To help our eyes, use round shapes like circles, pills, and rounded rectangles. Our eyes naturally focus on shapes that guide our attention to the middle of an object. Now that we've seen how to make an app comfortable, we also need to make it easy to use with your eyes.Įyes are very precise, but there are certain qualities that help our eyes target successfully on UI elements. This way, you're using depth meaningfully, while avoiding eye discomfort. Now, you can use subtle changes in depth to communicate hierarchy, like in this example, with a tab bar on the left and a segmented control at the bottom. Look to keep interactive content at the same depth to make it feel effortless to switch between UI.įor example, presenting a modal view pushes the main view in the z-axis, and the modal is placed at the original distance.īy maintaining the same Z position, your eyes don't need to adapt to the new distance. Placing your content near or far away creates different feelings in your projects.īut our eyes focus on one distance at a time, and changing the focus depth frequently can create eye strain. Now, we should also consider depth when thinking about eye comfort.ĭepth is a unique feature of spatial experiences. Looking at the edges of the field of view can be tiring for your eyes, so use these areas for content that you don't need all the time, like secondary actions, which remain accessible and don't interfere with the main content.Īlways try to maximize eye and neck comfort in your apps by placing the content inside the field of view. Try to keep the main content of the app in the center of the field of view, the most comfortable area for your eyes. So, design apps that fit inside the field of view, minimizing neck and body movement. Within the field of view, it's most comfortable to look in the center, and it's less comfortable to look at the edges. In order to build apps that are comfortable for the eyes, we need to consider how your content shows up in the device.Įven though you have an infinite canvas for your apps, you only see the content inside the field of view. Now, I'll talk about how to make apps that are comfortable to interact with how to make them easy to target with your eyes how to make interfaces that respond to where you look while respecting privacy and finally, how eye intent simplifies our layouts and offers unique assistive options. Today, we'll be going over how to use your eyes and hands to interact naturally with your apps.Įyes are the primary targeting mechanism for spatial experiences.Īll the interfaces in the system react to where you look.Īnd we can effortlessly target any element just by looking at them, no matter how far away they are. So spatial input, it's a personal input that feels incredibly comfortable while providing you great precision to control your interactions. The device filters all the data and translates it into accurate interactions that you can use in your apps. Lastly, it makes spatial interactions precise. You can keep your hands resting beside you because the device sees a wide area around you. Your eye movements and hand gestures are unique to you.Īn array of cameras inside and outside the device capture all the details of your natural movements in a privacy-respectful way. Using your eyes and hands to interact is distinct in a few ways. We are going to focus on the most new and exciting spatial inputs: eyes and hands. Lastly, you can also connect a game controller to play your favorite games. Or keyboard and trackpad, which are great for getting things done. Now, eyes and hands are the new spatial inputs, but you can also use other familiar inputs like voice to search without needing to type. Holding your hands in the air can cause fatigue, but we will see that some tasks are better suited to interact directly. In some cases, you can also interact with elements directly.įor example, typing on a virtual keyboard using your fingertips. Our system is designed to interact with UI comfortably at a distance. With spatial input, you can simply look at a button and tap your fingers together to select it, keeping your arm relaxed on your lap. Israel: Let's take a quick look at all the available input modalities. We'll cover what's special about these new input methods, and how to make the best use of them on our platform. We are designers on the Apple Design team.Įugene Krivoruchko: Today, we'll talk about designing interactions for eyes and hands. ♪ Mellow instrumental hip-hop ♪ ♪ Israel Pastrana Vicente: Hello and welcome to "Design for Spatial Input." My name is Israel, and I'm here with Eugene.
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