Dynamics, discusses the difference between 2D and 3D design.
I firmly believe that anyone can get into designing for 3D. And I also believe that, even if you don't do this for a living, if your primary job is not a 3D UX designer or VR designer, that you too can apply the things you can learn from 3D interaction design to your 2D, like mobile, web, desktop or product design or service design.
It's just like getting out of that one space in that one median can expand your range. But let's talk about how to transition from 2D to 3D. Well, the first thing is that your *view changes* based on your head movement. You're wearing that computer on your head. And it's a different requirement for user comfort
based on the properties of the device and the human using them. Thinking about the effort that you're putting on your user's head; so, there's no canvas in VR, no frame, no keyboard, no mouse. *Sound* is part of the environment. There's speech; *movement*; space has a relationship to your movement – your actions have reactions, potentially. And there are no familiar spaces, or are there?
It all depends, I suppose, on the experience you're creating. But if we run down the things that are similar versus the things that are different. So, in 2D we have goals. In 3D we also have goals. So, in other words, *user goals* – users are driven. They're not just there to look around and play around. Second, in 2D, we have *affordances*, this idea that a design element affords an interaction,
it lets you know that you can interact with it. So, a button that looks like you can push it on a 2D screen, and in a 3D screen it's a button or a knob or a handle that actually looks maybe more like a real – you know – AKA skeuomorphic: takes on properties of the real world back again in 3D. But still you need an *affordance*; you need to tell that user that, yes, this is something you can interact with; it's a button,
or a lever that you can pull. Third we have *flows*; in 2D we talk about user flows, the user going through a design, the next step, the next screen. Well, in 3D, think of it more as *narratives*. So, it's a narrative flow; in other words – they're being carried along by these little shorts, kind of *story teasers* or what we called those *story wrappers* around a UI.
In 2D, we have states, so the user is like it's like this state, they're filling this in, they're applying, they're logging in, they're onboarding. These are like different states. And in 3D, think of them more as *episodes*, so they're like states that are chained together. In 2D, we have emotions – so, this happened: "Wow, oh wow: cool!" And in 3D, we have emotions that as well, but the emotions induce *moods*.
So, the user might experience something like surprise and then be like "Oh, my God!" and then that carries with them throughout the whole space or the whole experience. And you can't really do that in 2D; you can't easily induce moods. You can do some more with physical products, but it's harder to do it on screens. In 2D, we have navigation – of course – user navigation. And in 3D, it's *spatialized navigation*. So, you can see how they have their similarities with just a few differences.
Spatialized navigation, of course, is *space*. You're moving around in what *feels* like an actual physical space. In 2D, we've got *tools*, such as settings icon or a dropdown menu or something like that. In 3D, we have tools that are either body- or world-locked. And *body* means the tools are around you, that you can access them near you. And *world* means that they're of the world, so you grab them and interact with them.
Finally, we have *non-diegetic*, which means that the UI elements are kind of on the screen away from you. And in 3D, we have *diegetic UIs*, meaning that they become of the world. So, for example, if there's a horse, you can jump on the horse and ride the horse. You know, in 2D, you essentially just have screens and buttons that are definitely not part of
– you don't feel like they're part of the space that you're in, they're sort of out there on the screen, and you're interacting with them, pushing them. So, diegetic UIs are those UIs that draw us in and become part of the world and feel more normal and natural. So, those are the basic differences between 2D and 3D. And they really shouldn't be that different from what you're familiar with in 2D.
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2D and 3D UIs differ in three key aspects: dimensionality, interaction and immersion.
2D UIs—for example a desktop screen— are flat, confined to a two-dimensional plane with x and y coordinates. 3D UIs introduce the z-axis—depth. This allows users to interact with digital content in a way that mimics the physical world.
In 2D UIs, users rely on peripheral devices such as keyboards or mice to click buttons, navigate menus, and interact with objects. Instead, 3D UIs rely on specialized input devices such as VR headsets, data gloves or 3D mice and can interact with digital content with their hands or body movements.
2D UIs offer a limited sense of immersion, the user interacts with a screen by essentially looking at a screen. 3D UIs have the potential to be highly immersive, especially when coupled with VR headsets.
This is why, 3D interface design can push the boundaries of design itself. In this video, VR pioneer Mel Slater shares his view about 3D interfaces.
So, I think that the whole domain of 2D user interfaces and 2D design is really well understood. But 3D design or design for virtual reality is not very well understood. So, a very basic thing is, how do I get from A to B? How do I move through the environment? So, people say, "Okay, it's very easy;
you get the controller and you press a button on the controller and it moves you forward in the direction you're pointing or the direction you're looking." But if you do that, you get sick. "So, okay, then you need a treadmill. So that you really walk." The treadmill is expensive and it takes a lot of space, and just people are not going to do it. And then there's another idea for walking – walking in place.
