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UXPA2019 Implementing Effective Rapid Design and Prototyping Strategies for Augmented/Mixed/Virtual Reality (AR/MR/VR)

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The world of Mixed Reality (MR) design and prototyping currently exists in the Wild West. Unlike existing 2D interfaces (e.g., mobile, desktop), researchers and practitioners do not fully comprehend the most effective methods for developing 3D interfaces; nor how users should interact with them. We will discuss a series of rapid design and prototype methods and strategies that we have employed since 2014 in a series of ongoing user-centered design (UCD) experiments in order to provide practical suggestions on how to best create immersive MR experiences. The results of our experimentation series should help you avoid the pitfalls of unnecessarily high development costs, longer-than-necessary development timelines, and the typical scope creep that seem to engulf every MR project plan. Learn from our mistakes and you can make better futuristic MR experiences of your own.

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UXPA2019 Implementing Effective Rapid Design and Prototyping Strategies for Augmented/Mixed/Virtual Reality (AR/MR/VR)

  1. 1. 1 Implementing Effective Rapid Design and Prototyping Strategies for AR/MR/VR Brady Redfearn, PhD Assistant Professor @ Brigham Young University (BYU) Director @ BYUmrlab.com UX/IT Guru @ redfearnUX.com Copyright 2019
  2. 2. About Me 2
  3. 3. COPYRIGHT 2018
  4. 4. Setting Expectations 6
  5. 5. Scope  Is:  Intermediate-level discussion  UX-focused  UCD methods  Rapid prototyping  Interface/interactions, immersion, ROI  Is Not:  Computer vision/object recognition/computer science  Going to solve all your problems  A boring lecture 7
  6. 6. 8 Me
  7. 7. 2014-2017 The Formal Measures 9
  8. 8. 10
  9. 9. Categories & Characteristics  Cost (in USD)  Interface  Immersion  Display Hardware  Projector  Mobile Phone  VR Headset  AR Headset (A. McMahan, 2003; Bjork & Holopainen, 2004; Bowman, Kruijff, LaViola Jr, & Poupyrev, 2001; Bowman & McMahan, 2007; Catani & Biers, 1998; “Doug’s 1968 Demo - Doug Engelbart Institute,” n.d.; E. Adams, 2004; R. P. McMahan, Gorton, Gresock, McConnell, & Bowman, 2006; Rudd, Stern, & Isensee, 1996; Walker, Takayama, & Landay, 2002; Wu, Lee, Chang, & Liang, 2013) 11
  10. 10. …Continued  Interface  Interaction  User Input (user performs action)  System Output (system performs action)  Software (programming between user and system performs action)  Function (interface responds to action)  Immersion  Tactical (i.e., interface that responds rapidly & reliably)  Spatial (i.e., looks and feels right)  Strategic (i.e., the “big picture”)  Narrative (i.e., good storytelling) (A. McMahan, 2003; Bjork & Holopainen, 2004; Bowman, Kruijff, LaViola Jr, & Poupyrev, 2001; Bowman & McMahan, 2007; Catani & Biers, 1998; “Doug’s 1968 Demo - Doug Engelbart Institute,” n.d.; E. Adams, 2004; R. P. McMahan, Gorton, Gresock, McConnell, & Bowman, 2006; Rudd, Stern, & Isensee, 1996; Walker, Takayama, & Landay, 2002; Wu, Lee, Chang, & Liang, 2013) 12
  11. 11. Milgram’s Reality-Virtuality Continuum (RVC) 13 P. Milgram, H. Takemura, A. Utsumi, and F. Kishino, “Augmented reality: A class of displays on the reality-virtuality continuum,” in Telemanipulator and telepresence technologies, 1995, vol. 2351, pp. 282–293. P. Milgram and F. Kishino, “A taxonomy of mixed reality visual displays,” IEICE TRANSACTIONS on Information and Systems, vol. 77, no. 12, pp. 1321–1329, 1994.
  12. 12. 14
  13. 13. Abbreviated Experience Characteristics 15 B. E. Redfearn, “Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems,” Feb. 2018.
  14. 14. Grouped Experience Cost 16
  15. 15. Characteristics ROI 17
  16. 16. Overall Key Findings  Storyboarding/storytelling are critical  Semi-structured interviews are critical  Prototypes must have advanced capabilities in terms of interface, interaction, and immersion (user defined)  User’s want to try it out  You can’t imagine an MR experience without first-hand knowledge  Immersion is king  And can be done at low costs 18
  17. 17. 2018-2019 The Informal Measures 19
  18. 18. Fall 2018 20
  19. 19. Fall 2018 21
  20. 20. Finally! Some Prototyping Tools! 22
  21. 21. Spring 2019 23
  22. 22. Questions? 2 4

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