關於本設計指南About this design guidance

簡介Introduction

您好,歡迎使用混合現實的設計指引。Hello, and welcome to your design guidance for mixed reality.

本指南是由 Microsoft 設計人員、開發人員、程式經理和研究人員所撰寫。This guidance is written by Microsoft designers, developers, program managers, and researchers. 來自我們的作者的工作橫跨全像攝影裝置,包括 HoloLens、沉浸式裝置、andAcer 和 HP Windows Mixed Reality 耳機。Work from our writers spans holographic devices, including HoloLens, immersive devices, andAcer, and HP Windows Mixed Reality headsets. 建議您將這篇文章視為一組適用于 Windows head 裝載設計的主題。We recommend thinking about this article as a set of topics for Windows head-mounted design.

我們會與您一起進入一個極具影響力的新時代。We're entering a tremendously exciting new era of computing right along with you. 突破在前端掛接的顯示器、空間音效、感應器、環境感知、輸入和3D 圖形潛在客戶,以及挑戰我們定義新的體驗類型。Breakthroughs in head-mounted displays, spatial sound, sensors, environmental awareness, input, and 3D graphics lead and challenge us to define new types of experiences. 新的新領域更具個人化、直覺化、沉浸式及內容。The new frontier is dramatically more personal, intuitive, immersive, and contextual.

在可行的情況下,我們將在 GitHub 上提供可操作的設計指引與相關程式碼。Wherever possible, we'll offer actionable design guidance with related code on GitHub. 話雖如此,因為我們正與您一起學習,所以我們無法在此提供特定、可採取動作的指引。That said, because we're learning right along with you, we can't always offer specific, actionable guidance here. 我們分享的部分將會是「我們學到的課程」的精神,而「避免」該路徑。Some of what we share will be in the spirit of ‘lessons we’ve learned’ and ‘avoid going down that path’.

而且我們知道許多創新將由較大型的設計團體產生。And we know, many innovations will be generated by the larger design community. 因此,我們期待收到您的意見、向您學習,並與您密切合作。So, we look forward to hearing from you, learning from you, and working closely with you. 我們會盡力分享我們的見解,即使它們是先行探索和早期的。We’ll do our best to share our insights, even if they're exploratory and early. 我們的目標是協助開發人員和設計人員使用自己的設計思考、最佳作法,以及相關的開放原始碼控制項、模式,以及您可以直接在自己的工作中使用的範例應用程式。Our goal is to help developers and designers with their design thinking, best practices, and the related open-source controls, patterns, and sample apps that you can use directly in your own work.

概觀Overview

以下是如何組織此設計指導的快速總覽:Here’s a quick overview of how this design guidance is organized:

  • 總覽 -瞭解設計流程、核心概念,以及要考慮的互動因素。Overview - Learn about the design process, core concepts, and interaction factors to consider.
  • 核心概念 -瞭解緩和、全像全像攝影、空間對應,以及其他要考慮的核心概念。Core concepts - Learn about comfort, holographic frame, spatial mapping, and other core concepts to consider.
  • 互動模型 -本指南的結構是以三個主要互動模型為根據。Interaction models - This guidance is structured around three primary interaction models.
  • UX 元素 -使用控制項和行為來建立您自己的應用程式體驗的建立區塊。UX elements - Use controls and behaviors as building blocks to create your own application experience.
  • 資源 -使用設計工具和原型處理選項快速啟動您的專案。Resources - Jump-start your project with design tools and prototyping options.

針對上述所有內容,我們的目標是要提供適當的文字、圖例和影片組合。For all the above, we aim to deliver the right mix of text, illustrations, and videos. 您將會看到我們使用不同的格式和技術進行實驗,並提供您所需的功能。You’ll see us experimenting with different formats and techniques, all with the intent of delivering what you need. 接下來的幾個月,我們將擴充此分類法,以包含更多的設計主題。And in the months ahead, we’ll expand this taxonomy to include a broader set of design topics. 在可能的情況下,我們會為您提供接下來即將推出的內容,因此請持續回來查看。Whenever possible, we’ll give you a heads-up about what is coming next, so keep checking back.

