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DOs & DONTs OF AR
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
2
AUGMENTED
REALITY
AR
MIXED
REALITY
MR
VIRTUAL
REALITY
VR
THREEREALITIES
D O s & D O N T s
O F A R
3
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
D O s & D O N T s
O F A R
1/3
4
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).
D O s & D O N T s
O F A R
2/3
5
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.
D O s & D O N T s
O F A R
3/3
6
D O s & D O N T s
O F A R
REALITYSPECTRUM
7
AR MR VR
AUGMENTED
REALITY
D O s & D O N T s
O F A R
8
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
D O s & D O N T s
O F A R
9
D O s & D O N T s
O F A R
EXAMPLEOFMOBILE
10
D O s & D O N T s
O F A R
EXAMPLEOFMOBILE+VIEWERBOX
11
D O s & D O N T s
O F A R
EXAMPLEOFSMARTGLASSES
12
13
AR
MOBILEARD O s & D O N T s
O F A R
Mobile Devices
MOBILE
AR
D O s & D O N T s
O F A R
14
MOBILEAR
INTERFACE DESIGN INTERACTION DESIGNDIGITAL OBJECTS
WE WILL COVER
D O s & D O N T s
O F A R
15
DIGITAL
OBJECTS
D O s & D O N T s
O F A R
16
DOs&DONTs
17
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."
#$
D O s & D O N T s
O F A R
D O s & D O N T s
O F A R
Digital objects should aim to appear 3-
dimensional rather than flat
Appearance
DIGITALOBJECTS
D O s & D O N T s
O F A R
Make objects in the scene more expressive and
creative through animations.
Animations can:
• Capture the user’s attention
• Indicate interactivity
Animations
DIGITALOBJECTS
D O s & D O N T s
O F A R
Reward users with interaction — watching an
animation loop is boring, engage the user.
Touch, don’t look
DIGITALOBJECTS
INTERFACE
DESIGN
D O s & D O N T s
O F A R
21
DOs&DONTs
22
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
% &
'(
D O s & D O N T s
O F A R
D O s & D O N T s
O F A R
• 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 LAYERS
INTERFACEDESIGN
D O s & D O N T s
O F A R
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
PATTERNS
INTERFACEDESIGN
D O s & D O N T s
O F A R
Reusing pixels for different content — based on
user’s proximity show/hide different things —
especially small screen in cardboard cases
PIXEL ECONOMY
INTERFACEDESIGN
D O s & D O N T s
O F A R
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
INTERACTIVITY
INTERFACEDESIGN
D O s & D O N T s
O F A R
• Concise and exact
• Communicate the need-to-know
• Consider the moving environment
CAREFUL
TYPOGRAPHY FOR
LOW RESOLUTION
INTERFACEDESIGN
INTERACTION
DESIGN
D O s & D O N T s
O F A R
28
DOs&DONTs
29
Touch-Free
Touch Feedback
Follow 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.
)
*+
D O s & D O N T s
O F A R
D O s & D O N T s
O F A R
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
INTERACTIONDESIGN
D O s & D O N T s
O F A R
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
INTERACTIONDESIGN
D O s & D O N T s
O F A R
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
INTERACTIONDESIGN
33
TOSUMUP
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.
D O s & D O N T s
O F A R
,
-
. /
ZAPPAR
MAKEUP GENIUS
AUGMENT
DINOSAURS!
ANATOMY 4D
INKHUNTER
IRON HUD
SIGHT PLUS
TRYIT
D O s & D O N T s
O F A R
34
Thanks ConveyUX
THEEND
35
D O s & D O N T s
O F A R

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Design Do's and Don'ts for Great AR

  • 1. DOs & DONTs OF AR
  • 2. 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 2
  • 4. 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 D O s & D O N T s O F A R 1/3 4
  • 5. 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). D O s & D O N T s O F A R 2/3 5
  • 6. 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. D O s & D O N T s O F A R 3/3 6
  • 7. D O s & D O N T s O F A R REALITYSPECTRUM 7 AR MR VR
  • 8. AUGMENTED REALITY D O s & D O N T s O F A R 8
  • 9. 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 D O s & D O N T s O F A R 9
  • 10. D O s & D O N T s O F A R EXAMPLEOFMOBILE 10
  • 11. D O s & D O N T s O F A R EXAMPLEOFMOBILE+VIEWERBOX 11
  • 12. D O s & D O N T s O F A R EXAMPLEOFSMARTGLASSES 12
  • 13. 13 AR MOBILEARD O s & D O N T s O F A R Mobile Devices
  • 14. MOBILE AR D O s & D O N T s O F A R 14
  • 15. MOBILEAR INTERFACE DESIGN INTERACTION DESIGNDIGITAL OBJECTS WE WILL COVER D O s & D O N T s O F A R 15
  • 16. DIGITAL OBJECTS D O s & D O N T s O F A R 16
  • 17. DOs&DONTs 17 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." #$ D O s & D O N T s O F A R
  • 18. D O s & D O N T s O F A R Digital objects should aim to appear 3- dimensional rather than flat Appearance DIGITALOBJECTS
  • 19. D O s & D O N T s O F A R Make objects in the scene more expressive and creative through animations. Animations can: • Capture the user’s attention • Indicate interactivity Animations DIGITALOBJECTS
  • 20. D O s & D O N T s O F A R Reward users with interaction — watching an animation loop is boring, engage the user. Touch, don’t look DIGITALOBJECTS
  • 21. INTERFACE DESIGN D O s & D O N T s O F A R 21
  • 22. DOs&DONTs 22 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 % & '( D O s & D O N T s O F A R
  • 23. D O s & D O N T s O F A R • 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 LAYERS INTERFACEDESIGN
  • 24. D O s & D O N T s O F A R 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 PATTERNS INTERFACEDESIGN
  • 25. D O s & D O N T s O F A R Reusing pixels for different content — based on user’s proximity show/hide different things — especially small screen in cardboard cases PIXEL ECONOMY INTERFACEDESIGN
  • 26. D O s & D O N T s O F A R 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 INTERACTIVITY INTERFACEDESIGN
  • 27. D O s & D O N T s O F A R • Concise and exact • Communicate the need-to-know • Consider the moving environment CAREFUL TYPOGRAPHY FOR LOW RESOLUTION INTERFACEDESIGN
  • 28. INTERACTION DESIGN D O s & D O N T s O F A R 28
  • 29. DOs&DONTs 29 Touch-Free Touch Feedback Follow 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. ) *+ D O s & D O N T s O F A R
  • 30. D O s & D O N T s O F A R 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 INTERACTIONDESIGN
  • 31. D O s & D O N T s O F A R 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 INTERACTIONDESIGN
  • 32. D O s & D O N T s O F A R 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 INTERACTIONDESIGN
  • 33. 33 TOSUMUP 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. D O s & D O N T s O F A R , - . /
  • 34. ZAPPAR MAKEUP GENIUS AUGMENT DINOSAURS! ANATOMY 4D INKHUNTER IRON HUD SIGHT PLUS TRYIT D O s & D O N T s O F A R 34
  • 35. Thanks ConveyUX THEEND 35 D O s & D O N T s O F A R