They probably have as little value for a UI designer as a car chase in a film for a regular driver.
They probably have as little value for a UI designer as a car chase in a film for a regular driver.
I wouldn't want diagnostic data, system performance data, audio visualization or anything like that in a holographic display. But an interactive 3d holographic display would be fantastic for mapping information with topographical data, or anything mapping to the real world. The most intuitive environment is the real world which is three dimensional, tactile and responsive, so representing that abstractly can only be done fully granularly and intuitively in a 3 dimensional environment. Trying to do other things in three dimensions just doesn't make a lot of sense and usually you're right, they're selling something unnecessary and counterproductive.
I'm not sold on holographic displays at all. We've been displaying 3 dimensional data on 2 dimensional planes ever since after the middle ages. It works very well. Arguably better, because it let's the user (or the one presenting) "collapse" one dimension.
It is also easier to manipulate, you only turn the object. On a holographic display, you have to turn your head and turn the object. Even worse, if multiple persons are looking at it, you don't see the same thing.
A map on a paper does have the advantage of simpler interaction and canonical representation regardless of perspective, but it does that by sacrificing granularity. You can look at one map at a time, you can't zoom in, you can't change angles, all you can do is switch to a different map. A map of the solar system for example would benefit from three dimensions, and you can represent more abstract information as well such as orbital paths.
There isn't one UX/UI that is above the rest. They all have their use cases. I think people are trying to cram the wrong things into the wrong presentation/interaction model and it leads to frustration. There's a reason nobody writes code on a smartphone, there's a reason social media exploded when smartphones became commonplace. Nobody wants to use metaverse to search something online, but people want a 3d interactive environment when playing a game. There's a situation for everything, the trick is figuring out what fits best where.
We are used to (see brains and fingers) feeling complex shapes when touching things, but now all we have is occasional taptic vibration.
Holos and AR suffer from similar issue, they are a natural extension of touchscreens missing a crucial element from interfaces of the past.
We gained something, but we also lost something and hopefully we will not settle for that. I am looking forwards to tactile interfaces, whatever new tech will make it possible.
What are the differences in input? I can think of being able to touch the display more directly. The world is indeed tactile, and I hope such a display would be, too, instead of touching air. No matter how reactive the display is, touching air would not be the same as touching real objects.
The problem is that all of these “advantages” require physical movement: moving your hands, arms, and head. Doing this for creative work, which takes a lot of time, would be exhausting. There is a reason why touch screens on desktop computers are not common, even though we have the technology. Your arms get tired.
A trackball mouse is a way, way more effective 3D modeling tool than directly manipulating items with your hands. You can work a lot quicker and with a lot less movement.
With the notable exception of illustration.
I sometimes try to focus on futuristic UIs from 60s/70s shows and they are always so clean to understand and focus on text.
2001: Space Odissey is one such example:
Hmm, maybe I should make a "Future Code Gallery" with snippets of code from movies.