Now, don't take my excitement for something other than an experimental nature. The best practices that Microsoft has laid out for developers are fairly sound:
- The user is the camera: We have touched on this in earlier chapters, but it can't hurt to reiterate it. A HoloLens App built from Unity will use the Main camera as the user's viewpoint. This must be taken into account when designing apps for the HoloLens; let the user drive.
- Avoid head locking: Having UI elements locked to the user's head movement can be extremely uncomfortable.
- Try body-locked instead: There is a forgiveness that comes with having holograms moving with the position and angle of the body as opposed to the head.
- Keep holograms at least 1-2 meters from the user's head: Holograms closer than 1 meter cause the user to cross their eyes, which is quite painful after a period of time. 2-5 meters is optimal.
- Holograms in the real world: Spatial mapping and spatial understanding allow holograms to really appear to be living in our world. Leveraging this feature for our interfaces can create unique experiences; we will cover these in later chapters.
- Use gravity: To further embed the holograms in our world, putting things on the ground can help facilitate new ways to control our world.
- Lead a horse to water: Ensure that the user knows where they are going and what they need to do next. Since we are not limited to a 2D plane anymore, we need to make sure that we point our users to their next stop.