unity 全息交互ui
The user interface has been natural in its evolution and strategically heading towards the 3D-projection holographic interface (3D-PHI) era.
用戶界面在其發展過程中一直很自然,并且在戰略上正朝著3D投影全息界面( 3D-PHI )時代邁進。
Since its conception (~1960) user interface have been evolving for very much to work intuitively for 3D-PHI. User interface growth and improvements has been consistent with technology, human behaviours and learnings for seamless adoptability for the start of 3D-PHI in near future (~2030).
自從其概念(?1960年)以來,用戶界面一直在不斷發展,以直觀地用于3D-PHI。 用戶界面的增長和改進與技術,人類行為和學習相吻合,以在不久的將來(?2030年)啟動3D-PHI。

The UI evolution has been like,
UI的演變就像
- Flat numerical, textual UI and no graphics (~1960) 平面數字,文本UI和無圖形(?1960)
- Then icons and graphics (~1972) 然后是圖標和圖形(?1972)
- Then flat graphical UI elements with shadows (~1985) 然后是帶有陰影的平面圖形用戶界面元素(?1985)
- Colourful visual design elements with shadows (~1995) 帶有陰影的多彩視覺設計元素(?1995年)
- Bubbly UI elements with shiny gloss (~2000) 帶有光澤的氣泡UI元素(約2000個)
- Flat transparent UI elements with gradients and border (~2008) 具有漸變和邊框的平面透明UI元素(?2008)
- Flat UI elements with solid fill and border (~2011) 具有實心填充和邊框的平面UI元素(?2011)
- Flat transparent UI elements with solid fill and no border (~2016) 具有實心填充且無邊框的平面透明UI元素(?2016)
- Start of flat UI elements with thin borders, no fill, lesser content(~2018) 帶有薄邊框,沒有填充,內容較少的平面UI元素的開始(?2018)
- Dark mode, thin, simple and minimum elements(~2019) 暗模式,薄,簡單和最少的元素(?2019)
I think the upcoming would be,
我認為即將到來的是
11. Neon colour themes over dark mode (~2022)
11.深色模式下的霓虹燈顏色主題(?2022)
12. Monochrome neon themes over dark mode (~2025)
12.在黑暗模式下的單色霓虹燈主題(?2025)
13. Start of maturity in gestural interfaces (~2026)
13.手勢界面的成熟開始(?2026)
14. Baby steps towards 3d-projected interactive user interface (~2026)
14. Baby邁向3D投影的交互式用戶界面(約2026年)
15. Combination of matured gestural and 3d-projected hologram technologies for 3D-PHI (~2030).
15. 3D-PHI的成熟手勢和3D投影全息技術的組合(約2030年)。
All these continuum changes in UI from 1 to 10 have been and 11 to 15 would be a meaningful evolution to reach 3D-PHI. It seems 70% of this journey is already covered to reach to 3D-PHI.
從1到10的UI中所有這些連續變化都已經達到,從11到15的變化將是實現3D-PHI的有意義的演變。 似乎已經涵蓋了70%的旅程,可以到達3D-PHI。
UI演變 (The UI Evolution)
Lets go through UI’s step-by-step evolution which have been changing with technology, business-users needs and user learnings. Also, how various design oriented jobs have been identified or came in need with time.
讓我們經歷UI的逐步發展,隨著技術,業務用戶需求和用戶學習的變化而不斷變化。 同樣,隨著時間的推移,如何確定或需要進行各種面向設計的工作。

~1960 to 1978— Data Interface computers.
大約1960年至1978年-數據接口計算機。

~1983-1990— Pixel based graphical UI elements. Desktop applications. Icon designer roles came in demand. Design field is introduced as UX and user centric design practices.
大約1983-1990年-基于像素的圖形UI元素。 桌面應用程序。 偶像設計師的角色很受歡迎。 設計領域是作為UX和以用戶為中心的設計實踐而引入的。

~1995-2001 — Flat graphical UI elements with tabs and shadows. Desktop applications. Visual designers and graphic designers role came in demand by competitive business needs.
?1995-2001 —帶有選項卡和陰影的平面圖形UI元素。 桌面應用程序。 競爭激烈的業務需求迫切要求視覺設計師和圖形設計師的角色。

