Should this be qualified with Physical UX for *digital products*? Maybe. Could also be Physical UX in interactive digital products ONLY? Possibly. But, it's already too much! Simply do a search for "Physical UX" on Twitter (include the quotation marks). Dearth of examples :/
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What I refer to does happen to be in the realm of interactive, and many times SESSION based experiences, duration is ephemeral, and product purpose and use-case requires moving through physical space as a requirement. This discussion will not include UX for non-digital products
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Also, I will make no distinctions between UX vs UXD and other philosophical arguments relegated to academic discussion, will focus on real-world/applied examples, the technologies useful in creating these experiences, and the state of the art, currently, in products in this realm
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Some interesting tweets and folks discussing this (albeit some are very old tweets) https://twitter.com/brettjonesr/status/1154959375158534145?s=21 …https://twitter.com/brettjonesr/status/1154959375158534145 …
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Technologies used for data acquisition for a Physical UX motion oriented project: https://twitter.com/bleeshem/status/1223663691243016194?s=21 …https://twitter.com/bleeshem/status/1223663691243016194 …
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Physical UX for an interactive audio installation: https://twitter.com/bleeshem/status/1223053901282234368?s=21 …https://twitter.com/bleeshem/status/1223053901282234368 …
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A Hololens related thread/tangent Re: Physical UX in digital interactive media products (Good UXD in AR/MR/XR)... https://twitter.com/bleeshem/status/1224335091716902912?s=21 …https://twitter.com/bleeshem/status/1224335091716902912 …
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