Experience Design for Mobile Augmented Reality
Upcoming SlideShare
Loading in...5
×
 

Experience Design for Mobile Augmented Reality

on

  • 6,830 views

 

Statistics

Views

Total Views
6,830
Views on SlideShare
5,690
Embed Views
1,140

Actions

Likes
19
Downloads
275
Comments
0

19 Embeds 1,140

http://www.sparkminute.com 348
http://www.lightninglaboratories.com 259
http://digitalmedia02.blogspot.com 135
http://noticiastransmedia.com 72
http://digitalmedia02.blogspot.tw 64
http://lightninglaboratories.com 63
http://www.slideshare.net 59
http://arcrunch.wordpress.com 40
http://www.levidepoches.blogs.com 28
http://www.web2expo.com 24
http://www.levidepoches.fr 20
http://argency.eu 11
http://levidepoches.blogs.com 8
http://www.digitalmedia02.blogspot.com 2
http://blog.argency.eu 2
http://digitalmedia02.blogspot.co.uk 2
http://www.sparkminute.com. 1
http://digitalmedia02.blogspot.ca 1
http://translate.googleusercontent.com 1
More...

Accessibility

Categories

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Experience Design for Mobile Augmented Reality Presentation Transcript

  • 1. Challenge, Drama & Social Engagement: Designing Mobile Augmented Reality Experiences Gene Becker twitter @genebecker gene@lightninglaboratories.com
  • 2. a remarkable confluence of technologies Cloud services Robotics Augmented reality Mobile MMO platforms Wireless Social media Displays 2000 - 2020 Digital media Imaging Gesture Storage Tagging Sensing Power 3D printing Nano Bio
  • 3. what is augmented reality? Augmented reality is… • a technology • a field of research • a vision of future computing • an emerging commercial industry • a new medium for creative expression
  • 4. augmented reality is a technology Augmented reality is the display of computer graphics and media, overlaid and registered on real-world environments, interactively in real time. AR platforms exist at the intersection of several technical disciplines, including computer graphics, machine vision, sensing and sensor fusion, geographic information systems, mobile systems, ubiquitous computing and the web.
  • 5. AR research: first HMD - Ivan Sutherland (1966) The “Sword of Damocles”
  • 6. AR research: wearable computing - Steve Mann http://wearcam.org/steve.html
  • 7. AR research: first mobile AR system Feiner et al, Touring Machine (1997), Columbia University http://graphics.cs.columbia.edu/projects/mars/mars.html
  • 8. visual search on the physical world concept design by mac funamizu source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
  • 9. querying the natural world concept design by mac funamizu source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
  • 10. computational print media concept design by mac funamizu source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
  • 11. seeing through space and time concept design by mac funamizu source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
  • 12. the end of personal privacy? concept by TAT Augmented reality is the collapse of social nuance and the end of personal privacy.
  • 13. social augmented reality concept sketches by matthew buckland Source: http://www.matthewbuckland.com/?p=1041
  • 14. social augmented reality concept sketches by matthew buckland Source: http://www.matthewbuckland.com/?p=1041
  • 15. social augmented reality concept sketches by matthew buckland Source: http://www.matthewbuckland.com/?p=1041
  • 16. and just wait ‘til the glasses get here concept design by mac funamizu source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
  • 17. commercial mobile AR example: Layar [video] Layar demo video: http://www.youtube.com/watch?v=b64_16K2e08
  • 18. commercial webcam AR example: Metaio [video] Metaio demo video: http://www.youtube.com/watch?v=HFyqRiA33ik
  • 19. augmented reality is a new medium Augmented reality is a new medium of creative expression that expands human experience AR combines the web, images, sound, movies, games, search engines, databases, advertising, social media…and explodes them across the physical world of people, places and things, revealing the invisible stories that are everywhere around us. But we have a lot of work to do.
  • 20. what makes a compelling experience? Physical / Mental Self-Expression Challenge & Creativity see also: Flow and the psychology of optimal experience (Csikszentmihalyi) Challenge/ Expression Dimensions of Compelling Experience Drama/ Physical Stimulation Social Competing (sights, sounds, touch…) Sensation with others Mental / Emotional Bonding, Sharing & Stimulation, Imagination Cooperation ref: Hull, Reid “Experience Design for Pervasive Computing”
