Summary slides of the workshop done for NID, Bangalore introducing the students to various aspects of designing an engaging and effect Augmented Reality experience.
Design and create AR experiences with no codeKumar Ahir
Understand the Extended reality spectrum, elements of and XR experience and step by step guide to create an AR experience using SparkAR studio of Facebook
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
This is the COSC 426 Lecture 4 on Designing AR Interfaces. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. This is part of his graduate course on Augmented Reality. Taught on August 2nd 2013
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
This document discusses designing augmented reality (AR) applications and building an AR app. It begins with introductions and then covers the differences between AR, VR, and XR. It discusses AR hardware, consumer and business applications, and technology standards. The rest of the document focuses on design fundamentals for mobile AR like single hand use, interactions based on proximity, and embedding a story. It also discusses AR technologies like Unity, ARCore, and ARKit as well as interactions like tap, swipe, pinch, voice and more. The document concludes by encouraging the reader to create an AR app and lists resources and openings for AR developers.
The document discusses how to pitch an augmented reality (AR) project. It begins by defining AR and spatial computing. It then provides tips for understanding the capabilities of mobile devices that enable AR features. Examples of sensors, machine learning applications, and content types are described. The document also discusses defining the purpose and value of a project, researching user behavior, and targeting enterprise, education, consumer, utility, or art/delight audiences. It concludes by recommending tools for discovering, prototyping, and designing AR content and discusses the current hurdles and future of AR.
This 3 sentence document summarizes the author's journey in molding themselves into a design thinking innovator and problem solver through various experiences and skills gained. It lists projects involving nature reserve management, UI/UX design, sustainable space design, an IoT road relief system, service and UX design, industrial product design, filmmaking, and event organizing. The document also outlines design skills and tools learned through the author's studies and research.
Design and create AR experiences with no codeKumar Ahir
Understand the Extended reality spectrum, elements of and XR experience and step by step guide to create an AR experience using SparkAR studio of Facebook
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
This is the COSC 426 Lecture 4 on Designing AR Interfaces. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. This is part of his graduate course on Augmented Reality. Taught on August 2nd 2013
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
This document discusses designing augmented reality (AR) applications and building an AR app. It begins with introductions and then covers the differences between AR, VR, and XR. It discusses AR hardware, consumer and business applications, and technology standards. The rest of the document focuses on design fundamentals for mobile AR like single hand use, interactions based on proximity, and embedding a story. It also discusses AR technologies like Unity, ARCore, and ARKit as well as interactions like tap, swipe, pinch, voice and more. The document concludes by encouraging the reader to create an AR app and lists resources and openings for AR developers.
The document discusses how to pitch an augmented reality (AR) project. It begins by defining AR and spatial computing. It then provides tips for understanding the capabilities of mobile devices that enable AR features. Examples of sensors, machine learning applications, and content types are described. The document also discusses defining the purpose and value of a project, researching user behavior, and targeting enterprise, education, consumer, utility, or art/delight audiences. It concludes by recommending tools for discovering, prototyping, and designing AR content and discusses the current hurdles and future of AR.
This 3 sentence document summarizes the author's journey in molding themselves into a design thinking innovator and problem solver through various experiences and skills gained. It lists projects involving nature reserve management, UI/UX design, sustainable space design, an IoT road relief system, service and UX design, industrial product design, filmmaking, and event organizing. The document also outlines design skills and tools learned through the author's studies and research.
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
The document outlines an introduction to user experience (UX) design. It discusses what UX is, how it differs from user interface design, and provides examples of good UX. It then covers topics like wireframing, scenarios, paper prototyping and user testing to help workshop participants understand the UX design process.
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
Micro-Scholarship - Choosing and using technology tools (and platforms) Poh-Sun Goh
This document discusses choosing technology tools and platforms for different micro-scholarship outputs and processes. It outlines text, illustrations, and multimedia as potential outputs and capturing, documenting, curating, creating, disseminating, and engaging in discourse as processes. For each output and process, it lists both digital and analogue tool options.
Talk about mobile experience and workflows for EDIT. - Disruptive Digital Education.
—Topics
Context: Mobile experience and usage
Small Scree Issues: Platform, interaction and interface
Team & Workflow: Multidisciplinary teams Multiplatform workflows
Ji tt using cloud apps and digital literacy at salt 2012Cynthia Calongne
Presented at the SALT 2012 Conference and during digital literacy presentations with regards to virtual worlds, MOSES and research in STEM education by Dr. Andrew Stricker, Dr. John Cook, Dr. Cynthia Calongne and Dr. Arthur Langer.