So, you simulate walking by just walking in place; the system recognizes that, and it moves you in the direction. That's certainly better than pointing and clicking. There's another paradigm where you just point at an area, you click and you are there, but then you lose complete orientation about where you are in the environment. So, a very basic thing like moving through an environment, a virtual environment which is bigger than the real space you're in, where you can't really walk,
this is unsolved; it's still there after 30 years.
There are several types of 3D UIs:
VR 3D interfaces are fully immersive and allow users to enter and interact with an entirely virtual world. Interaction can involve, among others, VR headsets, hand controllers, gestures or voice commands. For example, in VR games like Beat Saber the user can wield lightsabers and move them like they would in the physical world thanks to very precise movement tracking.
In games like Beat Saber, the interface precisely tracks the user's hand and body movements.
© Beat Saber, Fair Use
Augmented Reality (AR) overlays 3D digital content onto the real world and blends physical and virtual elements. While they are not 3D interfaces per se, they can include 3D manipulation techniques to interact with the digital content within the physical world.
For example, IKEA Place leverages AR technology to superimpose digital images of furniture into the user's physical environment, viewed through the screen of a smartphone or tablet. Users can place, move, and rotate 3D furniture models within their actual space. The interface provides a seamless blend of digital and physical worlds and offers a tangible sense of scale, design, and fit that enhances the shopping experience.
© IKEA, Fair Use
Mixed Reality (MR) applications combine elements of both VR and AR. Users can access MR interfaces through specialized headsets such as HoloLens.
Microsoft’s HoloLens projects 3D holographic content onto the user’s physical environment. Within the context of medical education, users can interact with intricate digital anatomical models through natural hand gestures and voice commands.
© Hololens and Philips, Fair Use
Although desktop 3D interfaces might not be 3D themselves, they allow users to manage files and applications in a spatial context.
For example, BumpTop transforms the flat desktop environment into a three-dimensional workspace where documents and folders can be manipulated in space. Users can drag, stack, or toss files around the desktop, mimicking real-world interactions.
© BumpTop, Fair Use
SUIs display information in 3D space, which allows users to navigate and interact with digital content using spatial cues like depth and perspective. They are often used with extended reality (XR) technologies.
Google Tilt Brush’s 3D interface enables artists to paint in three dimensions with VR. This application tracks the artist's hand movements and allows them to draw lines and shapes that float in the air to create artwork that can be viewed and explored from any angle. This level of interaction with 3D content is groundbreaking and offers creatives a new medium that transcends the limitations of traditional art forms.
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Each type of 3D interface offers unique opportunities and challenges for designers to create engaging and intuitive user experiences. Designers must consider the context in which these interfaces are used, the tasks users will perform, and the technological limitations and affordances of each platform.
First of all, designers need a strong foundation of design principles for the traditional 2D interfaces. Then these are the key additional aspects to consider:
Embrace the 3D space: Think about how elements will be arranged in the 3D environment. Use depth and proximity to indicate hierarchy, importance or connection between objects.
3D interaction methods: Design how users will navigate and interact within the 3D space. Consider gestures, voice commands and also, traditional input devices.
User comfort: In 3D UIs, especially if users are wearing a headset, user posture and physical limitations are important. Prioritise user safety and accessibility. In this video, Frank Spillers elaborates on the importance of user safety.
So, an important consideration in AR is *safety*. What do I mean by 'safety'? I mean *physical safety* – falling, tripping, crashing or endangering others. I'm also meaning *social safety*. So, data sharing, stalking, bullying – anything that could endanger someone socially. When we think about AR engagement and immersion and keeping someone's attention,
we have to think about safety because there are limits to how much immersion or attention stealing we can take. And it really comes down to managing *task load*. So, how much can you take away from someone's attention while they're performing a task? Because they've got the physical environment to deal with and the social environment as well. So, outside of the data issues of the system leaking information like that,
let's talk about how you as a designer can prevent that. Adidas was exploring a virtual try-on mirror. And they decided that there were many, many safety concerns with scanning a person's body size, keeping that record on a server or potentially sharing it with other people, and the violation that that might have to that person's identity. And they didn't want
to create that feeling. They just wanted to use it as a sizing guide. And it kind of gives you a moment to pause and ask with your design, are you designing for safety? It's really about *reducing harm*. And I think about this as having, there's a *physical body* that you need to protect. That's so you don't fall into things, stub your toe or hurt your face or your head if you're walking into a wall, for example.
