Exploration of a Pinterest Spatial UI Concept for visionOS
Translating Pinterest into visionOS, and what building the whole flow taught me about spatial interaction that a few glassmorphic cards would not have.
July 27, 2023 · 7 min
Exploring a new design trend is enjoyable if you come at it with curiosity and an open mind. Most designers attempting spatial design follow a glassmorphism tutorial and stop there, which is repetitive and leaves no room for anything of your own. I wanted to try something else.
So: make a plan for the exploration.
1. Setting up
The idea was an immersive UI concept for Pinterest. On desktop today it is a simple set of five buttons. Home, Explore, Create, Message, Profile.
I was not doing this because I was certain it would make a good AR experience. It was about keeping it honest from the start. I gave it a real shot, and even if it had not worked, the journey would have been worth it.
2. Planning
Now we open Sketch or Figma, make a glassmorphic card, and call it a day.
Only joking.
I started sketching, and the first decision was to keep things mostly flat. Piling content up along the z-axis adds cognitive load without making anything better. So I began with a single window holding all the pins.
The first principle of designing a spatial interface is familiarity. There is no need to reinvent anything, so I started from a plain grid of pins.
Then I sketched a vertical bar for secondary navigation. The primary navigation here is contextual, happening inside the home screen itself, which is how Pinterest already behaves on desktop and tablet.
Then I imagined selecting a pin. The room dims around you, and a carousel opens in front of you that you swipe through. The field of view is 180 degrees, but because everything except the centre pin is dimmed, attention stays where it should.
3. Mid-fidelity
With the plan in place, I built the home screen in mid-fidelity to see how it fit together.
A pin opens when the viewer looks at it and pinches to select.
After a two to three second delay, more pins from the main screen open alongside the chosen one, forming the surround. They stay dimmed, so attention holds on the centre.
4. Material exploration
Apple had already published UI kits for visionOS, but I wanted to build the material myself and see what came out.
Dropping the glassmorphic panels into the living room made it obvious this would not be easy. visionOS adjusts glass elements in real time against the lighting and the ambience of the room you are actually in. A flat panel pasted onto a photograph does not do that.
So I reworked the panels to match the room I had taken from Unsplash.
The windows had to be on the upper right, because the furniture casts its shadows right to left. So I changed the gradients and the outlines to be lit from that direction.
We are not conscious of any of this, but the brain notices and processes it anyway. Small details like these are most of what makes an environment feel real.
5. Designing
From the mid-fidelity wireframes and the panels, I built the high-fidelity version. The flow runs like this.
A. You are somewhere calm. A living room.
B. You put on the headset and open Pinterest. The skeleton screen loads first, then the full interface.
C. You move through the pins with eye tracking, and pinch to select the one you want to look at properly.
D. As you look at it, the room dims further and other images open beside it in a carousel, making the surround.
Around then I realised swiping up for related content was too much. I changed it so everything reads horizontally, with a Similar button at the bottom for related pins. That is enough.
Thoughts
Spatial design turned out to be genuinely interesting. As Steve Jobs put it, a new category of device has to be specifically better at some tasks than a computer or a phone, or it has no reason to exist.
So the question to ask is whether the experience is actually better in mixed reality, or whether a phone would have been fine.
Thinking it through: Pinterest is where people go to find ideas for the things they care about. Dimming the room removes distraction, the pins become large in real space, and it gets easier to sit with the details before saving something. That holds up.
There is plenty left to explore, and probably to build, before anyone knows how this really works on the device. But before you get there, a little creativity goes a long way. Taking the whole experience as one piece taught me more about the limits of spatial interaction and human cognition than making a couple of glassmorphic cards for Dribbble ever would have.
Thank you for reading.
Inspired by Michal Malewicz. Special mention to Laasya Nalluri. Built with Krita, Sketch, Photoshop, ChatGPT, Unsplash, an XP-Pen, and a MacBook Pro M1.