{"action":"created","comment":{"url":"https://api.github.com/repos/xitu/gold-miner/pulls/comments/69917633","id":69917633,"diff_hunk":"@@ -1,179 +1,179 @@\n >* 原文链接 : [From product design to virtual reality](https://medium.com/google-design/from-product-design-to-virtual-reality-be46fa793e9b#.mq9cnov35)\n * 原文作者 : [Jean-Marc Denis](https://medium.com/@jmdenis)\n * 译文出自 : [掘金翻译计划](https://github.com/xitu/gold-miner)\n-* 译者 : \n+* 译者 : [cdpath](https://github.com/cdpath)\n * 校对者:\n \n ![](https://cdn-images-1.medium.com/max/2000/1*5NcDgUuWYNH3iBojzPfM3A.jpeg)\n \n-### product design to virtual reality\n+### 从产品设计到虚拟现实\n \n-#### Personal experience and intro to VR.\n+#### 个人经历和 VR 简介\n \n-#### Backstory\n+#### 背景故事\n \n-I am a product designer at Google, and I joined the company through Sparrow, a French startup that got acquired on July 20, 2012\\. Since then, I worked with the Gmail team to build from scratch a flagship product that became [Inbox by Gmail](http://www.google.com/inbox/). It shipped on October 22, 2014.\n+我曾在法国的初创公司 Sparrow 工作，2012 年 7 月 20 日被谷歌收购后，我进入谷歌担任产品设计师。随后我同 Gmail 团队从零打造了一款旗舰产品，也就是后来在 2014 年 10 月 22 日推出的 [Inbox by Gmail](http://www.google.com/inbox/)。\n \n-I designed productive applications for a few years, and I felt like I reached a tipping point. I wanted to expand my skill set, learn new things every day and get better at something I’ve never touched. I needed new challenges to reboot myself by leaving my comfort zone.\n+我设计了数年的效率软件，觉得好像碰到[倾覆点](https://zh.wikipedia.org/zh-cn/%E5%80%BE%E8%A6%86%E7%82%B9)了。我想要拓展自己的技能集，每天学习新事物，更多了解自己从未涉及的领域。我需要新的挑战，逃离[舒适区](https://zh.wikipedia.org/zh-cn/%E8%88%92%E9%80%82%E5%8C%BA)来重启人生。\n \n-I got interested in virtual reality around the Oculus Kickstarter period because of the immersiveness and endless possibilities that came with it. There is nothing more exciting than building for a new medium and exploring an uncharted territory.\n+我在 Oculus 还处于 Kickstarter 阶段时就因其沉浸式的体验和随之而来的无限可能性对虚拟现实感兴趣了。没有什么比创造全新的媒介和探索陌生的领域更令人感到兴奋了。\n \n-I joined the Google Cardboard and Virtual Reality team on April 17, 2015\\. Thanks to [Clay Bavor](https://twitter.com/claybavor) and [Jon Wiley](https://twitter.com/jonwiley) for this great opportunity.\n+我在 2015 年 4 月 17 日加入谷歌 Cardboard 和虚拟现实团队。感谢 [Clay Bavor](https://twitter.com/claybavor) 和 [Jon Wiley](https://twitter.com/jonwiley) 提供的机会。\n \n-#### Another dimension\n+#### 另一维度\n \n-My first weeks in the team were as scary as it can get. People used words I had no idea of and asked me questions I didn’t know how to answer.\n+我在新团队的第一周简直提心吊胆。大家讲着我听不懂的话，问我不知道从何答起的问题。\n \n ![](https://cdn-images-1.medium.com/max/1200/1*y-X1O-mZzjNqiOv2pZw3pg.png)\n \n-I am not going to lie, ramping up on the jargon was not easy but I was expecting that. Virtual reality is a deep field (pun intended) grouping together a variety of job titles each requiring a very specialized skill set. The first weeks were intense and day after day I had a better vision of the big picture. Slowly, the pieces came together. I found out which roles would be the best fit, what I wanted to do and what was required to get there. Regardless of the mission, I knew I would have to learn a lot, but I was prepared for this challenge. My feelings varied from one day to another. From super excited to create and learn something new, to super scared because of the colossal knowledge I still had to learn. Working with smart and knowledgeable people around me reinforced these mixed feelings.\n+我不想说谎，快速学习专业术语并不容易，这并不意外。虚拟现实是一个有「深度」的领域（双关意，既表示有难度也表示空间上的深度），汇聚了很多具备专业技能的人才。度过了最初几周的紧张之后，我日渐有了更佳的全局观。慢慢地，一切都清晰起来。我发现了我最适合的角色是什么，我想做什么以及如何达到这个目的。无论是哪个使命，我都要学习很多，但是我已有准备。我的心情每天都有所变化，从对创造并学习新事物的极度兴奋到对有待学习的庞大知识的极度恐惧。和周围那些聪明并且知识渊博的人一起工作让我的心情更加复杂。