目標Objectives

以下將快速查看一些指導此工作的高階目標,讓您可以瞭解我們的來源Here’s a quick look at some high-level objectives that are guiding this work so you can understand where we’re coming from

協助解決客戶面臨的挑戰Help solve customer challenges

協助解決客戶面臨的挑戰

我們把了許多相同的問題,並瞭解您的工作有多困難。We wrestle with many of the same issues that you do, and we understand how challenging your work is. 很高興能探索並定義新的新領域 .。。It’s exciting to explore and define a new frontier… 而且也可能會很困難。and it can also be daunting. 舊的典範和實務正在 rethought,客戶需要新的體驗,而且有很多的創新潛力。Old paradigms and practices are being rethought, customers need new experiences, and there's so much potential for innovation. 假設我們想要讓這份工作盡可能全面完成,請移至樣式指南之外。Given that we want this work to be as comprehensive as possible, moving well beyond a style guide. 我們的目標是要提供一組完整的設計指導方針,涵蓋混合現實互動、命令、流覽、輸入和樣式–全都在人類行為和案例中進行。We aim to deliver a comprehensive set of design guidance that covers mixed reality interaction, commanding, navigation, input, and style – all grounded in human behavior and scenarios.

將方式指向全新、更人類的計算方式Point the way towards a new, more human way of computing

將方式指向全新、更人類的計算方式

雖然將焦點放在特定客戶的問題上,但我們也想要親自推送以提供更多的資訊。While it's important to focus on specific customer problems, we also want to push ourselves to deliver more. 我們認為絕佳的設計並不是「單純」問題解決,也是有意義地啟用人類演進的方式。We believe great design isn't “just” problem-solving, but also a way to meaningfully activate human evolution. 人力行為、人際關聯性、活動和環境的新方法,提供我們的創新。New ways of human behavior, interpersonal relationships, activities, and environments fuel our innovation. 我們希望我們的指導方針反映這些更理想的思考方式。We want our guidance to reflect all these more aspirational ways of thinking too.

認識他們的擁有者Meet creators where they are

認識他們的擁有者

我們希望許多觀眾都能找到此指引,以提供説明。We hope many audiences find this guidance to be helpful. 您有不同的技能集 (開始、中繼、advanced) 、使用不同的工具 (Unity、DirectX、c + +、c #、其他) 、熟悉各種不同的平臺 (Windows、iOS、Android) 、來自不同的背景 (行動裝置、企業版、遊戲) ,以及在不同大小的小組中工作, (單點、小型、中型、大型) 。You have different skillsets (beginning, intermediate, advanced), use different tools (Unity, DirectX, C++, C#, other), are familiar with various platforms (Windows, iOS, Android), come from different backgrounds (mobile, enterprise, gaming), and are working on different size teams (solo, small, medium, large). 因此,您可以使用不同的觀點和需求來查看此指引。So, this guidance can be viewed with different perspectives and needs. 可能的話,我們會嘗試將這項多樣性保持在考慮,並盡可能將我們的指導方針盡可能地與多人相關。Whenever possible, we'll try to keep this diversity in mind, and make our guidance as relevant as possible to as many people as possible. 我們知道許多您已經在 GitHub 上。We know that many of you're already on GitHub. 因此,我們將直接連結至 GitHub 存放庫和論壇,以符合您的需求。So, we'll directly link to GitHub repos and forums to meet you where you already are.

