Director of VR Platform Tools @digitaldomainDD after they acquired my startup @sprawlyapp. Creator of #stroodledoodle Views are my own.
Virtual Reality in Pop Culture: Reading List
We Read It All So You Don’t Have To (But You Should)
Virtual Reality is a brutal but ridiculously rewarding medium— there’s nothing quite like stepping into a virtual space you’ve constructed from sweat and code and knowing “thousands of people are visiting this place too”. Because it’s such a fast-moving medium, you need to really design forward to build something people will want to use. Case in point, my company, Sprawly just released a VR search engine and browser for the GearVR that I originally started working on about 2 years ago. At that time I was getting the now silly-seeming question “who’s gonna strap a phone to their face?” so often that I felt the need to write a whole article about it.
The truth is, building something great is not enough. To build something people love, your designs need to connect with something in your audience. In the mobile world, material design has taken over the landscape because it’s contextual physicality lets users instantly connect with and understand interfaces. The problem is that VR has no context in the real world, so in order to design for it you need to understand it’s imaginary context, you need to examine the pop-cultural zeitgeist of VR that has churned holograms and avatars into the world for the last 20 years.
We’re all nerds at Sprawly, but we wanted to become hyper-experts in cultural expectation of future interfaces so we read and watched VR-related media, all of it.
Here’s our recommended reading list for getting up to speed on Virtual Reality, Augmented Reality, and Mixed Realities.
Stay tuned, up next: Virtual Reality in Pop Culture Movie Watching Guide!
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