  • 21. the reality of AR experiences today What works: * Physical engagement * Visually captivating * Emotional “wow” factor Challenge/ * Invisible stories, revealed Expression Dimensions What doesn‟t: of Compelling * Awkward use models Experience * No flow opportunities * No social dimension Drama/ Social Sensation * Point experiences only
  • 22. mobile AR issues & limitations Technical limitations • Sensor accuracy (GPS, compass etc) • Indoor positioning • Line of sight • Device constraints (display, form factor, weight, battery, processor, network) • Lack of interoperable standards e.g. for location (lat/long/alt, CRS, orientation) • Relative positioning • Object recognition & tracking • Graphics issues (lighting, transparency, occlusion) Use model issues • Unnatural physical position • Ambiguous social signals • Cognitive model Authoring limitations • Platform specific • Low level tools, complex workflow • Focus on point interactions; no support for stories or interesting interactivity
  • 23. visionary example: AR gaming HP concept video HP vision video Roku’s Reward: http://www.youtube.com/watch?v=vCCyfkGKL_w
  • 24. what makes a compelling AR experience? Physical / Mental Self-Expression Challenge & Creativity running devising strategies wayfinding locating powerups using physical Challenge/ affordances racing against time collecting Expression items avoiding danger (in game and real) scoring points Dimensions physical/virtual of savoring the win Compelling confusion Experience racing against real & in game other players sounds Drama/ Physical Stimulation Social Competing (sights, sounds, touch…) Sensation with others kiss Mental / Emotional story line fantasy Bonding, Sharing & Stimulation, Imagination characters Cooperation ‘magic moments’ camaraderie sharing the surprise ref: Hull, Reid “Experience Design for Pervasive Computing”
  • 25. mobile AR experience design practices 1. Understand limitations and design around them 2. Design for challenge, expression and flow 3. Design for physical sensation & emotional drama 4. Design for social bonding, sharing, competition 5. Bring an interdisciplinary media production mindset
  • 26. mobile AR experience design practices 1. Understand current limitations and design around them • Use augments with appropriate requirements for precision & realism • Emphasize audio for immersion, continuity, story • Use ‘magic lens’ position sparingly • Fail gracefully & transparently
  • 27. mobile AR experience design practices 2. Design for challenge, expression and flow • Make the experience the focus, not the technology • Set clear goals, expectations and rules • Design goals to balance between ability level and challenge (neither too easy nor too difficult). • Encourage focus and concentration, limit distractions and gratuitous interactions • Provide direct and immediate feedback so the user can adjust their actions. • Give users a sense of personal control over the situation or activity. • Make activities intrinsically rewarding, so there is an effortlessness of action.
  • 28. mobile AR experience design practices 3. Design for physical sensation & emotional drama • Scout the location, know the environment & context deeply – sights, sounds, smells, textures, weather, rhythms, moods • Design for „magic moments‟ – mental immersion, physical/virtual coincidence, synaesthetic confusion • Emphasize sound design for immersion, continuity, story • Develop a cross-media story universe
  • 29. mobile AR experience design practices 4. Design for social bonding, sharing, competition • Game mechanics drive competitive engagement – explicit multiplayer competition, implicit scoring & leveling systems • Social media integration to share broadly / vicariously • Tight and loose multi-person activities encourage bonding and shared experience
  • 30. mobile AR experience design practices 5. Bring an interdisciplinary media production mindset Creating mobile AR experiences draws on skills from a broad range of creative disciplines including… • Scriptwriting • Direction • Casting • Art direction • Sound design • Special effects • Interaction design • Location scouting • Production management • Software development • Systems management • Testing & QA • Gamerunning • Tech support
  • 31. mobile AR authoring demo • a large scale driving experience overlaid on the Bay Area • primarily audio AR • scriptable behaviors on geographic regions • context-aware behaviors • authored on PC, experienced on mobile
  • 32. AR history: sub Questions? Gene Becker tw: @genebecker web: www.lightninglaboratories.com mail: gene@lightninglaboratories.com Lightning Laboratories provides Research and Consulting in augmented reality, ubiquitous computing, social media and the Internet of Things