Rant against 3D

Posted: May 9th, 2006 | 4 Comments »

At the Metaverse conference (“Pathways to the 3D Web”), it seems that there were some good discussions about errors of the past concerning the overemphasis on 3D as the solution for moving beyond the current interfaces. Here is what Randy (from the Habitat weblog) says about this:

3-D isn’t an interface paradigm. 3-D isn’t a world model. 3-D isn’t the missing ingredient. 3-D isn’t an inherently better representation for every purpose. 3-D is an attribute, like the color blue. Any time you read or hear about how great 3-D is and how it’s going to change everything about computers and services, substitute the word blue for 3-D.

Don’t get me wrong; there are great applications for 3D. That’s not the point.
The point is that idealistic assumptions and techno-optimism are no substitute for understanding what people actually want and do when they interact with each other, whether via computers or in the physical world.

Let’s not repeat the path VRML took – that’d be a double waste and I won’t do it. Let’s figure out the problem first, and then look to see if a global-shared-3d-standard-UI-identity-object-system is the solution. So far, I haven’t found a single one.

Why do I blog this? I am concerned by people’s interaction in space/place (be it physical or virtual) and my feeling is that there is always on overemphasis on 3D. Yesterday it was on the web: having boring 3D libraries to pick up books instead than having a amazon-based interface. Today, it’s on cell phones, people design 3D application on tiny cell phones screen; I don’t really see the point in that. There is clearly an overemphasis about reproducing spatial topographies in 3D, which is not systematically pertinent for interactions. The point is not to have the same structure but more to have a common “place”: a virtual location that affords specific interactions.

And of course, this should not undermine the value of 3D, MMORPG clearly shows that they are pertinent and meaningful.


4 Comments on “Rant against 3D”

  1. 1 Erik Kristiansen said at 5:06 pm on May 9th, 2006:

    The problem is that it is actually difficult to design a game, where the gameplay _requires_ 3D – that is where 3D is a necessary part of the underlying rules for the game. This involves some spatial awareness in the game, e.g. searching or exploring like in MMORPGs. In all other games it is pure eye-candy or directly confusing. An interesting point is how virtual 3D and real 3D “blend” in ubiquitous games.

    Erik (phd-student, location based computer games)

  2. 2 flo (new media student) said at 10:20 pm on May 9th, 2006:

    one approach to 3d-multi-user on the web: http://www.3dhtml.org

    enjoy!

  3. 3 Tom said at 10:44 am on May 17th, 2006:

    When discussing 3D interfaces, we should probably distinguish between games and other user interfaces. the two clearly have different goals. Games are largely about the experience, and that experience and aesthetics is enhanced by a 3D world. Applications interfaces, should also be about experience, but are also about efficiency, task, etc. and those, are not usually optimized in a 3D environment.

  4. 4 Nicolas said at 11:52 am on May 17th, 2006:

    I agree with you Tom but sometimes the boundaries are not really set and some people still think in 2006 that a 3D library should worth it…


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