Designing for the Metaverse

This issue brings some claritiy on how to design for the metaverse, 6 pricing models, useful apps and other cool stuff related to design or web3.

The Basics

The metaverse is a term used to describe a virtual universe or space that is shared by millions of people and where users can interact with each other in real-time using virtual avatars. It is a concept that originated in science fiction but has since become a popular topic in technology and gaming circles, as well as in the design sector.

Metaverse is facing more significant issues than lackluster graphics. Metaverse is facing bigger issues than lackluster graphics. By embracing diegetic design and rethinking personalization, usability, and accessibility for 3D environments, designers can build immersive AR/VR worlds that users want to explore.

Designing for Interoperability With Diegetics

The metaverse is a collective of separate spaces, such as Meta's Horizon World and Fortnite's video game-based metaverse. Users can't travel between different spaces as they can in the real world.

The metaverse would be completely interoperable if users could navigate seamlessly between spaces and trade with their e-wallets and smart objects across virtual worlds, but this isn't yet possible because of technical differences and inconsistent 3D rendering between platforms.

Designers can help users move through the metaverse by replacing blue hyperlinks and 2D graphics with familiar architectural symbols that lead users to new worlds.

Navigation cues are so ubiquitous across platforms that users read them almost unconsciously. But in a 3D world, new visual, tactile, and auditory cues will need to be developed.

Personalized On-screen Identity

AI avatars, bots, and assistants are gaining prevalence in society and the metaverse, and will lay the groundwork for their adoption across virtual spaces.

The emotional connection between people and their AI-driven characters is also getting stronger. For introverts and those with social insecurities, the metaverse offers a new way to make a living, shielding them from the emotional obligations of appearing before people in the flesh.

Avatars should reflect human emotions in their facial expressions to make conversations less stiff and robotic. Oculus, Veeso, and Emteq are developing facial expression technologies to translate users' eye gaze and mouth movements into avatars.

As users familiarize themselves with new virtual realms, designers must establish a clear set of usability guidelines for AR/VR experiences. These guidelines could include creating a movie theater experience wherein the virtual architecture is observable in mimicked 3D, or enabling users to sketch in virtual marker boards.

Accessibility

Users with profound visual impairment can navigate virtual spaces by leveraging white cane skills.

For users with slight to moderate auditory impairment, designers need to leverage spatial audio and use closed-caption file formats.

There is progress in making the metaverse accessible for users with mobility and motor control issues, like older adults and those with chronic pain.

Users expect instant access to information and intuitive experiences. Companies creating metaverse spaces must prioritize UX design and employ designers who creatively incorporate diegetic design cues, personalization, and accessibility features.

Tools for the Metaverse

  • Blender

  • Unity

  • Unreal Engine

  • Sketchup

TLDR

UX designers use diegetics, personalized avatars, usability guidelines, and a wide range of accessibility features to make the metaverse easier to use and build an AR/VR experience in which users feel connected with reality and other people.

6 Pricing Models for Freelancers

  1. Fixed Fee - Your fees are calculated based on the scope and complexity of the project. Once you have calculated the estimated number of hours, multiply your hourly rate by that number. Benefits: no bill shock. Cons: difficult to estimate costs and risk of undercharging.

  2. Hourly - This may not accurately reflect your work's value in most cases. Work value is not determined by the amount of time you spend on it. The fact that you worked quickly doesn't mean it should be cheaper.

  3. Subscription - A recurring fee is charged for a set of services. The model is highly profitable (if done correctly). If you're new to freelancing, this is not recommended.

  4. Performance-based - You charge based on performance (e.g. click-through rate of a button). Benefits: it holds you and your client accountable. Cons: hard to get paid fairly, hard to find a systematic way to track & measure performance.

  5. Value-based - The charge is based on 20% of the revenue increase. A freelancer's dream: Charge based on value, not time. Cons: the idea is hard to sell to clients.

  6. Retainer Fee - Recurring fees are charged for ongoing work or support. Benefits: having long-term relationships with clients, and stable income. Cons: if healthy boundaries are not set, it can be extremely draining.

Scribe - easy way to instantly create a step-by-step guide

Playbook - cloud storage for artists and designers, offering 4TB for free

PixelSnap 2 - measure anything on your screen

Gifox - the best GIF tool for recording, sharing, converting, and editing

Buidlbox - web3 hackathons with design bounties available

Other Useful Content

Thanks for reading, see you in two weeks 👋

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