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XR Visual Design Principles a…

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Associated Readings and Reference on XR Design


Principles
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● XR Association. (2018, October). XR Association Developer's Guide [Report]. XR
Association. https://xra.org/wp-content/uploads/2020/10/XRA_Developers-Guide_Chapter-
1_Web_v6.pdf

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Reference for the XR Visual Design Principles

As mentioned by Prof. Harrell, creating immersive media requires making an array of design
decisions. . Here is a toolbox of techniques in visual communications that are applicable to XR,
presented in contrasting pairs

Unity vs. Fragmentation This concept describes if design elements are consistent
and unified in their appearance and behavior (immediacy),
or if they have several disparate elements(hypermediacy).
Ask: Is the world holistic and immersive or fragmented and
less standardized?
Economy vs Intricacy This concept considers how the intricacy of a design
element hinders or enhances a sense of user agency for a
given aim
Ask: Is the design element simple and intuitive to navigate?
Or, is it a complex interface with many visuals and
interactions? Does intricacy in design add nuance or make
users overwhelmed? Does it make good use of time and
resource?
Predictability vs Spontaneity This concept describes what the user can expect from
interacting with the application. A predictable design gives
the user a result that is exactly what they expect. A
spontaneous design surprises the user.

Edit with the Docs app Ask: How might different types of applications benefit from
either more predictable or spontaneous approaches?
Make tweaks, leave comments, and a
Should share withbe predictable in order to be easy to
design
understand, or would spontaneity make the experience
others to edit at the same time.
more engaging?
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more engaging?
Activeness vs Stasis NO THANKSThis describes
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APPparticular design elements are balanced
with to create agency play, or, the interaction between the
user and system
Ask: What are the necessary elements to make an
interaction meaningful?
Neutrality vs. Accent Is the design element accented in order to stand out or have
an otherwise exciting appearance? Or, is it neutral in order
to let other content take priority?
Ask: Does the neutrality of certain elements accentuate an
interactive element?
Accuracy vs. Distortion This concept describes how realistic the XR content is, that
is, how closely it imitates the physical world. For example,
accuracy is important for a VR civil planning app, but
distortion would make a VR game more exciting.
Ask: Does the design element accurately recreate its
physical-world counterpart? Is it necessary to recreate
something accurately, or would the experience be enhanced
by creating something surreal or stylized?
Flatness vs. Depth This concept describes if a design element takes up 3D
space.
Ask: Are the design elements on a flat plane, or are they 3D
and distributed throughout the space?

For further learning on Donis A. Dondis' visual design principles, read A Primer of Visual Literacy,
available here.
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