The Story Behind Droplet

It all started with a simple observation: in most XR experiences, menus and toolbars float awkwardly in midair, disconnected from the immersive environments they inhabit. We wanted something more natural, something that would let users reach out and interact just like they would in the physical world. That desire for true immersion became the inspiration behind Droplet.

What Inspired Me

I drew ideas from the fluid motion of water droplets and how people instinctively poke and prod them. There’s a natural allure to spheres and their movement. This led me to envision a touch-responsive sphere that could serve as an XR menu, one that felt intuitive to use and exciting to explore. I wanted the physical gesture of “touching” a floating sphere to serve as the foundation for navigating tools and actions in virtual environments.

What I Learned

Throughout the journey, I learned that designing for XR isn’t just about making something look good; it’s about creating something that feels right. I had to balance function with playfulness, ensuring that Droplet was both practical for tool selection and delightful to interact with. I also discovered the importance of scalability, some users might need only a few tools, while others require entire libraries. Droplet had to adapt to everyone’s needs gracefully.

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