Spatial Synthesis

Earlier this year I began a project named Spatial Synthesis. Its goal was to develop a novel methodology for designing Extended Reality (XR) applications, with a particular focus on User Experience (UX). At the time I was designing a Virtual Reality (VR) application, Salaryman RESCUE!, which has now been released on Steam and itch.io, and in fact Spatial Synthesis was initially going to be a devlog for the game before I decided to expand its scope.

What constitutes good design practice in spatial computing? There is very little documentation on this currently available and I think I’m in the perfect position as an XR professional and design student to investigate this idea. 

https://dystopianthunderdome.wordpress.com/2023/08/11/advanced-digital-artefact-pitch/

What started as a game development log, aimed at documenting the creative process behind XR game production, gradually shifted gears. It transformed into an insight-based exploration of designing for spatial media in general, focusing on the strategic principle of exaptation. This principle, the art of repurposing practices for novel uses, became the focus of my project, guiding my approach to XR development, and led to further insights related to spatial evolution. I found it interesting that through the use of a concept taken from evolutionary biology, I was able to gleam deeper biological insights about spatial media design.

Exaptation — a feature that performs a function but that was not produced by natural selection for its current use. Perhaps the feature was produced by natural selection for a function other than the one it currently performs and was then co-opted for its current function. For example, feathers might have originally arisen in the context of selection for insulation, and only later were they co-opted for flight. In this case, the general form of feathers is an adaptation for insulation and an exaptation for flight.

University of California, Berkeley, https://evolution.berkeley.edu/exaptations/

Though my initial vision of a vibrant Y2K-tinged website home to a detailed design bible for spatial media, and accompanied by a thriving Discord community, has encountered the realities of a demanding schedule in VR game production & full-time university, the journey has been no less enriching. Throughout this process, I’ve unearthed key insights into the application of exaptation in XR, the importance of an object-oriented UX design to prevent ‘UX whiplash,’ and the development of a unique visual language rooted in ‘future nostalgia’ and vast, open expanses. It is ironic that my initial goal of creating a novel methodology for designing spatial computing applications, which was pushed aside in favour of a shiny, branded website and Discord community, has been achieved almost accidentally along the way. For this reason, even though I don’t have that big, shiny digital artefact to point to, I am still pleased with where I am up to with this project.

This report is not just a narrative of what was achieved (and not achieved), but an honest reflection of the learning moments, the challenges navigated, and the insights gained. These experiences have not only shaped the current state of Spatial Synthesis but have also laid a foundation for my future career as an XR professional, and, I vainly hope, contributed however slightly to the wider field of designing fluently for spatial media.

Exaptation

One of my very first posts on this blog was about the deep link between ecology and technology, and I once again find myself at the crossroads between these two fields. Exaptation is a term taken from evolutionary biology and refers to a trait that evolved to serve one function being coadapted for another. The feather, which was likely selected for thermal regulation but has been exaptated to aid in flight, is the classic example.

Photo by Blake Cheek on Unsplash

One of my instinctual practices when coming up with fun mechanical basics in XR applications has been to find inspiration in the real world around me. This practice is certainly not new to digital media or game development (Miyamoto’s Pikmin concept was famously inspired by his gardening hobby), but the spatial link between both the real world and XR technology makes this process even more suitable. The challenge lies in making XR experiences feel intuitive – and that’s where exaptation shines. By repurposing familiar physical interactions into the digital realm, I could bypass the steep learning curves often associated with new technology. It was about blending the known with the unknown.