There's also the *social body* – you know – your identity, the way you express yourself. And finally, an *emotional body* or your feelings and the way that you express your feelings with AR, for example. And so, how we're portrayed or how our identity is used and how we feel are the things we're protecting. When we talk about safety as well, we're also talking about *inclusion*.
And making sure that we've included folks from underrepresented communities. And this includes folks with disabilities. And so, the main disabilities that we should be thinking about with AR inclusion are: blind, low vision, mobility impairments, deaf, hard of hearing and cognitive or neurodiversity as well. So, these are important areas to be careful of in terms of design.
But there are also opportunities to *innovate and create more interesting AR experiences*. And one of my favorite examples is the Hololens for blind users. And what it does is it uses the technology of sonification to detect objects because sound can detect objects, the density of an object, and it can be used just like a cane can be used to detect objects in space.
And this is an example from a bus stop detection. So, the problem is blind users don't know where bus stops are. And in this case Hololens is being used as a way to give blind users *audible cues* about where bus stops are as they walk out in their neighborhoods.
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3D interfaces receive input data through various methods, which include:
Touch and multi-touch surfaces: While traditional touchscreens provide 2D input, advanced multi-touch surfaces can detect depth information alongside touch location. This allows for more nuanced interactions and facilitates 3D manipulation of virtual objects within the interface.
Gesture recognition: By leveraging cameras and sensors, 3DUI systems can recognize specific hand or body gestures as input commands. This technique is particularly prominent in virtual reality (VR) environments, where users interact with the 3D space through natural movements
Voice commands: Advancements in voice recognition technology enable 3DUI to interpret spoken commands. This offers a hands-free approach to navigation and object manipulation within the virtual space, potentially increasing accessibility and ease of use.
Spatial tracking: Technologies like infrared sensors, accelerometers, and gyroscopes enable precise tracking of object or user position and orientation in 3D space. This real-time tracking is critical for VR and AR headsets, where the virtual perspective dynamically adjusts based on the user's movements in the real world.
Eye tracking: Advanced 3DUI systems may incorporate eye-tracking technology to determine where the user is looking within the virtual environment. This allows for intuitive interaction and navigation based on the user's gaze direction, potentially offering a more natural way to control elements within the 3D space.
Brain-Computer Interfaces (BCI): Emerging technologies might enable direct communication between the brain and the computer and allow users to control virtual environments or interfaces using their thoughts.
The evolution of 3D interfaces is closely correlated with technological advancements. As technology progresses we might see more immersive experiences—especially in XR—, and intuitive gesture-based interaction—technology might even feel like an extension of ourselves with more natural hand gestures, voice commands or eye-tracking.
What’s more, 3D UIs could allow for enhanced data visualisation where complex datasets that were difficult to understand in 2D become easier to grasp.
Also, 3D UIs might allow for personalized and dynamic interfaces that adapt to the user’s preferences and circumstances.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Explore VR in this comprehensive book, Jason Jerald’s The VR Book: Human-Centered Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR, Mia Guo’s Master Class How To Craft Immersive Experiences in XR and Mel Slater’s Master Class How To Influence Behavior Through Virtual Reality Narratives.
Yue, G. (2021). 3D user interface in virtual reality. Communications in Computer and Information Science, 418–423. https://doi.org/10.1007/978-3-030-90176-9_54
Broy, N., Lindner, V., & Alt, F. (2016). The S3D-ui designer. Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia. https://doi.org/10.1145/3012709.3012727
Bowman, D. A., Chen, J., Wingrave, C. A., Lucas, J., Ray, A., Polys, N. F., Li, Q., Haciahmetoglu, Y., Kim, J.-S., Kim, S., Boehringer, R., & Ni, T. (2006). New Directions in 3D user interfaces. International Journal of Virtual Reality, 5(2), 3–14. https://doi.org/10.20870/ijvr.2006.5.2.2683
LaViola, J. J., Kruijff, E., McMahan, R. P., Bowman, D. A., & Poupyrev, I. (2017). 3D user interfaces: Theory and practice. Addison-Wesley.
