/ 001 — The Digital Specimen Archive
A tool library for spatial interfaces.
01 / 06
/ 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.
Core
industrial design
The physical / 3D object: volumetric template, form, materials, inputs, haptics — and what holding it means.
Skin
digital skin
The look: generated and customised design, style presets, series rules, the .glb rendered in XR.
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.
Browse and describe
Filter by line, family, kind and status. Edit CORE, SKIN and UX inline; attach references, renders and meshes.
Open the catalogue →/ generateRender the pipeline
Hero render → four orthographic views → textured .glb → optional Gaussian splat, per type, one click each.
See a type →/ composeCompose the interface
A holographic kit — frames, buttons, sliders, gauges, menus — anchored to the mesh. Tap an element and its contract event fires.
Try the mockup →/ defineDefine with the agent
Describe an idea. The agent drafts all three layers, asks before saving, then renders it and lays out its interface.
Define a holobject →/ 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.
- / 01Skins and catalogueStyle-consistent 3D libraries, the type catalogue, the define agent.
- / 02Interaction contractsDeclarative schemas per archetype. SDK for Unity / Unreal / WebXR.
- / 03Physical recognitionFiducial markers, CV, QR. A real bottle triggers the branded experience.
- / 04Industrial design outputCMF specs, manufacturing briefs, printable totems. The IKEA moment.
- / 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.