Taru

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Taru

Taru

@tarumuh

UX & Interaction designer working on XR & wearables ✨

Katılım Mayıs 2008
872 Takip Edilen793 Takipçiler
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Mykhailo Moroz
Mykhailo Moroz@Michael_Moroz_·
Made a GPU particle based curtain simulation in VRChat, next I'm going to actually use a proper mesh for rendering, should be really cool.
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Brent Toderian
Brent Toderian@BrentToderian·
WATCH: The BEST public art is MORE than just art — it’s functional too. This smart, integrated art in a new project in central OSLO draws you in, supports place-making and way-finding and reveals all the mid-block nooks & crannies that you might NEVER know about without that art!
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Sander Veenhof
Sander Veenhof@sndrv·
Playing an AR game in public space, without the risk of bumping into people standing the way? That's possible with the "Distant Hand" controller that lets you move across an XXXL #AugmentedReality playing field while standing still!
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NodeToy
NodeToy@nodetoy·
Excited to finally share a sneak peek into what we’ve been up to!🎉 NodeToy is the shader tool for the web.🌈🤩 Create, fork and publish shader graphs with others and export to @threejs and React-Three-Fiber @pmndrs! Be the first to try it on nodetoy.co🎈
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Taru
Taru@tarumuh·
@corybramall Ah, and also Half+Half is really cute & the UX is nice in some of the minigames, even though it’s quite a small experience 😊 Especially the hide & seek game is fun with friends (or colleagues) for a short while!
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Taru
Taru@tarumuh·
@corybramall Well, Beat Saber ofc. But apart from that, some interesting ones to try are: I Expect You To Die 1&2 Shapes XR (for designers) Virtual Virtual Reality Accounting+
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Taru
Taru@tarumuh·
@zenaranya @sableRaph @mighty55 @refikanadol Ooh thanks! I think at some point I placed myself a memo "should add curl noise" but never got to it! Will add during the holiday, the slideset looks cool! ☺️
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Taru
Taru@tarumuh·
@benz145 Have an example of which palm UI is wrong in particular? I've seen both terrible and good implementations. Analogue wristwatch design is constrained by physical realities - in VR, we have superpowers, such as orienting the "clockface" towards the user to minimize elbow movement.
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Ben Lang
Ben Lang@benz145·
If you’re building a hand / wrist-anchored interface for VR, you should study the ergonomics of the wristwatch. There’s a reason we wear them where we do and why the face is oriented the way it is. In short, if you’re asking users to look at their palm, you’re doing it wrong.
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Taru
Taru@tarumuh·
@texasgreentea @benz145 Would you have reading materials to recommend about the topic? Wrist space design is an interesting topic. I think the approximate location of a wrist watch can be ok for some purposes, but the orientation of the "traditional" clock face encourages needless muscle activity.
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AJ Campbell
AJ Campbell@texasgreentea·
@benz145 Ergo is all about minimizing muscle and joint usage, especially if weight/muscle size ratio is high. If you can see the hand without engaging shoulder muscles, there's no chance those muscles will fatigue. Any form of elbow-out engages the deltoid unnecessarily.
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