To further what Richard Culver was saying, there are a few other well-known (?) challenges you’ll likely face.
If your intentions are that the “Blender Simple” workspace will act as a sort of simplified environment to learn how to use Blender (i.e. “training wheels”), and that users can (and will) then be able to easily switch over to a more fully-featured one later, then AFAIK, the current understanding is that it’s not really going to work like that. Basically, users will get “stuck” in the basic mode, and will not switch to a more advanced mode, even if that means hobbling along with a proverbial sticks-and-stones set of primitive tools. (For more info about this stuff, read up a bit about “Novice to Expert Transition”)
IMO, there are however two alternative ways you can reframe this problem (the distinction here though is probably quite subtle) that might be more successful overall:
- Blender Simple = Demo Mode: The main aim of this is to let novices/non-technical users use Blender as a glorified interactive preview tool. For example, this could be used for exploring scenes/models (e.g. architectural visualisations, camera placement for previz), playing back or interacting with rigs/physics models (e.g. demonstrating how mechanical devices function, or for fun toys like Rube Goldberg machines/Jenga games/ragdoll toys, etc.), and maybe for building up simple scenes from a library of assets (e.g. again for archviz stuff, like helping people design their kitchen/landscaping layouts by letting them add prebuilt models to the scene, and adjust basic things about their position/rotation/size and appearance - colour/materials/texture).
In other words, we are harnessing the power of Blender’s 3D tools, but exposing just the barebones stuff that a layperson could use to benefit from 3D tech. We’d be making a Sketchup-like Blender skin, and letting Blender branch out into this entrylevel “3d for everyone” market that’s receving a lot of attention nowadays.
It’s worth noting too that as such, while we may have some of the “core Blender-stuff” coming through in this setup, it’s not a priority. Second, we should not concern ourselves too much (or even to expect) that there is going to be much of an direct upgrade path from this style of working in 3D to being able to function too much in the more advanced modes. There’s still going to need to be a good bulk of deeper training that’ll need to take place in-between.
- Blender Simple = Tutorial Mode: A second (or maybe complementary) approach would be to have a tutorial workspace/mode, where we have some automated tutorial system integrated into Blender. Basically, to help onboard users, we would develop a series of tutorials and tutorial projects for new users to work through. The idea is that we augment the UI with guidance tips (i.e. “click this button here” or “press g” -> “move mouse to the right” -> “left click”), and a “Help! I’m lost!” button.
The focus here would be to help guide users towards developing muscle-memory/behavioural patterns for a core set of operations (core skills) for creating 3D in Blender, while helping them gain a basic understanding of where the things they care about can be found in the UI (i.e. material settings are over “there”, while vertex editing operations are over there). An example of the type of tutorial I’m talking about here would be a series of guided modelling challenges, which would help reinforce (via in-context repetition) skills for selecting, manipulating geometry, and navigating the viewport.
For reference about what I’m talking about, K-3D used to have something similar about 10 years ago. A slightly-freaky aspect of their design was that they would take control of your mouse to illustrate what you’d need to do, as they played back how an operation was performed.
Pros/Cons:
- Pros = If done well, this may prove to be quite effective at instilling the basics in new users, and may act as a useful tool for revision/refresher learning after a break from Blender for a while
- Pros = The community can step up to provide tutorials for this format. It also opens the way for a new type of training material that commercial activity can revolve around (e.g. CgCookie/BlenderGuru/etc. can offer training materials in this way too)
- Cons = Requires some technical setup, especially if we go for a fancy version where users can choose their own path/skip ahead of the material, and then expect the system to recognise where they got and continue from there (Note: This is probably getting too far down the path of “Intelligent Tutoring Systems”)
Back to the original point of this thread, a few other modes/configs that could come in handy in future I guess are:
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VR Workspace (?) - Workspace optimised for interacting with content (creation/editing/exploration) while wearing a VR headset
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Video Editing Workspace - Just stating the obvious, but just mentioning it since it’s not in any of the other lists yet

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Grease Pencil Workspace, Sculpting vs Retopo Workspaces, Texturing Workspace, etc. - Again, most of these should be pretty self explanatory
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Rigging vs Animation - There’s probably some value in providing separate workspaces for these. Currently, there are quite a few rigging tools which, if not around, would free up a lot of keyboard space for more useful animation-stuff. And vice-versa. (I should note too though, that there’s still some value in being able to have somewhere where you can just Rig AND Animate, to ensure that we don’t lose the ability to flexibly create stuff as demonstrated by pepeland’s demos)
(Another point I should note here, since it’s been on my general todo list/roadmap is that for rigging, we will be getting some kind of “overview” / “debugging dashboard” editor of sorts that will pool together all the relevant bits and pieces to help debug what’s going on in a rig)