\n \n-#### Everything is going to be alright\n+#### 都会好起来的\n \n-I told myself and firmly believed that the dots would connect eventually. I am a passionate person, and I knew that I didn’t mind spending hours learning and experimenting.\n+我告诉自己并且坚信生命中的点终会连接起来。我是狂热分子，我知道自己乐意花数小时来学习和实验。\n \n-During my product designer career, I got better at understanding, identifying and resolving user problems. Making things easy to use and delight users is not that different, no matter the medium.\n+在我的产品设计师生涯中，我得以更好地理解、发现并解决用户问题。不管媒介如何，让东西易于使用和取悦用户的差别并不大。\n \n-The core of the mission is the same, but to get you from point A to B there are some interesting things to know.\n+任务的核心是相同的，但是要从A到B，还要了解一些有趣的东西。\n \n-*   Sketching, is, again, at the core of everything. During any brain dump or design phase, sketching is as fast as it can get. I’ve sketched more in the time I’ve joined this team than I have in my entire career.\n-*   Any design skills as diverse as they are will be a huge benefit.\n-*   Photography knowledge will help you because you will interact with concepts such as field of view, depth of field, caustics, exposure and so on. Being able to use light to your advantage has been much valuable to me already.\n-*   The more you know 3D and tools, the less you will have to learn. It’s pretty obvious but be aware that at some point, you might do architecture, character, props modeling, rigging, UV mapping, texturing, dynamics, particles and so on.\n-*   Motion design is important. As designers, we know how to work with devices with physical boundaries. VR has none, so it’s a different way of thinking. “_How does this element appear and disappear?_” will be a redundant question.\n-*   Python, C#, C++ or any previous coding skills will help you ramp up faster. Prototyping has a big place because of the fundamental need of iterating. This area is so new that you might be one of the first to design a unique kind of interaction. Any recent game engine such as Unity or Unreal engine largely integrates code. There is a large active community in game and VR development with a huge amount of training and resources already.\n-*   Be prepared to be scared and get ready to embrace the unknown. It’s a new world that evolves every day. Even the biggest industry-leading companies are still trying to figure things out. That’s how it is.\n+- 打草稿依然是一切的核心。在任何清空大脑或设计的阶段，打草稿都非常的快。我在加入这个团队之后打的草稿比我整个职业生涯打的还多。\n+- 任何设计技哪怕再分散能都会大有裨益。\n+- 摄影知识也会有用，因为你要和诸如视野、景深、焦散曲面、曝光等概念打交道。能够充分利用光，对我而言非常有价值。\n+- 对 3D 和相关工具了解的越多，需要学习的就越少。显而易见，但也要在某些时刻留心，可能要处理结构、特征、道具建模、操作、UV 映射、纹理、动力、粒子等等。\n+- 动作设计很重要。作为设计师，我们了解如何用有物理边界的设备来工作。VR没有这些边界，所以要用完全不同的思路。*「这个元素如何产生？如何消失？」*就会是个多余的问题。\n+- Python，C#，C++或任何编程技能会让你学得更快。因为迭代的基础需求，制作原型极具重要性。这个领域如此之新，你甚至有机会第一个设计出独一无二的交互方式。现有的游戏引擎，比如Unity或者Unreal，一般都整合了代码。游戏和VR开发拥有庞大的活跃社区，已有大量的培训资料和资源。\n+- 准备好面对恐惧并拥抱未知。这是一个每天都在进化的全新世界。哪怕是最大的行业领导者也在摸着石头过河。就是这样。\n \n-#### Roles\n+#### 角色\n \n-Design teams will evolve because this new medium opens a lot of possibilities for creation. Think about the video game or the film industry for instance.\n+新媒介引入了许多创造的可能性，设计团队会因此得以进化。想想主机游戏或电影产业这些例子吧。\n \n-I think there will be two big design buckets.\n+我想会有两个设计大户。\n \n-The first one will be about the core user experience, interface, and interaction design. This is very close to how product design team are structured today (Visual, UI, UX, motion designers, researchers, and prototypers).\n+第一个将会关注核心用户体验、界面以及交互设计。这和当今产品设计团队的结构差不多（视觉设计师、用户界面师、用户体验师、动作设计师、研究员以及原型师）。\n \n-Each role will have to adapt to the rules of this new medium and keep a tight relationship with engineers. The goal will always remain the same; create a fast iteration cycle to explore a wide range of interactive designs.\n+每一个角色都必须适应这个新媒介的规则，并和工程师保持紧密联系。目标不变，创造快速迭代周期来大范围探索交互设计。\n \n-On the other hand, content teams will replicate indie and game design studio structure to create everything from unique experiences to AAA games. The entertainment industry as we know it in other mediums will likely be very similar in VR.