General Design Principles

Tanner Hopkins
Tanner Hopkins
  • Updated

To create the best experience in Gather, we have a few high level considerations and recommendations:

  • Overemphasize the obvious—Not everyone is tech-savvy or a mind reader.
    • Make it obvious where you can and cannot walk (using visual indicators like doors, walls, and floors).
    • Make it obvious when you can and cannot interact with an object (e.g., customize prompt text for interactive objects).
    • Make private areas obvious by using rugs, tables, or other visual indicators.
  • Create a sense of agency—Allow people to choose how they engage with the Space.
    • Provide enough information so that your guests know where to go and how to navigate the Space, but allow them to explore.
    • Opt-in and active participation creates a better experience than passive, required interactions.
    • When guiding certain interactions it is:
      • Best to lead with interest - create visual interest to naturally pull people from one screen to the next.
      • OK to rely on signage to tell people which direction to go.
      • Less ideal to make an obvious, single path to take with no other options.
  • Plan for fluid interactions.
    • A/V begins to connect within 5 tiles of another person, with the exception of private areas, where everyone connects to each other.
    • Audio and video is most clear when 2 or less tiles away from another person.
    • Being connected to 25 or more people's a/v at the same time will put a good deal of strain on your computer.
    • Group discussions in real life are typically best with 4 or 5 participants, so visually and spatially encourage smaller group gatherings using tables, chairs, walls, and carpets.
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