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mattbischoff, Jeehut

Speakers: Lorena Pazmio, Miquel Estany Rodriguez

UI Foundations

App icons

The 3 layers an App Icon consists of in visionOS

  • App icons are familiar but 3D
  • When looked at, they expand
  • System handles this effect by adding specular highlights and shadows
  • Use multiple layers
  • Up to 3
  • Each layer is a square image
  • 1024×1024
  • Circular mask is automatic
  • Automatically shadow cast behind foreground layers
  • Keep graphics centered
  • Avoid layers with reduced opacity

Materials

  • Apps should be easy to place
  • Apps should be easy to use at any distance
  • Apps should be easy to view in any lighting condition
  • Windows act as a canvas for UI
  • Avoid opaque windows
  • Too many opaque windows makes UI feel heavy and overwhelming
  • No distinct light and dark mode
  • Lighting in the room influences the UI
  • Glass window
  • Sidebars use darker materials
  • Other elements uses lighter materials
  • Inputs that are highlighted might user darker materials
  • Don’t stack lighter materials because it impacts contrast
  • Unlike iOS/macOS: No light and dark modes, glass adapts naturally

Typography

System font weights are bolder on visionOS by default

  • Semantic names
  • Point based unit sytem
  • see: Principles of spatial design
  • Font weight
  • Modified to be slightly heavier on visionOS
  • Body is semibold by default
  • Extra Large Title Styles
  • Editorial
  • Use bolder font weights for legibility

Vibrancy

  • Updates in real time
  • Works on top of the glass material
  • Use system components when possible
  • Takes advantage of vibrancy by default
  • Three modes:
  • primary: for standard text
  • secondary: for descriptions, footnotes, subtitles
  • tertiary

Colors

  • Consider using white text or symbols
  • For color
  • Use it in a full button rather than just text
  • System colors adjust hue/vibrancy based on background

Don't: Use color in a button label, Do: Use color in a buttons background

Layout

Ergonomics

  • Left and right neck motion is easier than up and down
  • Use wider aspect ratios than taller
  • Center important information in your app

Sizing

  • Use sizes that are easy to target
  • Tap targets should be at least 60x60 points of tappable space.
  • 44 point buttons should have at least 8 points of space around it

  • Buttons in stacks should have at least 16 points of space around them

  • Mini buttons like 28 pixel size in section headers may look small but they have at least 60 points of space around them
  • Large and XL buttons require less spacing around them
  • Give interactive elements at least 60 points of space

Focus feedback

  • Hover effect is automatic
  • Disabled buttons don’t have a hover effect
  • Lists and menus should have 4 points of space for the hover effect

  • Same for a lockup like Music.
  • Define a custom region for a single selectable element.
  • Nested elements should have concentric continuous corners.

  • inner corner radius + padding = outer corner radius

  • Every element is concentric to its nested elements

From screen to spatial

Inputs

  • Most interaction happens at a distance
  • Additionally, direct interaction or keyboard / trackpad
  • Use system components
  • see: Design for spatial input

A slide showing a bunch of different system components

Window

  • made of glass material
  • with window bar below

Tab bar

  • Vertical and fixed on the left side of Windows
  • Avoid having more than 6 items
  • Long looks shows labels for each section (automatic expand & collapse)

A tab bar in its automatically expanded style when looking at it for longer

Side bar

  • Used to provide sub navigation from the tab bar

Ornaments

  • Replaced for segmented controls in iOS
  • Positioned outside the window with depth, at the bottom
  • Great for toolbars
  • Usually a collection of buttons: Borderless buttons

Don't: Add border around icons in ornaments, Do: use borderless buttons in ornaments

  • Examples: Years/Months/Days in Photos, Playback Controls in Music
  • At the bottom: Overlap by 20 points

Ornaments overlapping window by 20 points

  • Only hide ornaments when looking at a single piece of content
  • Ornaments can expand or have navigation hierarchy

Menus and Popover

  • Centered
  • Can expand outside the window
  • Buttons should be selected when the menu or popover is open
  • Avoid using buttons with white backgrounds unless selected

Sheets

  • Centered
  • Maintain z position of the window and the window pushes back
  • Secondary modal cal be used with additional dimming

A paywall sheet in the Music app with another payment confirmation sheet on top

  • Consider push navigation within modals
  • Close and back buttons should be in the top left
  • "Pushing" a view onto the stack uses "cross dissolve" animation instead of moving to right

Outside windows

A view showing content in the Photos app that with an 'Expand View' button for a more immersive experience

  • Spatial Captures, can be expanded