Google’s AR design guidelines aren’t complete shit, but should be better

Google’s AR design guidelines aren’t complete shit, but should be better

6 years ago
Anonymous $dicfOfy7s2

https://thenextweb.com/contributors/2018/07/28/google-ar-design-guidelines-bad-good-2d-3d/

When Google and Apple announced their mobile augmented reality (AR) platforms last summer, they rocked the 3D world. Almost overnight, Google’s ARCore and Apple’s ARKit shifted the center of gravity for 3D UX design away from headsets like the Oculus Rift, HTC Vive, and PlayStation VR toward already ubiquitous mobile devices.

ARCore and ARKit sparked interest in 3D from a new — and huge — group of designers and developers with experience building 2D mobile applications. They also added confusion to an already chaotic field. At the time, 3D workflows were a hodgepodge of tools and design patterns borrowed from gaming, film, 3D printing, and architecture. They were fragmented and time consuming, especially compared to 2D prototyping workflows. They required mastery of new tools with steep learning curves.

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