• spatial software with John Palmer at figma config
    • spatial software is the next big UX paradgim
    • isn’t everything spatial? different degrees of spatiality
      • you want pure spatial tools, not force users to hack it together
    • spatial design considerations
      • use spatial only when helpful
        • spatiality isn’t just magically better for everything
          • email app is sorted reverse chronological order, works for the purpose. Making it spatial is not obviously better
      • designing space is designing product
        • pong vs. pokemon vs. minecraft
        • not just choosing aesthetic
          • where can we learn from? great spaces to be in
            • can learn from mistakes, boston city hall in planning, just a big open space that people dont want to spend time in
            • can learn from good examples
              • NYC subway where you know where not to stand, street in NYC separate areas for pedestrians vs. bike lane vs. cars. Natural affordances in space
            • need to break out of traditional bubble and learn from other fields that think about “design” holistically
      • bodies and spaces are inseparable pair
        • spaces are important but you also have to be mindful of designing bodies
        • “ecological approach to visual perception” — coined term affordances
        • have to design from “my” perspective
          • standard options to represent someone
          • naive if we can just port these into virtual spaces to act like bodies, we need more dynamic representations of users
            • learn from character and game design
            • design perfect body to nihabit virtual world
          • body + space pairs
              • good that its under-designed. tells you just enough to let you focus on your work
              • in gather, the “approach” towards you is important
            • imagine figma canvas with gather avatar. it’s weird. gather office with figma cursor also weird. doesn’t feel like im in the office, im in some god mode
          • game feel defines user experience
            • game feel becomes really important in spatial/game design
            • game design term called juicing: maximizing outputs from players inputs, maximizing the game feel
              • juice it or lose it
            • tetris revamped — tetris effect