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Rahul Budhiraja has extensive experience in augmented reality research and development. He is currently the technical architect for Project Beyond at Samsung Research America, which is developing the world's first true 3D 360 degree omniview camera. He has held research positions at MIT Media Lab, University of Canterbury, National University of Singapore, and Indian Institute of Information Technology. He co-founded Tesseract Imaging, a startup focused on mobile imaging applications.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
The document introduces two tools for interacting with digital information in 3D space:
1. Beyond allows users to directly manipulate 3D digital objects using physically retractable tools that project into the digital space beyond the screen. This breaks down barriers between physical and digital worlds.
2. SpaceTop extends the desktop interface by adding a transparent display above the keyboard, allowing users to reach hands into this 3D digital workspace to directly grab and manipulate floating windows and files as if they were physical objects. This seamlessly integrates 2D and 3D interactions.
Assignment of Design Research Method (Chen Mengdie)cocoachen1992
Three-dimensional models are physical representations of product ideas used during the design process. They are hand-built models that represent mass-produced products. 3D models are used to visualize, materialize, and develop product concepts. They come in various forms throughout the design process, from initial sketch models to validate early ideas, to functional models that test technical principles, to final models that conclude concept generation. Case studies on the FingerReader, LaserOrigami, and FaBrickation projects demonstrate how different types of 3D models were used during the design and prototyping of those products.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
This document discusses building usable augmented reality interfaces. It emphasizes understanding user needs through methods like focus groups and observations. Both virtual and physical interface elements must be considered, along with the interaction metaphor. Rapid prototyping and user testing are important to develop compelling AR experiences. Evaluation of AR applications is also discussed. The goal is to design AR that effectively merges virtual and real information while addressing usability issues.
Augmented reality (AR) is the next mass medium that enhances our view of the real world by superimposing digital images and information onto it. AR integrates computer-generated graphics with the real world in real time and allows for digitally enhanced experiences that are not fully immersive like virtual reality. Some applications of AR include entertainment, education, retail and real estate, and medical. While AR has many promising applications, it also faces limitations related to calibration, processing speed and accuracy. Its future applications could include expanding computer screens into the real environment and enhanced media experiences.
This document discusses user experience (UX) and user interface (UI) considerations for immersive design using extended reality (XR) technologies. It covers topics like approachable design, seamless user flow, understanding the audience, accessibility, and safety. Specific UX elements discussed include personal space, agency, social signifiers, feedback, affordances, and interactions. UI elements like the z-axis, 3D interface metaphors, microinteractions, and time/space are also covered. The goal is to create intuitive, comfortable and safe immersive experiences through thoughtful UX/UI design.
The Future of UX: What designers need to know to stay aheadDoralin Kelly
The document discusses upcoming trends in UX design and what designers need to know to stay ahead. It covers conversational commerce using chat/messaging interfaces, virtual reality which creates immersive 3D environments, and augmented reality which supplements the real world with additional digital elements. For each trend, it provides examples and considerations for UX design, such as designing interfaces within VR worlds and accounting for environmental conditions with AR. It emphasizes that designing for these new technologies is a major opportunity for UX designers to help define best practices. To future-proof their careers, designers need to obsess over emerging technologies that transform user interactions.
Design for VR - workshop for IDF BangaloreKumar Ahir
The document discusses various aspects of designing for virtual reality (VR). It begins by explaining key differences between virtual, augmented and mixed reality technologies. It then covers important VR concepts like field of view, latency, degrees of freedom and input/interaction. The document provides guidance on how designers should approach VR design, including using appropriate units of measurement, considering dimensions in 3D space, and factors like peripheral vision, typography, and ergonomics. It also offers examples of VR design elements and guidelines, such as skyboxes, motion, audio, and input controls. Overall, the document provides an overview of considerations for VR design and offers resources for further learning.
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
The document provides an overview of a UX workshop. It discusses key UX concepts like user experience design, personas, goals, tasks, information architecture, wireframing, paper prototyping, user testing and next steps. The workshop involves presentations, exercises and demonstrations on various UX topics. Participants will learn UX strategy and tools to design user-centered digital experiences.
The document outlines an introduction to user experience (UX) design. It discusses what UX is, how it differs from user interface design, and provides examples of good UX. It then covers topics like wireframing, scenarios, paper prototyping and user testing to help workshop participants understand the UX design process.
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
Micro-Scholarship - Choosing and using technology tools (and platforms) Poh-Sun Goh
This document discusses choosing technology tools and platforms for different micro-scholarship outputs and processes. It outlines text, illustrations, and multimedia as potential outputs and capturing, documenting, curating, creating, disseminating, and engaging in discourse as processes. For each output and process, it lists both digital and analogue tool options.
Talk about mobile experience and workflows for EDIT. - Disruptive Digital Education.
