Tried to make use of the depth dimension by designing a slider for VR/AR. By the way, with a small range of values, it works like a stepper.

The sensitivity of an interaction input restricts the value range. Hand tracking would allow using a big range of values, a regular VR controller — small. The range should be safe to prevent a user from making unintentional errors during the interaction. The more precise the user input, the wider the value range you can use.

To increase the value, you pull the trigger, to decrease — push. The actions fit the mental model where you take something, the vector of the action heads towards yourself, and when you give/share something, the vector is going in an opposite way (from you to someone or something). Of course, there are cases when the model might be inverted: you put money on your bank account, for example.

The array of ghost frames works as an affordance of being interactable through depth dimension (if you are a unity user, z-axis) and at the same time as an indicator of the scale of steps.

Holding a counter in the least position increases its value permanently with accelerating speed.

The concept implies that you can interact with the UI from a long distance with a pointer and directly with your hands (I'll drop an interactive version of it a bit later).

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Oleg Frolov
Experiment with Interaction Design. Explore AR/VR.

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