This book is an essential guide for anyone developing interfaces for Virtual and Augmented Reality gaming experiences. It serves as an incredible resource for 3D interaction researchers and practitioners, especially valuable with today’s renewed interest in Virtual and Augmented reality platforms. It covers all relevant aspects of interaction, enhanced by instructive examples and guidelines, making it a comprehensive source for the latest theory and practice of 3D UIs
3D interfaces differ from traditional 2D interfaces by adding depth and spatial dimensions. While 2D interfaces are flat, using x and y axes for layout, 3D interfaces introduce a z-axis and offer depth perception and a sense of space. This allows for more realistic simulations, enhanced data visualization, and interactive environments. However, 3D interfaces often require more complex navigation and interaction mechanisms, which potentially increases the learning curve for users. They also demand higher processing power for rendering, which affects performance on less capable devices.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR, Mia Guo’s Master Class How To Craft Immersive Experiences in XR and Mel Slater’s Master Class How To Influence Behavior Through Virtual Reality Narratives.
3D interfaces offer a more immersive experience than 2D—they add depth, enhance realism, and improve engagement. They excel in applications where spatial understanding is crucial, like gaming, virtual reality, and complex data visualization. However, the added depth can also introduce usability challenges, such as increased cognitive load and more complex navigation. Designers should prioritize intuitive navigation and clear visual cues to ensure the benefits of immersion and interactivity do not come at the cost of usability. It's essential to balance the immersive qualities of 3D with the practical needs of users to create effective and enjoyable experiences.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR, Mia Guo’s Master Class How To Craft Immersive Experiences in XR and Mel Slater’s Master Class How To Influence Behavior Through Virtual Reality Narratives.
The design of 3D interfaces requires careful consideration of usability to ensure a positive and accessible user experience. Key considerations include intuitive navigation and orientation within the 3D space, the minimization of cognitive load through clear visual hierarchies, and straightforward interactions.
It's crucial to optimize for performance to maintain smoothness and quick responsiveness, especially on devices with limited resources. Designers must incorporate accessibility features, like voice commands or alternative input methods, to accommodate all users. Consistent interaction mechanisms and immediate feedback on user actions are essential to guide and reassure users.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR, Mia Guo’s Master Class How To Craft Immersive Experiences in XR and Mel Slater’s Master Class How To Influence Behavior Through Virtual Reality Narratives.
Designers can ensure accessibility in 3D interfaces with several key strategies:
Provide multiple interaction methods: Offer a range of interaction options, including keyboard and mouse controls, touch gestures, voice commands, and eye tracking, to accommodate users with different abilities and preferences.
Customizable controls: Allow users to customize control schemes to suit their needs, such as adjust sensitivity, remap controls, and toggle between different input methods.
Clear navigation cues: Use clear, intuitive navigation cues and landmarks to help users orient themselves within the 3D space. This includes providing auditory cues for visually impaired users and visual cues for those with hearing impairments.
Contrast and color choices: Ensure high contrast between elements and provide options for colorblind modes or customizable color schemes to accommodate users with visual impairments.
Text readability: Offer text-to-speech options for textual content and ensure that any text is large enough to read comfortably, with options to adjust font size and contrast.
Simplification options: Allow users to simplify complex visual elements when needed, to reduce cognitive load and make the interface more navigable for users with cognitive disabilities.
Haptic feedback: Incorporate haptic feedback where appropriate to provide tactile responses to actions, which can be particularly helpful for users with visual impairments.
Comprehensive tutorials and help systems: Provide accessible tutorials and help systems that cater to a variety of learning styles and abilities, including step-by-step guides, video tutorials with closed captions, and interactive learning tools.
User testing: Conduct user testing with a diverse group of users, including those with disabilities, to identify and address potential accessibility issues early in the design process.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
The creation of 3D interfaces requires a suite of tools tailored to various aspects of development, including modeling, animation, texturing, and programming. Here’s a brief overview of essential tools:
3D modeling software: Tools like Autodesk Maya, Blender, and 3ds Max are indispensable to create 3D models and environments. They offer powerful modeling, sculpting, and texturing capabilities.
Game engines: Unity and Unreal Engine are popular choices for developing 3D interfaces, particularly for applications in gaming, VR, and AR. They provide comprehensive development environments with support for scripting, physics, and rendering.
Texture and material creation tools: Substance Designer and Substance Painter by Adobe are leading tools for creating high-quality textures and materials for 3D objects.
Animation software: For interfaces requiring animated elements, software like Autodesk Maya and Blender supports keyframe animation, rigging, and motion capture data integration.
Prototyping tools: Tools such as SketchUp and Tinkercad are useful for quickly prototyping 3D designs and concepts.
Scripting and programming languages: Proficiency in languages like C# (for Unity) or C++ (for Unreal Engine) is essential for adding interactivity and functionality to 3D interfaces.
Version control systems: Tools like Git are crucial for managing and collaborating on development projects, especially in team environments.
