Article: What Makes a Spoon a Spoon?

This fantastic design-focused article by Martin Schubert, VR Developer/Designer at Leap Motion and the creator of Weightless and Geometric, is both practical and inspirational. He evolves design-speak from the constraints and functions of reality into digital applications in a way that is accessible to even novice VR content creators… and he still leaves room for the imagination to stretch our understanding of object design even further in immersive environments.


Here’s an excerpt from Martin’s piece (read the full article here):

This sort of design thinking – how best an object used by a human can serve a physical function(s) under physical constraints – has literally shaped most of the objects we interact with every day. It has been an unquestioned driving force behind most 3D industrial design since we first started sharpening sticks and rocks.

Ergonomics + Physical Functions + Physical Constraints

Designing Nonexistent Objects

And then along comes virtual reality. An inherently 3D medium requiring designed virtual 3D objects, but without the limitations and guidance of physical functions. Or physical constraints. What then makes a spoon a spoon in VR? Or in other words, what allows a spoon in VR to perform its function of being held, scooping and stirring?

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