/ 001 — The Digital Specimen Archive

A tool library for spatial interfaces.

01 / 06

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/ 002 — The Three-Layer Model

Every holobject is a bound triplet.

The physical form carries the meaning; the software honours it. Each layer is described in the catalogue and stays a first-class null on an instance until it ships — reserved, never omitted.

/ 01catalogue

Core

industrial design

The physical / 3D object: volumetric template, form, materials, inputs, haptics — and what holding it means.

/ 02live

Skin

digital skin

The look: generated and customised design, style presets, series rules, the .glb rendered in XR.

/ 03mockup

UX

interaction contract

Functions and features, trigger → action events, and a holographic interface floating around the object.

/ 003 — The Platform

One template. Two lines.

HBJ FAMILY objects are pure digital skins and design templates; HBJ XR objects are real accessories tracked in space. Both are described on the same three layers and rendered by the same pipeline.

/ 004 — The Three Families

Not a flat list. Three distinct roles.

Civilizational

Tools that define human capability

Sphere, flint, wheel, telescope, clock. Pedagogical, mythic — the objects that make people feel the idea.

Creative

Working instruments for spatial creators

Pen, brush, book, snowglobe, palette. Each maps its physical affordance onto a digital task — the functional core.

Primitive

Modular HCI controls with physical form

Knob, toggle, slider, joystick, disc token. Combinable, modular controls — the developer surface.

/ 005 — The Long Game

Five phases.

  1. / 01Skins and catalogueStyle-consistent 3D libraries, the type catalogue, the define agent.
  2. / 02Interaction contractsDeclarative schemas per archetype. SDK for Unity / Unreal / WebXR.
  3. / 03Physical recognitionFiducial markers, CV, QR. A real bottle triggers the branded experience.
  4. / 04Industrial design outputCMF specs, manufacturing briefs, printable totems. The IKEA moment.
  5. / 05MarketplaceBrands license families. Creators publish archetypes. Manufacturers produce totems.

/ 006 — Begin

Describe an object. Hold it in XR.

Pick a type or define a new one. Render the hero, the four views and the mesh. Compose the interface that floats around it.