Hello everyone.

The Mixed Reality Forums here are no longer being used or maintained.

There are a few other places we would like to direct you to for support, both from Microsoft and from the community.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.

If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.

And always feel free to hit us up on Twitter @MxdRealityDev.
Options

In-app instructions on how to use - advisable?

So, HoloLens is so new and there's a lot for users to take in when running your app. It seems some of the initial apps in the Store give an almost PowerPoint presentation about how to use the app when launching it. What is the best way to instruct users how to use your holographic app?

Answers

  • Options
    DanglingNeuronDanglingNeuron ✭✭✭
    edited July 2016

    I think interactive training is a better approach whether its holographic, mobile or pc.. young conker is a good example. In my game HoloTankz I have used both text based "training" and actual interactive training with voice.

    Healthcare IT professional by day - Indie GameDev for UWP and mobile platforms by night

  • Options

    @DanglingNeuron said:
    I think interactive training is a better approach whether its holographic, mobile or pc.. young conker is a good example. In my game HoloTankz I have used both text based "training" and actual interactive training with voice.

    Good idea - great work on your game by the way.

    I'm working on my game and in the beginning the user needs to basically "setup the scene" by placing an object on the floor. Right now in my "dummy" items I have text on the object telling them what to do but I almost want to show the user by making the hologram do it, itself and then say "Now you do it". That's what I am thinking anyway...

  • Options
    Alec_HAlec_H ✭✭
    edited July 2016

    @runamuck & @DanglingNeuron Both of your ideas are great. An example I heard in my workplace is aim everything to a 4th grade reading level when it comes to written instructions. I would assume the Hololens would work much of the same way if you can teach a child, hopefully an adult could learn, too. Also your audience is another thing you can look at. I think people make it look like power points is that most adults are comfortable with PowerPoint. If you are making a development tool for example you probably don't need to explain the little things, but if it's a game. I would simplify it and then hand it to a friend who doesn't use Hololens or is not familiar with games to see if they can navigate it. It's a good way to begin testing and get some outside perspective.

  • Options
    JasonJason ✭✭

    Here is a nice article explaining some guidelines for designing instructional UI:

    https://msdn.microsoft.com/windows/uwp/app-help-guidelines/instructional-ui

Sign In or Register to comment.