~1997–2003 — Mobile phone technology is innovated. Web applications. Mobile and Web GUI. Designer roles like interaction designer, visual designer, UI designer, UX designer took baby steps for business growth and design values.
?1997–2003年—移動電話技術得到了創新。 Web應用程序。 移動和Web GUI。 諸如交互設計師,視覺設計師,UI設計師,UX設計師等設計師角色為業務增長和設計價值邁出了第一步。

~2001–2006 — Trend of bubbly UI elements with shiny gloss. Designers roles had established like UX designer, interaction designer, visual designer, UI designer and gone well realised and defined slowly depending upon companies design values and awareness.
?2001–2006年 —具有閃亮光澤的氣泡UI元素的趨勢。 已經建立了設計師角色,例如UX設計師,交互設計師,視覺設計師,UI設計師,并且隨著公司的設計價值和認知度的提高,這些角色逐漸被很好地實現和定義。

~2007-2011— Touch-gesture technology. Smart Phones. Skeuomorphic UI. Boom in UX design field and job roles due to raised market competition. Boom in designers demand. Start of mass move towards UX design profession.
?2007-2011年—觸摸手勢技術。 智能手機。 擬態UI。 由于日益激烈的市場競爭,UX設計領域和工作崗位蓬勃發展。 設計師需求旺盛。 大眾開始向UX設計專業發展。

~2010–2018 —Flat, transparent, simple UI trends. Speed up in slow paced earlier found technologies like AI, AR, VR, voice. Start of tool oriented narrowed jobs for designers like SketchApp, InVision expert designers. All due to competitive market, work loads in organisations, so the agile methods.
?2010–2018 —平坦,透明,簡單的UI趨勢。 以緩慢的節奏,較早發現的技術(如AI,AR,VR,語音)加速。 開始面向工具的縮小范圍的工作,供SketchApp,InVision專業設計師等設計師使用。 所有這些都是由于競爭激烈的市場,組織的工作量,因此采用敏捷方法。

~2019 — Strategical move towards the trend of dark mode and simplicity. Increase in demand of tool oriented jobs. Need of SketchApp, InVision, Figma expert in job descriptions. Entrepreneurship(s). UX is been covered mostly during research and rest been taken care by smart design tools. (Start of AI steps)
?2019年—朝著黑暗模式和簡潔趨勢發展的戰略舉措。 面向工具的工作需求增加。 職位描述中需要SketchApp,InVision和Figma專家。 創業精神。 在研究期間,UX大部分被涵蓋,其余部分則由智能設計工具來照顧。 (AI步驟開始)
~2019–2030 — UI evolution have been very systematic and meaningful till here. Now in next steps to head towards 3D-PHI…
?2019–2030 —到目前為止, UI的發展一直是非常系統和有意義的。 現在,下一步將朝著3D-PHI邁進。
“The vital requirements of holographic UI to make it meaningful , there has to be no background, there has to be thin border UI elements with no fill, there has to be neon or monochrome visuals, there has to be mature gestural technology. All of the above — humans has to be learned every aspect of it ‘bit by bit’ before reaching there and be familiar, adjusted with 3d-projection interface system with time (A seamless zero learning continuum journey).”
“全息UI使其有意義的關鍵要求,必須沒有背景,必須有沒有填充的薄邊框UI元素,必須有霓虹燈或單色視覺效果,必須有成熟的手勢技術。 以上所有-在到達那里并熟悉之前,必須“一點一點”地學習人類的各個方面,并隨著時間的流逝(通過無縫的零學習連續過程)進行3d投影界面系統的調整。”