從實驗性到明確的共用越多Share as much as possible, from experimental to explicit

從實驗性到明確的共用越多

在這個新的3D 媒體中提供設計指導的挑戰之一,就是我們不一定都有提供相關的指引。One of the challenges of offering design guidance in this new 3D medium is that we don’t always have definitive guidance to offer. 就像您的一樣,我們正在學習、實驗、建立原型、解決問題,並隨著我們的碰到障礙而調整。Just like you, we're learning, experimenting, prototyping, problem-solving, and adjusting as we hit obstacles. 我們不需要等到測的未來時間,而是要與您分享我們的想法,即使沒有決定性也是一樣。Rather than wait for some mythical future moment when we've it all figured out, we aim to share our thinking with you in real time, even if it isn't conclusive. 我們的最終目標是在我們可以的任何地方進行,提供與開放原始碼程式碼相關的清楚且彈性的設計指引,並可在 Microsoft 開發和設計工具中採取行動。Our end goal is to be definitive wherever we can, providing clear, flexible design guidance tied to open-source code, and actionable in Microsoft development and design tools. 但是,進入該點會花許多反復專案和學習。But getting to that point takes many rounds of iteration and learning. 我們想要與您聯繫,並在過程中與您一起學習。We want to engage with you, and learn with you, along the way. 我們會盡可能地與我們分享,即使是實驗性的內容也一樣。We'll do our best to share as we go, even with our stuff that is experimental.

全域和本機設計的正確平衡The right balance of global and local design

全域和本機設計的正確平衡

我們將提供兩個層級的設計指引: global 和 local。We’ll offer two levels of design guidance: global and local. Fluent Design 系統中包含我們的「全域」設計指引。Our 'global' design guidance is included in the Fluent Design System. 深入瞭解我們如何在所有 Microsoft 設計(我們的裝置、產品、工具和服務)之間瞭解基本概念,例如燈光、深度、移動、材質和規模。Fluent details how we think about fundamentals like light, depth, motion, material, and scale across all Microsoft design--our devices, products, tools, and services. 話雖如此,此大型系統之間存在顯著的裝置特定差異。That said, significant device-specific differences exist across this larger system. 因此,適用于 head 掛接顯示器的「本機」設計指導方針,說明了通常會有不同的輸入和輸出方法和不同使用者需求和案例的全像全像裝置和沉浸式裝置設計。So, our 'local' design guidance for head-mounted displays describes designing for holographic and immersive devices that often have different input and output methods and different user needs and scenarios. 本機設計指引涵蓋 Hmd 特有的主題。Local design guidance covers topics unique to HMDs. 例如:3D 環境和物件;共用環境;使用感應器、眼睛追蹤和空間對應;以及空間音訊的機會。For example: 3D environments and objects; shared environments; the use of sensors, eye tracking, and spatial mapping; and the opportunities of spatial audio. 在我們的整個指引中,您可能會看到我們指的是全域和本機方面。Throughout our guidance, you'll likely see us refer to both these global and the local aspects. 希望這可協助您在更大的設計基礎中進行工作,同時利用特定裝置之間的設計差異。Hopefully this will help you ground your work in a larger foundation of design while taking advantage of the design differences between specific devices.

討論Have a discussion

討論

最重要的是,我們想要與您(全像全像全像)設計人員和開發人員合作,來定義這項令人興奮的新時代。Most importantly, we want to engage with you, the community of holographic and immersive designers and developers, to define this exciting new era of design. 如前所述,我們知道我們沒有所有答案。As mentioned above, we know we don’t have all the answers. 這就是為什麼我們相信有許多令人興奮的解決方案和創新都能派上用場。That's why we believe many exciting solutions and innovations will come from you. 我們的目標是開啟並提供相關資訊,並在線上和活動中與您討論,並在我們可以的地方增加價值。We aim to be open and available to hear about them, and discuss with you online and at events, and add value wherever we can. 我們很高興成為這個絕佳設計社區的一部分,登機在一起。We are excited to be a part of this amazing design community, embarking on an adventure together.

深入瞭解Dive in

我們希望這篇簡介文章會在您探索我們的設計指引時,提供一些有意義的內容。We hope this introductory article provides some meaningful context as you explore our design guidance. 深入瞭解,並讓我們知道您在 GitHub 論壇中所討論的專案,您可以在我們的文章中找到,或在 TwitterFacebook的 Microsoft 設計中找到您的想法。Dive in, and let us know your thoughts in the GitHub forums you'll find linked in our articles, or at Microsoft Design on Twitter and Facebook. 讓我們共同設計未來的合作!Let's co-design the future together!