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Designing the future of Augmented Reality

Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.

Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.

To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?

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Designing the future of Augmented Reality

  1. 1. DESIGNING The future of Augmented Reality CARINA NGAI UX Design Lead Blippar Inc. @caweena #AR #ixd16 MARCH 2nd , 2016 ‘Off’ by Johan Rosenmunthe (2009)
  2. 2. About me: UX Design Lead @Blippar building an Augemented Reality platform that enables users to interact with physical objects in the digital world. The Internet ON things.
  3. 3. What is Augmented Reality?
  4. 4. Minority Report, 2002
  5. 5. Iron Man 2, 2010
  6. 6. 64 years
  7. 7. 1957 Sensorama A simulutor appartatus invented in 1957 by Morton Heilig
  8. 8. 1968 First head mounted display The Sword of Damocles by Dr. Ivan Sutherland
  9. 9. We have come a long way Steve Mann and Steven Feiner, wearables over 20 years (1980- late90s)
  10. 10. The pace of Augmented Reality speeds up quickly the last few years due to the prevalence of Smartphones
  11. 11. Maturity of AR Google Glass (2013) Carl Zeiss Smart Glasses (2016)
  12. 12. Meta @TED 2016
  13. 13. Meta @TED 2016
  14. 14. A Screenless Future
  15. 15. EXPECTATIONS Technology Trigger Trough of Disillusionment Slope of Enlightenment Peak of Inflated Expecations Plateau of Productivity TIME Gartner Hype Cycle
  16. 16. EXPECTATIONS Technology Trigger Trough of Disillusionment Slope of Enlightenment Peak of Inflated Expecations Plateau of Productivity TIME AR’s Hype Cycle 2008 2009 2010 2011 2012 2013 2014 NOW
  17. 17. Prevalence of Smartphones give rise to AR; and the rise of AR will eventually replace Smartphones
  18. 18. Advertising and Brands Lucky Charms cereal, Blippar (2014)
  19. 19. Advertising and Brands Rugby World Cup, Blippar (2015)
  20. 20. The breakthrough for AR to become mainstream is the moment this “Gimmicky” magic becomes a practical day-to-day use.
  21. 21. AR brings at least THREE types of changes 1. New ways to learn 2. New ways to access information 3. New ways to interact with the environment
  22. 22. 1. EDUCATION Goodbye text-based, linear learning model. Redefine meaning of Classroom
  23. 23. Learning is no longer a linear model Text based fashion
  24. 24. Japanese Newspaper’s AR app simplifies news for kids Tokyo Shimbun + Dentsu, 2010
  25. 25. Disney’s 3D AR coloring book app Disney Research, Oct 2015
  26. 26. Interactive Print Layar, 2013
  27. 27. Discovery-based Learning
  28. 28. Turning the world around us into an interactive learning environment. Apply “Learning by Teaching” model
  29. 29. 2. BIG DATA data collected from social media, sensors, business transactions, machine-to-machine
  30. 30. Volume of data generated by Internet of things AR provides a way for people to access/visualize information generated by IoT into digestable bites. It is contextual.
  31. 31. Meta info on everything aka. Information Shadow (Mike Kuniavsky) or SPIME (Bruce Sterling) i i i i
  32. 32. From Branding and Advertisement To Visual Search To Visual Discovery i i i i
  33. 33. Health Reflection (Concept), Frog Design 2013
  34. 34. AR use in Enterprise Solution, SAP and Vuzix (since 2013)
  35. 35. AR-assisted Remote Guidance, xmreality (2015) Bosch Automotive Service Solutions (2014) Entreprise AR
  36. 36. HOW IT WORKS Augmented Reality relies on trigger points in the ‘real world’  QR Code AR Tag Image Recognition Facial Recognition GPS
  37. 37. Tourism
  38. 38. MOMA in New York (2014) i
  39. 39. From Access Info. ___work to Visual Discovery __play The act of exploration is driven by our human nature of curiosity, the desire for knowledge
  40. 40. 3. Virtual elements
  41. 41. Meta’s 3D sculpting (2014)
  42. 42. I. Gestural control Metaphors like keyboards, screens are becoming irrelevant. What are some of the natural gestures we perform subconsciously? And can we map new interactions with these findings? Feel without touching, Ultrahaptics (2015)
  43. 43. II. Virtual elements in a physical space Create Deposit Retrieve
  44. 44. Technology = make easy to navigate between places, not identify with a place. Connection with the physical environment requires us to do more than simply passing through it.
  45. 45. Memories in location
  46. 46. What if AR is not just an add-on experience, but a neccessity? What would that future look like?
  47. 47. In the developing countries, mobile phones networks are cheaper to install than landlines Sending airtime to sweethearts as an alternative currency in Afghanistan, by Jan Chipchase (2011)
  48. 48. AR is a very cheap alternative to install building infrastructure Imageine if we require all drivers to own AR lens, so they can receive traffic related info. City will be able to gather data and better control traffic. + =
  49. 49. How does this impact city planning? What kind of new social behavior will form? What kind of new businesses will emerge?
  50. 50. Iron Man 2, 2010 Implications of Technology Affordability Lifestyle Need Society Global Political impact Perception Humanity Relationships
  51. 51. How can us, designers, see beyond the making of “useful and delightful” products?
  52. 52. Designers can provide a critical perspectives for both micro and macro views on the products,
  53. 53. To encourage a broader spectrum of discussion.
  54. 54. Beyond the artifact overlay of text, images, animations, and notifications,
  55. 55. is our curiosity, a strong motivation that’s instinctively human.
  56. 56. The moment for AR to become wildly accepted like smartphones, is the moment we can humanize this technology with design.
  57. 57. THANK YOU CARINA NGAI @caweena #AR #ixd16