The repurposing of existing real-world tools and technologies into the XR environment not only provides the sense of effortless familiarity that UX designers are seeking, but also opens the door to unprecedented interactions and experiences.

https://dystopianthunderdome.wordpress.com/2023/09/15/spatial-synthesis-reflection/


Looking at any successful XR application, we can see physical practices that have been exaptated into digital success stories. Using a sword to slice musical notes in Beat Saber just feels intuitive, because most people have swung a sword before – pretend or otherwise. The key to exaptation for XR is to present an object that has a recognisable function – an object that dares the user to try something, just to see if they can – and reward the user by not only accounting for that use, but by going even further: giving it a use it could never have in the real world. This leads to moments of user delight. Good XR design is less about learning new tricks and more about applying old ones in novel ways. In Salaryman RESCUE!, a key mechanic is purchasing bottled beer from a vending machine. We designed the bottle with a twist-cap and a satisfying fizzy sound effect, because we thought people would try to open it that way. Then we thought it would be fun if you could simply smack the lid off. We didn’t force-feed this information to the user, but if any of them ever try it, they’ll be pleasantly surprised. This leads me to my next insight…

It is much better to simply understand you can’t interact with something than to try and fail. That is an immersion-breaker.

Ben Lang’s Inside XR Design series for RoadtoVR is an analogous artefact.

Spatial Evolutionary Biology and UX Whiplash

Photo by Andre Mouton on Unsplash

Our brains are billions of years in the making. Billions of years of evolving to traverse spatial environments. XR UX, rather than being a continuation of screen media, is a continuation of these ancient cognitive processes. When I brought this up with my professor, Travis Wall, he said it very succinctly: “touchscreen UI is a continuation of a language of interacting with machines that is fairly new (only a few hundred years old), and is a literacy because it is grounded in abstractions and symbology. Where interacting with spatial media is more related to our own physical movement in space, where we have hundreds of thousands of years of evolution and cognitive hardwiring.”

(That’s not to say there aren’t lessons to be learned from touchscreen UI. After all, flatscreen displays work in real space, so they can work in spatial media also.)

When a user tries something in XR that would work in the real world, for example grabbing a drawer handle and trying to open it, and it fails, they are immediately disappointed. There is a disjoint between the lessons they have learned via existing in space their entire lives, and what is happening in this mediated spatial experience. It immediately rips the user out of their immersion and destroys the magic, and they are quite likely to end the session. I call this effect “UX whiplash”. UX whiplash exists in legacy media, too, but the brain’s spatial evolutionary biology makes the effect exponentially more disruptive when experienced in XR.

Humans naturally think of the world as objects. As we evolved in real-world environments, we came to understand our physical experiences in terms of tangibles.

Pradipto Chakrabarty, UX Planet, https://uxplanet.org/object-oriented-user-experience-design-the-power-of-objects-first-design-approach-e65e07488a00

Towards the tail end of the project, my team and I exhibited Salaryman RESCUE! and Pond Scum at PAX 2023 in Melbourne. We set up VR headsets and observed hundreds of players playing our games. It turned out to be a treasure trove of insights, and we left PAX with pages and pages of notes. When designing XR interactions, I found I had to continuously ask myself “I wonder if I can do this?”, pretending I was a new user, rather than someone who knew exactly what I could and couldn’t do, to cover as many possible triggers of UX whiplash as possible. However, there is only so much one person can think of. At PAX, I watched as players tried to interact with things that I had never considered interacting with. We ended up making every object in the game interactable, even if they had no special uses, because of these observations. The exhibition ended up serving as a hyper-focused beta test period, but even more than this they taught me a lot about designing in XR.



Object-Oriented User Experience (OOUX), a UX term coined by Sophia Prager, was influenced by object-oriented programming, and is a model of UX design organised around objects rather than actions. While it was a novel approach for flatscreen media, it’s almost a necessity for XR apps. In implementing OOUX, I focused on creating digital objects in XR that interacted in ways users instinctively expected. The twist-cap bottle in Salaryman RESCUE! wasn’t just about the visual mimicry of a real bottle; it’s about ensuring that the action of twisting the cap off feels as satisfying and intuitive as it does in the real world. This approach extends beyond mere functionality; it’s about crafting an experience that resonates with the user’s innate understanding of object interactions.

