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Social Interaction Design For Augmented Reality: Patterns and Principles for Playing Well With Others

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Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.

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Social Interaction Design For Augmented Reality: Patterns and Principles for Playing Well With Others

  1. Social Design For Augmented Reality The Web And Beyond Amsterdam | June 2010
  2. Joe Lamantia Experience Design & Strategy @moJoe JoeLamantia.com Joe.Lamantia@gmail.com
  3. The future... Beyond Findability: Frameworks IA Summit 2009 | Joe Lamantia | MediaCatalyst 3
  4. Internet of Things
  5. Networked Urbanism
  6. Wearables
  7. Cloud Computing
  8. Cloud Computing Augmente d
  9. Augmented Reality Ubiquitous Computing
  10. Engagement Spaces Environments Systems Architectures Interactions Experiences
  11. Engagement Spaces Environments Systems Architectures Interactions Experiences Humanity
  12. Reality
  13. Virtual Reality
  14. “Cyberspace has leaked into the real world. …what was inside the box …is outside.” Vernor Vinge
  15. Augmented Reality
  16. Mixed Reality Real Augmented Augmented Virtual Environment Reality (AR) Virtuality (AV) Environment
  17. Augmented Reality “Blends reality & computer-generated elements”
  18. Augmented Reality real-world real-time generated tangible
  19. Social Experiences “Support and engage in social interactions”
  20. Social Experiences between people synchronous socially situated active
  21. Social Augmented Experiences “Blend reality & computer-generated elements to support and engage in social interactions”
  22. Social Augmented Experiences real-world real-time between people generated synchronous tangible socially situated active
  23. social probe
  24. AR Concept Face recognition Close-range scanning of faces for automated recognition and profile lookup via mobile devices.
  25. Interaction Design Tricorder Pattern Problematic interactions Social pattern is worse...
  26. Social Pattern Like being stopped by the police for ID. Or security scanned! “Show me your papers.”
  27. Experience “Anyone pointing a device in my direction to try to identify me better be prepared for either a law suit, or a punch in the face.” Anonymous Comment
  28. AR interaction design 4 patterns 4 anti-patterns
  29. Head-Up Display
  30. Tricorder
  31. “People donʼt necessarily want to walk around the world holding cell-phone screens in front of their faces.”
  32. Holochess
  33. X-Ray Vision
  34. Head-up Display Tricorder Holochess X-Ray Vision
  35. Anti-patterns
  36. Loner
  37. Second Hand Smoke
  38. Pay No Attention To That Man Behind The Curtain
  39. Tunnel Vision
  40. Anti Patterns: Loner Second Hand Smoke The Man Behind the Curtain Tunnel Vision
  41. Anti Patterns: Loner Second Hand Smoke The Man Behind the Curtain Tunnel Vision
  42. Anti-social experiences?
  43. Anti-social behavior often indicates low ʻsocial maturityʼ in people Social maturity = ability to • understand social dynamics • follow social norms • engage socially with others • adapt to social situations
  44. Bad News Current AR experiences show generally low social maturity. Good News Immaturity is common for emerging media & spaces. Technology ʻmaturesʼ rapidly,as the rise of the Social / 2.0 Web. AR is ʻyoung and malleableʼ.
  45. “augmented reality is ...stalling, waiting for a breakthrough either technological or conceptual... (much like Foursquare was for location based services) ” Augmented Times
  46. Social Maturation Paths Immature Social Individual Integrated w/ social contexts Optimized for individual contexts Supports social dynamics Supports a/semi-social dynamics Social interaction patterns Individual interaction patterns
  47. Design Principles Social Augmented Reality
  48. Be Human By Default Design experiences that echo human behavior and expectations.
  49. Looks like a way to talk to people far away by video.
  50. Itʼs really just a door.
  51. Enhancement, Not Replacement Enhance social interactions, instead of replacing them with AR gimmicks. Anti-pattern: “AR for ARʼs Sake” lowers experience value in the present, though creating comedy for the future.
  52. This bridge goes nowhere.
  53. Build Real Bridges Social technologies succeed when they enable people to overcome genuine barriers to interaction. ʻBridgeʼ experiences are valid only when interaction is impossible.
  54. Successful Interaction depends on many details.
  55. Avoid the Critical Path AR elements should be ʻoptionalʼ for social interactions. Making AR elements essential creates a ʻsingle point of failureʼ.
  56. Let People Manage Social Complexity Simple designs allow people to manage social complexity and interactions as they need and choose.
  57. Empathic response to robots
  58. Interactions are physically normal, but socially awkward.
  59. Interactions inspire normal feelings...
  60. Interactions inspire feelings of creepiness.
  61. Avoid The Uncanny Valley Empathic response to robots
  62. Just made a bad deal.
  63. Equal Value All augmented elements must be equally valuable to all participants.
  64. Are We On AiR? Indicate the presence & status of AR elements to all participants.
  65. Context Is King Follow local norms for interaction. Trumps all other design principles!
  66. Be Human By Default Enhancement, Not Replacement Build Real Bridges Avoid the Critical Path Let People Manage Social Complexity Avoid the Uncanny Valley Equal Value Are We On AiR? Context Is King
  67. Going Forward
  68. Social Maturation Paths Immature Social Individual Integrated w/ social contexts Optimized for individual contexts Supports social dynamics Supports a/semi-social dynamics Social interaction patterns Individual interaction patterns
  69. AR Flashmob Amsterdam “...nerds looking through a phone.” “Its getting busy at the #arflashmob“
  70. individual AR as ʻsocial objectʼ
  71. Social Social Augmented Experiences hybrids Individual AR Individual
  72. Social Utility ubiquitous accessible public / open mass-market
  73. ARWave http://arwave.org/
  74. Additional info UXMatters: Everyware Column - UXMatters.com Games Alfresco - http://gamesalfresco.com/ Augmented Times - http://artimes.rouli.net/ Augmented Planet - http://www.augmentedplanet.com/ Beyond the Beyond - http://www.wired.com/beyond_the_beyond/ Designing Social Interfaces & Designing For the Social Web SxDSalon - http://blog.sxdsalon.org/ Designing for Social Interaction - http://www.boxesandarrows.com/view/designing-for-social
  75. Joe Lamantia Experience Design & Strategy @moJoe JoeLamantia.com Joe.Lamantia@gmail.com

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