UI的持續發展基于技術,商機,用戶需求和學習而具有戰略性和自然性。 (Continuum evolution of UI is strategical and natural based on technology, business opportunities, user needs and learnings.)
Lets go through some more specific examples of UI’s evolution and reasonings behind them, which have been very logical to meet with improving technologies, growing business opportunities, changing user needs and learnings.
讓我們來看一下UI演變和其背后原因的一些更具體的示例,這些邏輯對于滿足不斷發展的技術,不斷增長的商機,不斷變化的用戶需求和學習非常合乎邏輯。
1.從白色到深色模式 (1. From white to dark mode)
This change trended as day-night mode, eye health, background recedes etc. Which is again meaningful in particular time period of UI journey but its also part of long journey, where it makes users to learn and be familiar to filter the background and focus only on UI elements (no interrupting elements, backgrounds). Slowly users will forget there was any background used to be in UI. Dark mode helps in this human learning. If tomorrow UI is projected in 3d-space, user would already be habitual to focus only on UI elements. This also logical from technology and intuitiveness perspective as projected UI don’t need background. Background or white background in 3d-projected UI will make the projected UI meaningless and counterintuitive in 3d space.
這種變化趨勢表現為晝夜模式,眼睛健康,背景消退等。這在UI旅程的特定時間段同樣有意義,但也是漫長旅程的一部分,在這種旅程中,用戶可以學習并熟悉過濾背景和焦點僅適用于UI元素(無干擾元素,背景)。 慢慢地,用戶會忘記UI中曾經有任何背景。 暗模式有助于這種人類學習。 如果明天的UI投影在3d空間中,則用戶已經習慣于僅關注UI元素。 從技術和直觀性的角度來看,這也是合乎邏輯的,因為預計的UI不需要背景。 3d投影的UI中的背景或白色背景將使投影的UI在3d空間中變得毫無意義且違反直覺。
2.從固體UI元素到細邊框,無填充透明UI元素 (2. From solid UI elements to thin border, no fill, transparent UI elements)
This change trended as simplicity and cleaner UI, which is again meaningful in particular time period of UI journey, but in long term its also part of step by step natural process towards evolution of 3D-PHI. Holographic projection UI elements makes sense with thin border, no fill and transparency. Imagine if UI’s of 2000 could be projected in 3d-space, would it be meaningful, intuitive or even UX legible?
這種變化趨向于簡單和更簡潔的UI,這在UI旅程的特定時間段內再次有意義,但從長遠來看,這也是逐步向3D-PHI演進的自然過程的一部分。 全息投影UI元素具有細邊框,無填充和透明的意義。 想象一下,如果可以將2000年的UI投影在3d空間中,那么它是否有意義,直觀甚至UX清晰可見?
3.從觸摸技術到成熟手勢技術的“添加” (3. From touch technology to ‘addition’ of matured gestural technology)
Soon parallel to AI and other methods of human commands to machines and computers, we may soon see the great leap in maturity of gestural technology . Which anyway taken baby steps in form of AR, VR and MR. Which could take inputs from face expressions, types of movements and it is advancing. AR, VR and MR in today’s time are great technologies but not being used as vital piece of user interface but touch technology is. Because its part of natural evolution that we are developing gesture technology in parts to combine them as fully grown gestural technology of tomorrow and for highly meaningful implementation of it with 3d-projection holographic UI.
與AI和其他對機器和計算機進行人工命令的方法并行的不久,我們很快就會看到手勢技術的成熟度有了巨大飛躍。 無論如何,AR,VR和MR都采取了一些措施。 它可以從面部表情,動作類型中獲取輸入,并且還在不斷發展。 如今,AR,VR和MR都是偉大的技術,但并未用作重要的用戶界面,而觸摸技術才是。 由于手勢進化是自然發展的一部分,因此我們正在逐步開發手勢技術,以將它們整合為明天完全成熟的手勢技術,并通過3D投影全息UI對其進行有意義的實現。

Already a lot of conceptualisation, research and technology works are happening in parts around the globe towards this development and will be combined together at right time in near future based on business growth steps, user learnings and viable establishment of holographic interface technical systems.
全球各地已經有許多概念,研究和技術工作正在朝著這一發展方向發展,并將在不久的將來基于業務增長步驟,用戶學習和可行的全息界面技術系統,在適當的時候結合在一起。
Thank you.
謝謝。
翻譯自: https://uxdesign.cc/uis-continuum-evolution-towards-3d-projection-holographic-interface-9cb70824f417
unity 全息交互ui
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