Visual Language and Future Nostalgia

In a previous blog post, I reflected on the journey of creating a unique visual language for Spatial Synthesis as a project. The intent was for this theme to be utilised over both screen media and spatial media, and so it was quite an interesting challenge. Developed for a university UX design class, I began by considering the bubble buttons of the Y2K era, in which screen UI first utilised the illusion of depth. It seemed natural to take that illusion and turn it into a (digital) reality. By integrating these elements with the calming tones of blues, oranges, and purples found in natural skies, I aimed to create a user experience that was both exciting and comforting. This visual approach was designed as a bridge, connecting users to the new and unfamiliar world of XR through the lens of familiar and nostalgic design elements. While I never got to the fun part – designing the website in XR – I am very happy with the mobile website I designed, which utilised this aesthetic. It can be viewed here.

The challenge was finding the right design language that would resonate with the spatial depth of XR. Y2K’s gel-like bubble buttons and glossy finishes, best remembered in Apple’s Mac OS X 10.0 Cheetah, caught my eye. Although not initially designed for XR, their shape and transparency were exaptated to function beautifully as 3D objects in this new context.

https://dystopianthunderdome.wordpress.com/2023/09/15/spatial-synthesis-reflection/

Project Outcomes and Future Direction

As for the current state of Spatial Synthesis, it’s a mixed bag. The big, shiny digital artefact – the comprehensive website, the bustling community, the detailed design bible – didn’t materialise as I had initially hoped. The realities of VR game production and academic commitments took precedence. I also didn’t pursue certain elements of XR design as much as I would have liked to: namely imagineering and environmental storytelling ala the work of Don Carson. However, what I did achieve was perhaps more valuable than a questionably useful hypothetical community: a rich set of insights into XR design entrenched in biological understanding, and a unique and exciting visual language that can be repurposed for XR apps.

The question of where Spatial Synthesis goes from here is open. There’s the option to continue as initially planned, but I don’t really want to. I’d much rather take the insights I’ve gained, make the best possible spatial media experiences I can, and let those do the talking. Watch this space.

Conclusion?

This was a little ramble-y and unstructured, so I’ll do us both the favour of wrapping up the key takeaways from my time with Spatial Synthesis.

First and foremost, the application of exaptation in XR development was a game-changer. It wasn’t just about repurposing elements for new uses; it was about rethinking how we interact with technology on a fundamental level, influenced by our evolutionary biology. This approach allowed for the creation of experiences that felt intuitive and familiar, yet excitingly novel. It taught me that innovation in XR doesn’t always mean reinventing the wheel. I was much better off getting out into the world, picking up objects, and thinking, “how can I make this do something new?”

Secondly, addressing UX whiplash through an object-oriented design approach. By focusing on how users naturally interact with objects, I was able to design experiences that minimised dissatisfaction and maximised presence. This insight is something I plan to carry forward in all my XR projects. The key takeaway here is simple: in XR design, I must respect my users’ instinctual interactions with their environment.

Lastly and somewhat lamely compared to the above realisations, I made a cool visual aesthetic that works across flat and spatial media. I’m pretty proud of that, and I want to use it in a future app.

Looking ahead, I think these insights may well be foundational for my future work in XR design. They have shaped my understanding of what makes an XR experience truly engaging and user-friendly, and this project has forced me to put them into words, rather than vague feelings that I somewhat understood. Reflecting on the social utility of Spatial Synthesis, I think the project has aligned well with my career aspirations and I think that any XR designers or developers reading this may have benefited from it. While the project may not have reached all the lofty goals I had set for it, the journey itself has been invaluable, offering insights that will inform my design choices for years to come.

Spatial Synthesis – Reflection

Initially conceptualized as a VR game devlog, this project has shifted gears over time. Now, it’s focused on the broader potential of Extended Reality (XR) through Spatial Synthesis, a multiplatform design bible and community. This project is a mix of portfolio work, research, and design insights aimed at tech bros, design students, game developers, and anyone surfing the waves of change. Drawing from works like Hillmann’s “UX for XR” and the work of Don Carson, I’m diving deep into spatial design. This reflection chronicles the process of bringing this concept to life, the lessons imbibed, and the continuous evolution of the project.

