Productivity is correlated with display size, and VR should be the next step in productivity, because it allows your whole space to become a display and an interface. When paired with powerful hardware and innovative software it should be the next step in computing. Therefore, VR should be a replacement for large displays in productive work, not a device that everyone is wearing outside or casually watching videos wi…
I'm bullish on VR but I think the "many floating monitors around a desk" is a bad use case. I mean, you can just alt-tab through windows or desktops as it is. In my mind the real power comes from spatial hand tracking as a new UX paradigm(seeing an interacting with objects in 3d space) and possibly the addition of large displays anywhere a monitor couldn't have feasibly been, (eg, floating in the server room in a cra…
The saga of Apple’s troubled mixed reality headset
111–120 of 201 posts
Re: The saga of Apple’s troubled mixed reality headset
#112Earlier quoted context omitted.
You just need to start with the basics, take a break the moment you feel ill, and keep going. Within a few weeks most people are entirely used to it.
But…why? Why would you persist with something that makes you sick even when the enthusiasts admit they use it once or twice a month?
Re: The saga of Apple’s troubled mixed reality headset
#113Have to say I agree with Jony Ive on all of these points. The idea of an AR wearable that is tethered to a fixed base station is so very lame. Why even bother with AR when you can only augment the reality that is in your office or bedroom? Also the eye-view outer display is essential for situations where one person is using the goggles but others aren’t. How unsettling would it be for someone to look at you, be able…
Re: The saga of Apple’s troubled mixed reality headset
#114Earlier quoted context omitted.
Thought experiment: imagine fixing your car engine by tabbing around a little viewport.
People do it now, if we're talking about CAD software of an engine model. I'm not sure they're clamoring for more 2d monitors. I think being able to reach into the model in 3d space is probably more natural than mouse clicks and manually moving viewports around.
If we're talking about programming instead, an intuitive way to switch between modules when working on a large project would be to have their windows laid out before you on a virtual desk and you could switch between the active one displayed on a central virtual monitor by making a gesture (probably something like the Oculus pinch) towards the window you want to switch to. This would allow you to use your spatial reasoning to remember which windows you have open and would also allow you to group related windows. Additional displays could show console output from your development server, the GUI part of the app you're working on, a test runner, etc. positioned where you can glance at them easily.
That being said, I think the real killer app for the new "facetop" computing devices that are around the corner will be physical fitness and social interaction. If you think a standing desk was a big improvement for your health then you'll love being able to freely walk around your office and work from any position whether it's standing, sitting at a desk, perched by the window, lounging on the sofa, or even crouching while giving those legs a stretch. You can also kiss zoom meetings goodbye with the unnatural wall of faces almost but not quite making eye contact with you. You'll talk to an avatar, realistic or not, that has full eye, face and body tracking allowing you to tell if your interlocutor is paying attention or thinking about how long it is until lunch while checking the wait time at the nearest restaurants. It actually does feel like you're in the presence of another person and spending a few hours talking to people virtually will no longer leave you with a headache and eye-strain.
I'd also invest in learning how to use a one handed, portable chording keyboard, it'll probably be useful.
Re: The saga of Apple’s troubled mixed reality headset
#115Productivity is correlated with display size, and VR should be the next step in productivity, because it allows your whole space to become a display and an interface. When paired with powerful hardware and innovative software it should be the next step in computing. Therefore, VR should be a replacement for large displays in productive work, not a device that everyone is wearing outside or casually watching videos wi…
Where do you get this from?
It seems to me if there was even a correlation, which I'm not sure, it would have more to do with resolution, since same resolution but bigger display doesn't actually show more information.
Re: The saga of Apple’s troubled mixed reality headset
#116Productivity is correlated with display size, and VR should be the next step in productivity, because it allows your whole space to become a display and an interface. When paired with powerful hardware and innovative software it should be the next step in computing. Therefore, VR should be a replacement for large displays in productive work, not a device that everyone is wearing outside or casually watching videos wi…
Re: The saga of Apple’s troubled mixed reality headset
#117Earlier quoted context omitted.
I'm bullish on VR but I think the "many floating monitors around a desk" is a bad use case. I mean, you can just alt-tab through windows or desktops as it is. In my mind the real power comes from spatial hand tracking as a new UX paradigm(seeing an interacting with objects in 3d space) and possibly the addition of large displays anywhere a monitor couldn't have feasibly been, (eg, floating in the server room in a cra…
> spatial hand tracking as a new UX paradigm I only see this as a supplemental feature for certain use cases (coarse-grained 3D operations). In general nothing beats the efficiency of working with a keyboard for navigating application functions, or (at least with current technology) the mouse for precision 2D navigation/selection. Their advantage being precise and definite/discrete input. For actual work, even with a…
Re: The saga of Apple’s troubled mixed reality headset
#118Earlier quoted context omitted.
Move around a room? I'd compare it to eye motion of 30-60deg, that's a saccade of about 30-40ms. I don't think most fingers can move that fast from the home row, probably more comparable to head motion
It's not about switching time, it's about cognitive load. If any dense information creeps into your far peripheral vision, it might as well not exist because you have to locate it. During any concentrated work, only something you can fit in the center of your binocular field of vision (roughly speaking) doesn't cause severe mental context switching. I tried to work on three 16:9 displays for some time, and found it e…
Re: The saga of Apple’s troubled mixed reality headset
#119Apple won’t release this product unless it is mind blowing. If Bloomberg’s reporting is true, then we should all be looking forward to a very cool demo at WWDC and an incredible product some time in 2023. Very few people predicted the iPhone accurately before its launch. And it’s reasonable to say the iPhone blew minds because Apple figured out multitouch AND reduced the latency of the interface to the extend require…
Re: The saga of Apple’s troubled mixed reality headset
#120Earlier quoted context omitted.
But there's also clearly an upper limit. And it's not clear what is this limit.
The upper limit would be immersed in a sphere, I suppose. I also think the maxima is a lot less than that.