Andrew Tam
@andrewtam
Andrew Tam
@andrewtam
Designers need to understand 3D modeling, meshes, materials, textures, shaders, faces, vertices and edges. I knew nothing about any of this three years ago and it was already required knowledge in this very first week of AR interface experimentation.
Designers need to be able to code. 3D drag gestures, interactive 3D models, a blend of immersive experiences and 2D windows in real life environments can‘t be properly reproduced in some AR-Figma of the future. AR design is the climax of self-efficacy in interface design.
“Prototypers, who often have both design and engineering skills, care about the user experience just as much as the technology that brings it to life. Since they aren’t bound by the same constraints as engineering teams—like addressing security and scalability concerns or writing production code—they can build on short timelines, with fast feedback and iteration cycles, and quickly answer questions for design and product partners. They also encourage trial and error, are extremely comfortable writing throwaway code, and restarting from scratch. More than anything though, they’re great partners in early-stage discovery and iteration and readily jump into the design process with the goal of helping designers learn more about the experiences they want to implement.”
Great design engineers are obsessed with understanding the materials of software, all the specific affordances of the medium, and the tools you use to shape them. In my experience, this obsession comes from the drive to make something that has both beauty and intentionality paired with the technical approach that design engineers develop as they st
... See more“You've got to start with the customer experience and work backwards to the technology. You can't start with the technology and try to figure out where you're going to try to sell it.”
From: Steve Jobs