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Oleg Frolov

@Volorf7,048 subscribers

Design and Engineering @EvenRealities. Experiment with #spatialcomputing. Build creative tools.

Shorts

Made a plugin that allows you to apply popular generative art techniques directly to your designs in @Figma with just a few clicks. #generativeart #figmaplugin #algorithmicdesign #procedural #processing #vectorfields #generista

Made a plugin that allows you to apply popular generative art techniques directly to your designs in @Figma with just a few clicks. #generativeart #figmaplugin #algorithmicdesign #procedural #processing #vectorfields #generista

110,300 views

Made a quick haptic feedback prototype for hand-tracking interactions with a voxel. Felt fun and engaging. It's another level of immersiveness (unfortunately, the video is not able to convey this). Visual design alone can make an interactive experience great, but if you want to make it exceptional, DIFFERENT, this is where haptic design plays the key role. The device on my wrist is from the Hapticlabs.io Prototyping Kit (the thing on my index fingertip is called Linear Resonant Actuator). It's a beautiful, simple-to-use tool. Found a good case for it in my experiments :) To get hand-tracking data, I used the Leap Motion controller (Computer Vision Camera), which is excellent for quick prototypes like this. I saw people experimenting with gloves to build a solid haptic feedback system for XR. It's great for advanced immersive experiences (video games/simulators/interactive entertainment). But for many day-to-day use cases (productivity/OS/media entertainment), having just a "simple" thimble that provides the haptic feedback for the "touching" fingertip will already significantly improve the UX. Hope we will have something like this from our major XR vendors in the near future.

Made a quick haptic feedback prototype for hand-tracking interactions with a voxel. Felt fun and engaging. It's another level of immersiveness (unfortunately, the video is not able to convey this). Visual design alone can make an interactive experience great, but if you want to make it exceptional, DIFFERENT, this is where haptic design plays the key role. The device on my wrist is from the Hapticlabs.io Prototyping Kit (the thing on my index fingertip is called Linear Resonant Actuator). It's a beautiful, simple-to-use tool. Found a good case for it in my experiments :) To get hand-tracking data, I used the Leap Motion controller (Computer Vision Camera), which is excellent for quick prototypes like this. I saw people experimenting with gloves to build a solid haptic feedback system for XR. It's great for advanced immersive experiences (video games/simulators/interactive entertainment). But for many day-to-day use cases (productivity/OS/media entertainment), having just a "simple" thimble that provides the haptic feedback for the "touching" fingertip will already significantly improve the UX. Hope we will have something like this from our major XR vendors in the near future.

35,579 views

I'm trying to figure out where to place a joystick's digital tween when you hold a real one. The current approach is to recreate a plane based on the positions of your intermediate and proximal joints.

I'm trying to figure out where to place a joystick's digital tween when you hold a real one. The current approach is to recreate a plane based on the positions of your intermediate and proximal joints.

21,764 views

Videos

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If you take a moment to observe the real-world interaction systems around us that have been used for some time, you'll notice they tell a story of past interactions. You can see the physical evidence of how users have interacted with them – like scratches and fingerprints. While some might view this wear and tear as a drawback, I believe it has several components that help make the UX better: Memory: Collective and Personal. These artifacts store the history of interactions. This storage system has a practical impact: it optimizes our cognitive load. When interacting with a system, it subtly guides you based on your past interactions. For instance, the most worn button on a dashboard often indicates the starting point of interaction. Insights: Pattern Recognition. Even with a system you've never used before, these signs of aging can offer valuable clues. They reveal interaction patterns through their imperfections. Take a beat-making machine as an example. The most worn pads – maybe those labeled "Kick," "Hits," and "Share" – not only show their frequent use but also guide you on how to interact with the device and which aspects of it deserve your attention. I made a prototype to understand how the idea might work on touch devices. I slightly exaggerated the "aging" effect. But it felt good. I think this approach would benefit spatial interaction systems more since it resembled real-world objects' behavior the most. #ux #uxdesign #interactiondesign #uidesign #ui #swiftui #prototyping

Oleg Frolov

99,141 views • 2 years ago

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