To get a real sense of proportions, testing the interface with a VR headset is necessary. Meanwhile, the “360 View” is used to preview the interface in a VR environment. The “UI View” canvas helps to keep our focus on the interface we’re crafting and makes it easier to design flows. The reason for using two canvases for a single screen is testing. It’s positioned right at the centre of the equirectangular image and is 1200 × 600 pixels in size. The area of interest represents one ninth of the 360-degree environment. But because we’re primarily interested in the interface aspect of VR apps, we can concentrate on a segment of this canvas.īuilding on Mike Alger’s early research on comfortable viewing areas, we can isolate a portion where it makes sense to present the interface. Working with such a big size can be a challenge. We can use this to define the pixel size of the canvas: 3600 × 1800. The full width of the projection represents 360 degrees horizontally and 180 degrees vertically. In a 3D virtual environment, these projections are wrapped around a sphere to mimic the real world. This representation is called an equirectangular projection. ![]() ![]() To apply this mobile app workflow to VR UIs, you first have to figure out a canvas size that makes sense.īelow is what a 360-degree environment looks like when flattened. When you work on a mobile app, the canvas size is determined by the device’s size: 1334 × 750 pixels for the iPhone 6 and roughly 1280 × 720 pixels for Android. We spent weeks trying to figure out what canvas size would make sense for VR. "It turns out that UX and UI designers only need to focus on a certain portion of the total space."
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