design do's and don'ts for great ar
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D O s & D O N T s O F A R
Hello
!!
His work at ChaiOne has been spent questioning, deconstructing, and
crafting successful research-driven designs for users inhabiting diverse
environments.
As a Lead User Researcher, Evelina
uses her expertise in cognitive
neuroscience and psychology to help
Fortune 500 companies achieve their
business objectives by improving the
user experience of their tools.
LEAD USER RESEARCHER DESIGN PRINCIPAL
Osama AshawaEvelina Tapia, PhD
@LMAOSAMA@MYNAMEISEVELINA
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AUGMENTED REALITY
AR
MIXED REALITY
MR
VIRTUAL REALITY
VR
THREE REALITIES
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AUGMENTED REALITY
THREE REALITIES
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data.
AR takes your view of the real world and adds digital information and/or data on top of it
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MIXED REALITY
THREE REALITIES
Mixed reality (MR), sometimes referred to as hybrid reality, is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.
Mixed reality lets the user see the real world (like AR) while also seeing believable, virtual objects (like VR).
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VIRTUAL REALITY
THREE REALITIES
The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.
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AUGMENTED REALITY
AR can be experienced on multiple
platforms.
Mobile Devices
People experience AR most commonly
on smart phones and tablets.
Smart Glasses
A hands-free option for experiencing
AR, great for industrial and manufacturing use cases.
Viewer Boxes
More of an immersive experience,
Headsets that utilize a smart phone have increased in popularity most
notably with Google’s Cardboard.
AR
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MO
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INTERFACE DESIGN INTERACTION DESIGNDIGITAL OBJECTS
WE WILL COVER
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DOs&DONTs
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Animations
Appearance Touch, don’t look
Digital objects should aim to appear 3-dimensional rather
than flat.
Give your objects expression and creativity
Reward users with interaction — watching an animation loop
is boring, engage the user."
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Digital objects should aim to appear 3-dimensional rather than flat
AppearanceDIG
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Make objects in the scene more expressive and creative through animations.
Animations can:
• Capture the user’s attention
• Indicate interactivity
AnimationsDIG
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Reward users with interaction — watching an animation loop is boring, engage the user.
Touch, don’t lookDIG
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DOs&DONTs
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Reuse Mobile Patterns
Visual Hierarchy Space & Type
Highlighting Interactivity
2D foreground of app UI feels interactive (e.g as in Augment app); use opacity to create a
sense of foreground and separate 3D and 2D menu regions
Use some of the mobile UI elements - don’t have to
invent a whole new language.
Use animation, highlighting, graphic states, and even
vibration to indicate interactive elements within view. Visual
cues elicit discovery.
Clearly distinguish between interactive and non-interactive
elements of your digital object.
Designing things for low
resolution - text needs to be easy to read until hardware catches up
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• Use 2D interface layers to contrast against the 3D object and live world view
• Anchored elements reinforce the perception of an interface rather than an element in the augmented world.
2D / 3D LAYERSINT
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Buttons, switches, sliders, and menus are already well established mobile interaction patterns and UI elements.
• Large video area
• Use clear and large icons
• Text overlay
REUSE MOBILE PATTERNSIN
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Reusing pixels for different content — based on user’s proximity show/hide different things — especially small screen in cardboard cases
PIXEL ECONOMYINT
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Use animation, highlighting, graphic states, and even vibration to indicate interactive elements within view.
Visual cues help prompt discovery, so including object highlighting, looping animation(i.e. wiggle), or an explicit prompt as the user nears the virtual object will help distinguish your interactive elements.
HIGHLIGHTING INTERACTIVITYIN
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• Concise and exact
• Communicate the need-to-know
• Consider the moving environment
CAREFUL TYPOGRAPHY FOR LOW RESOLUTIONIN
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DOs&DONTs
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Touch-Free
Touch FeedbackFollow established interaction
patterns and guidelines for touch
controls. Give attention with
foreground UI and their legibility against the live scene.
Directional interactions like “look and wait” for making
choices as well as head gestures like nodding, will be
necessary.
Visual and haptic feedback, established by mobile UI
patterns, reassure interactivity to users.
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Touch is great for user engagement.
It promotes discovery and is the most natural type of interaction with mobile devices, especially if they’re simulating physical properties through digital objects.
Touch
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When experiencing AR through a viewer box, touch interaction is extremely limited or non-existent. We’re left with a couple options:
• “Look” and wait
• Gestures
Touch-Free
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How you provide feedback to the user depends on the modality of interaction. Touch and non-touch interactions can provide feedback in these ways:
• Audio
• Visual
• Haptic
Feedback
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TO
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Rapid prototyping and testing of new UI patterns will be necessary to verify efficacy.
TEST NOVEL UIMOBILE PATTERNS
UX principles and best practices for AR will need to be continuously tested and
revised as a community.
COMMUNITY DRIVEN
Rely on tried-and-true mobile UI patterns and practices. Consider the live camera view’s effect on UI clarity.
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