In the inception phase, my primary focus was “Salaryman RESCUE!” – a VR game focused on guiding inebriated Japanese office workers through Tokyo’s streets. As producer, I contemplated pitching this as my main digital artifact, detailing the journey via devlog blog posts. However, shortly after, I sensed a broader horizon awaiting exploration beyond just the game.

After speaking with my tutor, I realised there was a significant gap in the market for the documentation of XR design practices. While the devlog had its niche appeal, offering more general insights into XR and spatial design had the potential to cater to a wider audience and provide lasting value, and serve as a valuable portfolio piece for my career.

Thus, Spatial Synthesis was born. Designed as a hub for spatial computing insights, it would not only collate valuable resources but also potentially pave the way for demonstrating practical XR design strategies. Initially it was just going to be a blog, but as I had to design a website for a UX class, I figured it might as well be for Spatial Synthesis. Thus, at this stage, the project encapsulates:

  • A website and shop (stage: design)
  • A webXR experience (stage: concept)
  • A devlog (stage: live)
  • A Discord community (stage: soon ™)
  • More????

Who would benefit the most from Spatial Synthesis? Through conversations and observations, I defined a unique intersection: tech bros and design scholars – pretty niche stuff. I imagine this kind of content will have exponential returns on social value, though, as XR technology slips into societal ubiquitousness. But you know who else will benefit? ME. I want to be an expert on spatial design, and I’ve always learned by doing. I don’t really care if my audience is a tiny minority at this stage; my audience barely exists yet. They will come.

Exaptating Y2K Aesthetics for XR: Turning Nostalgia into Futuristic Innovation

Spatial Synthesis embodies both nostalgia and futurism. The challenge was finding the right design language that would resonate with the spatial depth of XR. Y2K’s gel-like bubble buttons and glossy finishes, best remembered in Apple’s Mac OS X 10.0 Cheetah, caught my eye. Although not initially designed for XR, their shape and transparency were exaptated to function beautifully as 3D objects in this new context. By adding liquid shaders and physics, these buttons become much more complex interactables. The use of negative space – common in Y2K media – emphasized spatial depth, and Three.js allowed for the tactile representation of XYZ dimensions, all set against a backdrop of calm natural environments which serve to insert the tangible into the virtual – an exaptative echo.

An early experiment with ‘Aqua’ visuals in XR.

Though I documented this realisation in my pitch blog post, a core moment for the project was when it dawned on me that many of our everyday tools and technologies which weren’t designed for XR could easily be exaptated into novel digital experiences. Think about how a pistol can be used to select a menu option, or a saber used to slice musical beats. This methodology is core to good XR design philosophy. The repurposing of existing real-world tools and technologies into the XR environment not only provides the sense of effortless familiarity that UX designers are seeking, but also opens the door to unprecedented interactions and experiences.

Incorporating this insight, my next step is to continually scout for everyday objects and technologies that can be repurposed in XR. Whether it’s a menu-selection tool or a game mechanic, exaptating real-world elements into digital experiences is the future of intuitive and immersive XR design. Furthermore, Spatial Synthesis will serve as a repository for these insights, ensuring that as XR evolves, so does our understanding and utilisation of exaptation.

Imagineering XR

Shakespeare was a spatial designer.

Don Carson’s transition from Disney Imagineering to the world of VR is a prime example of the applicability of exaptation within XR design. His principles of environmental storytelling (among many other valuable posts), initially conceptualised for theme parks, offer profound insights that can be seamlessly integrated into the XR realm. It struck me that despite being a totally ground-breaking and novel medium, spatial media was not unique to XR by any means; Shakespeare was a spatial designer. Rather than XR being an evolution of flatscreen digital media, it’s much more accurate to say that XR is an evolution of theme park, exhibition and event design. The world of themed environments, as outlined by Don Carson, has provided a treasure trove of design principles ripe for exaptation into XR. The future of Spatial Synthesis will undoubtedly be shaped by these insights, ensuring that users are offered an immersive, engaging, and emotionally resonant experience.

FEFO… Or Not

Another realisation was that compared to my past digital artefacts, I had spent far more time on research and design for Spatial Synthesis. Previously, adhering to the principles of Fail Early, Fail Often, I had started making content much more rapidly, thus ensuring a tight and responsive feedback loop with my audience. This time, I’m being much more careful. And I’m ok with that.