\n+另一方面，内容团队会复制独立以及游戏设计工作室的结构来构建一切，从独家体验到 [AAA](https://zh.wikipedia.org/wiki/AAA_(%E7%94%B5%E5%AD%90%E6%B8%B8%E6%88%8F%E4%BA%A7%E4%B8%9A)) 游戏。我们所知其他媒介中的娱乐产业将很可能和VR中的很接近。\n \n-Ultimately, both will have a close relationship to create a premium end to end experience. Both industries have a great opportunity to learn from each other.\n+最后，这两者都和创造高级端对端体验紧密相关。这两个产业都有很好的机会相互学习。\n \n * * *\n \n-To wrap up on my personal experience, I think being a product designer in VR is not that different but requires a lot of dedication to understand and learn a vast field of knowledge.\n+快速将我的个人经历讲完吧，我觉得要成为 VR 产品设计师并没有那么难，但是需要献出极大的精力去学习理解跨度极广的知识。\n \n-### First step and fundamentals of VR design\n+### 第一步 和 VR 设计基础\n \n-#### First step\n+#### 第一步\n \n-In this second part of the article, I will try to cover the basics you need to know regarding this medium. It’s meant to be designer oriented and simplified as much as possible.\n+在本文的第二部分，我会讨论关于这一新兴媒体需要知道的基础知识。我会使用面向设计师的视角，而且尽量简单。\n \n-#### Let’s get (a little bit) technical\n+#### （稍微）专业一点\n \n-The new dimension and immersiveness is a game changer. There is a set of intrinsic rules you need to know to be able to respect physiologically and treat your users carefully. We regrouped some of these principles in an app so you can learn through this great immersive experience.\n+新的维度和沉浸式体验是颠覆性的。你需要了解一些内在规则来顾及生理限制并认真对待用户。我们在下面这个 app 中重新整编了这些原则好让你能够在身临其境般的体验中学习。\n \n ![](https://cdn-images-1.medium.com/max/800/1*n3brb9zrABUe8_WjsskFlQ.png)\n \n-[Download Cardboard Design Lab](https://play.google.com/store/apps/details?id=com.google.vr.cardboard.apps.designlab)\n+[下载 Cardboard 设计实验室](https://play.google.com/store/apps/details?id=com.google.vr.cardboard.apps.designlab)\n \n-_You can watch_ [_Alex’s presentation_](https://youtu.be/Qwh1LBzz3AU?t=18m12s) _at I/O this year which goes more in-depth. The following is a small summary._\n+_想要进一步了解，还可以观看_ Alex 在今年（2015 年） I/O 大会上的[_演讲_](https://youtu.be/Qwh1LBzz3AU?t=18m12s) 。下面是简要的总结。_\n \n-If you have to remember just two rules:\n+如果要记的话，就两个要点：\n \n-*   Do not drop frames.\n-*   Maintain head tracking.\n+*   避免掉帧\n+*   维持头部追踪\n \n-People instinctively react to external events you might not be aware of, and you should be designing accordingly.\n+人会本能地对外界事件作出反应，你甚至都没有意识到这些事件，所以需要做针对性的设计。\n \n-**Physiological comfort**. It regroups notions like motion sickness. Be careful when using acceleration and deceleration. Maintain a stable horizon line to avoid the “sea sickness” effect.\n+**生理舒适度**。这重新组合了诸如运动眩晕的概念。小心使用加速和减速。维护稳定的地平线来避免「晕船」效应。\n \n-**Environment comfort**. People can experience various discomforts in certain situation like heights, small spaces (_claustrophobia_), big spaces (_agoraphobia_) and so on. Be careful with the scale and colliding objects. For example, if someone throws an object at you, you will instinctively try to grab it, dodge or protect yourself. Use it to your advantage and not to user’s disadvantage.\n+**环境舒适度**。人处在高空、狭小空间（*幽闭恐惧症*）或空旷空间（*广场恐惧症*）等特定场景下会感到各种不适。小心处理尺度何物体之间的碰撞。举个例子，如果有人朝你扔东西，你会本能的想要抓住它，规避它或者保护好你自己。充分利用这一本能，但不要让用户感到不适。\n \n-You can also use user senses to help you create more immersive products and cues. You can find inspiration in the game industry. They use all sorts of tricks to guide users during their journey. Here’s a couple:\n+你还可以利用用户感官创造更具沉浸感的产品和线索。 你还可以在游戏产业中得到灵感。他们利用各种技巧在游戏过程中引导用户。比如这些：\n \n-*   Audio for spatial positioning.\n-*   Light to show a path and help the player.\n+*   用空间定位的声音\n+*   用来指示路径以帮助玩家的光线\n \n * * *\n \n-Do not hurt or over-fatigue your users. It’s a classic mistake when you start to design for this medium. As cool as it looks, Hollywood sci-fi movies fed us with interactions that goes against simple ergonomic rules and can create major discomfort over time. 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