Abstract: We found that hybrid 2D/3D user interfaces for touch screen tablet devices result in a poor user experience. We recommend minimizing the amount of 2D overlaid icons or even avoiding 2D/3D hybrid solutions. To support smooth user interaction, we recommend to focus more on using direct on screen touch gestures as part of the design.
Introduction
Hybrid 2D/3D user interfaces incorporate 2D UI elements in a 3D environment. The 2D UI elements can be embedded in the environment (e.g. information panels). However, the most common approach is to overlay the 2D GUI components on the 3D Space. Sometimes called a Head Up Display, these components move with the camera and are not dependent upon ones position within the 3D space. Hybrid 2D/3D UIs are very common in most MMO’s and virtual environments.
What particularly interested us is the user experience with hybrid 2D/3D UIs on tablet devices and its affect on 3D UI design in general. High in our priority was the intuitive nature of the hybrid and users first reactions to them.
To study this, we selected four 3D applications for 2 different tablet screen sizes, a 7 inch (Samsung Galaxy Tab) and 10 inch(iPad). We collected user experiences from the 12 participants, who used these applications based on our tasks: move the avatar, familiarize with the game space, and interact with objects. The applications selected were Order and Chaos, Pocket Legend, Dungeon Defender, and YesCitiz Barcelona. Three of these applications made heavy use of overlaid 2D icons controls while the fourth (YesCitiz Barcelona 3D map) was primarily controlled by gestures.
Order and Chaos Description

Figure 1. Order and Chaos UI (10″ screen)
The Order and Chaos game’s overlay UI has 10 visible 2D icons and 1 hidden icon on the left for avatar control. The hidden icon is for navigation control and appears when the user touches the bottom left space of the screen. The embedded UI has interactive 3D objects e.g. in the form of other online gamers and enemies, but there are also 2D icons to indicate interaction possibilities in the embedded game space. Other kind of visual cues include colored circles below avatars and text above important objects. Occasionally one can use a ‘targeted’ navigation’ by tapping a yellow 2D arrow icon on the game space, although these are not that common.
Pocket Legends Description

Figure 2. Pocket Legends UI (7″)
The Pocket Legend game’s overlay UI has 14 visible 2D icons. The interactive 3D UI objects embedded in the 3D space are in the form of magic portals, other online gamers and enemies. Text appears on important objects to indicate interaction. The avatar is controlled by pressing a yellow star icon the left side of the UI, and then dragging the icon. Another control option is to simply tap on game space, and the avatar runs to this point. Camera adjustment works by sweeping left and right.
Dungeon Defender Description

Figure 3. Dungeon Defenders UI (on 7″)
The overlay UI for Dungeon Defenders game has 17 visible 2D icons. The embedded 3D UI objects are in form of portals, caskets, local game avatars, online gamers and enemies. Text appears on important objects to indicate interaction. In addition, animation and color cues are often used.
Avatar control happens by pressing a grey control icon on the left side of the UI, and then dragging the icon. In the upper right side there is an icon which has five actions in one. The largest symbol is a map, which opens on game view with little transparency. Plus and minus symbols indicate zooming in and out. The arrows on the icon have the camera control from left to right.
YesCitiz Barcelona 3D map Description
YesCitiz Barcelona 3D map has an overlay UI with a single small 2D icon for a compass on the top of the right corner. The application use is dependent on touch gesture use, because the icons provide merely location information, a search menu and settings.

Figure 4 A still image of the YesCitiz Barcelona 3D map application. (10″)
Navigation happens by pressing and dragging on the screen in the desired direction. Zooming in and out is performed with spread and pinch. To rotate the view, two fingers are used at the same time, other one still and the other moving to the left or the right to turn in the desired direction. To pan the street view, two fingers are placed on the screen at the same time. Other one is kept still and the other is moved upwards or downwards to tilt the street view.
Findings
The results showed a number of interesting affects.
The fewer 2D UI controls in a design, the better the experience.
YesCitiz Barcelona was the preferred application as it was considered meaningful and the UI was viewed positively.
First, as these were touch screen devices, users first started to interact with touch gestures directly to the screen, but usually nothing happened. Most of the UI controls for navigation and actions are contained in the 2D overlay and users were eventually forced to use these. The overlay icons demonstrated the standard problem of affordance. Users simply did not know what the 2D UI icons did by looking at them. This required users to interact and experiment with the icons to find out their meaning. For example, the boot icon in Order and Chaos was the most problematic; it was interpreted as a kick, walk and weapon to name a few. Consequently, the more icons an application had resulted in confusion and had the participants more focused on the overlay UI icons than using what is available in the embedded UI directly. It took users quite a lot of time to learn the game UI and user experience was negative, because they found them confusing to use.
Another problem that occurred was that many objects in the 3D space are non-interactive, while some are interactive. This proves problematic as a user might interact with a door, only to find its part of the scenery, and then totally ignore a door that is marked for interaction.
Users held the device in a number of ways. It was not uncommon for users to change the way they held the device during usage. Sometimes they put it on the table, resting it on the table edge, holding it in one hand while using the other hand for interaction and holding it with two hands. One could say that the design of the UI for two games (Pocket Legends, Dungeon Defenders) forces users into a 2 handed hold position with the users thumb used for the UI interaction.

Figure 5. Thumb interaction with a 3D object in the 3D space.
This however, was not how users tried to use the device at first. Generally users used their dominant hand for all interactions, including the navigation. Forcing the users into a thumb based position as the most effective way to control the application made it difficult to interact with 3D objects embedded in the screen as the users would extend their thumbs to try and reach the object, as shown in figure 5. This was ergonomically uncomfortable and the same task could be achieved by the overlaid 2D UI. This problem gets worse as the screen size increases.
Design Guidelines
We conclude that the use of the overlaid 2D UI actually inhibits the use of a 3D UI elements. In short, we summarize that hybrid 2D/3D UIs are not a good solution when designing 3D applications. Rather we propose that when designing UIs for 3D applications one should
- promote the use of direct and on screen touch gestures as the main user interaction technique.
- design location of interactive elements by taking ergonomics into account.
- design quick, easy and interesting guidance to principal gesture use.
- Overlaid UI elements should be minimized and restricted to non-core functionality.
We believe that these guidelines we believe this will result in a better user experience.
More Details
A paper on this work has been accepted by ACHI 2012, Valencia Spain and should be available in Feb 2012. Salo, K., Arhippainen L, Hickey S., (2012) Design Guidelines for Hybrid 2D/3D User Interfaces on Tablet Devices – A User Experience Evaluation.