Graphics APIs: Knowledge of graphics APIs such as OpenGL, DirectX, or Vulkan can be beneficial for custom rendering techniques or performance optimization.
Each tool serves a specific role in the development process, and the choice of tools can depend on the project's specific needs, platform targets, and the team's expertise.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR and Mia Guo’s Master Class How To Craft Immersive Experiences in XR.
To make 3D interfaces intuitive for first-time users, focus on simple navigation, provide clear instructions, and incorporate familiar interaction patterns. Start with an onboarding process that guides users through basic controls and navigation. Use visual cues, like arrows or highlights, to direct attention and suggest actions. Employ consistent and recognizable icons and gestures for common tasks. Offer feedback for user actions to reinforce learning and engagement. Finally, allow customization of controls to accommodate user preferences and enhance comfort. By prioritizing ease of use and learning, designers can create 3D interfaces that are accessible and welcoming to newcomers.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR, Mia Guo’s Master Class How To Craft Immersive Experiences in XR and Mel Slater’s Master Class How To Influence Behavior Through Virtual Reality Narratives.
VR (Virtual Reality) and AR (Augmented Reality) technologies are advanced implementations of 3D interfaces. VR immerses users in a fully digital 3D environment, where every visual and auditory experience is created to simulate reality. AR overlays digital 3D content onto the real world, blending physical and virtual elements. Both technologies rely on 3D interfaces for interaction, using spatial cues, depth, and motion to create intuitive and immersive experiences. VR and AR extend the concept of traditional 3D interfaces and incorporate real-time interaction with 3D models and environments, leveraging advanced sensors and input devices for navigation and control.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Explore VR in this comprehensive book, Jason Jerald’s The VR Book: Human-Centered Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR, Mia Guo’s Master Class How To Craft Immersive Experiences in XR and Mel Slater’s Master Class How To Influence Behavior Through Virtual Reality Narratives.
In gaming and entertainment, 3D interfaces are used to create immersive experiences that engage users in interactive, dynamic environments. They allow for complex storytelling, realistic simulations, and interactive gameplay that responds to user actions in real time. 3D interfaces in gaming enable players to navigate through virtual worlds, interact with objects and characters, and experience games from a first-person perspective or a third-person view, enhancing realism and depth. In entertainment, they're used in virtual reality experiences, interactive movies, and augmented reality applications, offering users new ways to experience content beyond traditional 2D screens, making stories and environments more lifelike and engaging.
Learn more about 3D interfaces in our courses, UX Design for Augmented Reality and UX Design for Virtual Reality.
Watch Michael Nebeling’s Master Class How to Innovate with XR, Mia Guo’s Master Class How To Craft Immersive Experiences in XR and Mel Slater’s Master Class How To Influence Behavior Through Virtual Reality Narratives.
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Here's the entire UX literature on 3D User Interfaces (3D UI) by the Interaction Design Foundation, collated in one place:
Take a deep dive into 3D User Interfaces (3D UI) with our course UX Design for Virtual Reality .
Virtual reality is a multidimensional universe that invites you to bring stories to life, transform digital interactions, educate with impact and create user-centric and unforgettable experiences. This course equips you with the skills and knowledge to embrace the possibilities and navigate the challenges of virtual reality.
UX Design for Virtual Reality is taught by UX expert Frank Spillers, CEO and founder of the renowned UX consultancy Experience Dynamics. Frank is an expert in the field of VR and AR, and has 22 years of UX experience with Fortune 500 clients including Nike, Intel, Microsoft, HP, and Capital One.
In UX Design for Virtual Reality, you’ll learn how to create your own successful VR experience through UX design. Informed by technological developments, UX design principles and VR best practices, explore the entire VR design process, from concept to implementation. Apply your newfound skills and knowledge immediately though practical and enjoyable exercises.
In lesson 1, you’ll immerse yourself in the origins and future potential of VR and you’ll learn how the core principles of UX design apply to VR.
In lesson 2, you’ll learn about user research methods, custom-tailored for the intricacies of VR.
In lesson 3, you’ll investigate immersion and presence and explore narrative, motion and sounds as design tools.
In lesson 4, you’ll delve into interface and interaction design to create your own user-friendly, compelling and comfortable VR experiences.
In lesson 5, you’ll gain insights into prototyping, testing, implementing VR experiences, and conducting thorough evaluations.
After each lesson you’ll have the chance to put what you’ve learned into practice with a practical portfolio exercise. Once you’ve completed the course, you’ll have a case study to add to your UX portfolio. This case study will be pivotal in your transition from 2D designer to 3D designer.
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