What Next?

The journey of Spatial Synthesis has been one of constant evolution, reflection, and learning. My personal takeaways from this phase have been: exaptating existing technologies, the importance of Imagineering, and my intense focus on design. As I head into the next phase, my focus will be on expanding the Spatial Synthesis community and continually refining the design bible through exaptative analysis.

Spatial Synthesis: Pitch

I forgot to hit record before I drew the “logo” and then I liked it too much to do it from scratch 😵

If you know me, you know I’m interested in XR (rather than explain this term, which stands for “extended reality”, I’m simply going to tell you to look at the below chart). I think the medium is entirely unique, and once ubiquitous will forever alter the way in which humans socialise, work, learn and play. Unfortunately, right now there is a lot of really crappy XR software out there. Most developers seem to think they can just port flat display-based software to XR, making minimal changes, and create something novel in the process. This couldn’t be further from the truth. In fact, there are surprisingly few genuinely brilliant XR apps on the market right now – and most of them share one thing in common: they were developed from the ground up for XR. XR insights and sensibilities were applied in their design. We need more of this.

See? This is much easier.
Source: Interaction Design Foundation

I’m going to back up here to provide a bit of context and iteration history. I’m a digital producer currently producing several XR titles at an indie start-up called Universal Weebs Unlimited. Originally I was planning on pitching one of these titles as a digital artefact, and providing production updates along the way as a form of reporting. After much discussion and debate with my friend GPT-4, this was narrowed down to a game dev log, which could be useful as both marketing for the project and also just as a way to foster a community and generate some engagement.

GPT-4 was very useful in getting to where I am now.

But after speaking with my tutor, I realised that what I was more interested in was the design process for XR experiences. What constitutes good design practice in spatial computing? There is very little documentation on this currently available and I think I’m in the perfect position as an XR professional and design student to investigate this idea. It also helps my career and fosters my own developing expertise in the spatial computing field.

Note to self: do not ask GPT-4 to pretend it is Steve Jobs.

There are three strategic development concepts that will prove useful throughout the life of Spatial Synthesis:

  1. Reframing: at its core, reframing is about shifting our perspective to uncover fresh avenues of thought and creative solutions. In Spatial Synthesis, the process of deriving spatial design insights and formulating a methodology serves as a reframing exercise—transforming the traditionally intuitive design process into a structured, step-by-step documentation. To be honest I’m not sure how far I’m going to go with documentation – I might leave it at a collection of insights… we’ll see.
  2. Adjacent Possible: a concept that speaks to the immediate next steps available from our current position. Think of it as a room that contains all the conceivable moves you can make from your current state. As we make a move and enter a new “room,” new doors (or possibilities) open up. Considering how new the XR industry is, the whole space is in a constant question of adjacent possibilities. I intend to explore these, and in doing so hopefully uncover some design insights.
  3. Exaptation: in technology/design, this refers to the serendipitous repurposing of a feature or tool for a function it wasn’t originally intended for. For the purposes of Spatial Synthesis, I’ll be using the concept of ‘exaptation’ to repurpose real spatial environments, technologies, and practices into mediated virtual experiences. The pressure washer was designed as a tool to quickly clean grime off surfaces, not as a central mechanic in a video game – but if you scripted a virtual pressure washer suddenly the XR applications are endless. Exaptation, in XR design, is taking the real and finding new virtual uses for it.

It would have been easier to pick one of these and focus on it solely, but I found that each was too applicable to discard.

There exist already a sea of gamedev and game production blogs, vlogs and YouTube tutorials for flat games. I don’t care about these. When seeking out analogous artefacts that might be of use to Spatial Synthesis, I focused exclusively on XR, and I approached from a design angle rather than a development or production angle. For example, the work of Don Carson, a former Disney theme park designer turned VR environmental artist. Carson’s unique set of skills and experiences position him as an expert in spatial design, and his design blog is a treasure trove of spatial insights.