—Topics
Context: Mobile experience and usage
Small Scree Issues: Platform, interaction and interface
Team & Workflow: Multidisciplinary teams Multiplatform workflows
Ji tt using cloud apps and digital literacy at salt 2012Cynthia Calongne
Presented at the SALT 2012 Conference and during digital literacy presentations with regards to virtual worlds, MOSES and research in STEM education by Dr. Andrew Stricker, Dr. John Cook, Dr. Cynthia Calongne and Dr. Arthur Langer.
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Rahul Budhiraja has extensive experience in augmented reality research and development. He is currently the technical architect for Project Beyond at Samsung Research America, which is developing the world's first true 3D 360 degree omniview camera. He has held research positions at MIT Media Lab, University of Canterbury, National University of Singapore, and Indian Institute of Information Technology. He co-founded Tesseract Imaging, a startup focused on mobile imaging applications.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
The document introduces two tools for interacting with digital information in 3D space:
1. Beyond allows users to directly manipulate 3D digital objects using physically retractable tools that project into the digital space beyond the screen. This breaks down barriers between physical and digital worlds.
2. SpaceTop extends the desktop interface by adding a transparent display above the keyboard, allowing users to reach hands into this 3D digital workspace to directly grab and manipulate floating windows and files as if they were physical objects. This seamlessly integrates 2D and 3D interactions.
Assignment of Design Research Method (Chen Mengdie)cocoachen1992
Three-dimensional models are physical representations of product ideas used during the design process. They are hand-built models that represent mass-produced products. 3D models are used to visualize, materialize, and develop product concepts. They come in various forms throughout the design process, from initial sketch models to validate early ideas, to functional models that test technical principles, to final models that conclude concept generation. Case studies on the FingerReader, LaserOrigami, and FaBrickation projects demonstrate how different types of 3D models were used during the design and prototyping of those products.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
This document discusses building usable augmented reality interfaces. It emphasizes understanding user needs through methods like focus groups and observations. Both virtual and physical interface elements must be considered, along with the interaction metaphor. Rapid prototyping and user testing are important to develop compelling AR experiences. Evaluation of AR applications is also discussed. The goal is to design AR that effectively merges virtual and real information while addressing usability issues.
Augmented reality (AR) is the next mass medium that enhances our view of the real world by superimposing digital images and information onto it. AR integrates computer-generated graphics with the real world in real time and allows for digitally enhanced experiences that are not fully immersive like virtual reality. Some applications of AR include entertainment, education, retail and real estate, and medical. While AR has many promising applications, it also faces limitations related to calibration, processing speed and accuracy. Its future applications could include expanding computer screens into the real environment and enhanced media experiences.
This document discusses user experience (UX) and user interface (UI) considerations for immersive design using extended reality (XR) technologies. It covers topics like approachable design, seamless user flow, understanding the audience, accessibility, and safety. Specific UX elements discussed include personal space, agency, social signifiers, feedback, affordances, and interactions. UI elements like the z-axis, 3D interface metaphors, microinteractions, and time/space are also covered. The goal is to create intuitive, comfortable and safe immersive experiences through thoughtful UX/UI design.
The Future of UX: What designers need to know to stay aheadDoralin Kelly
The document discusses upcoming trends in UX design and what designers need to know to stay ahead. It covers conversational commerce using chat/messaging interfaces, virtual reality which creates immersive 3D environments, and augmented reality which supplements the real world with additional digital elements. For each trend, it provides examples and considerations for UX design, such as designing interfaces within VR worlds and accounting for environmental conditions with AR. It emphasizes that designing for these new technologies is a major opportunity for UX designers to help define best practices. To future-proof their careers, designers need to obsess over emerging technologies that transform user interactions.
Design for VR - workshop for IDF BangaloreKumar Ahir
The document discusses various aspects of designing for virtual reality (VR). It begins by explaining key differences between virtual, augmented and mixed reality technologies. It then covers important VR concepts like field of view, latency, degrees of freedom and input/interaction. The document provides guidance on how designers should approach VR design, including using appropriate units of measurement, considering dimensions in 3D space, and factors like peripheral vision, typography, and ergonomics. It also offers examples of VR design elements and guidelines, such as skyboxes, motion, audio, and input controls. Overall, the document provides an overview of considerations for VR design and offers resources for further learning.
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2. I am Kumar
Passion for immersive design and technologies
Avid sketchnoter
Product Design at Cisco
Entrepreneur - OoBI, InfiVR
Interaction Designer
www.kumarahir.com
twitter.com/@kernel_kumar
Letsketchin.substack.com
www.atomicsketches.com
Twitter.com/@letsketchin
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3. About the session
Specific nuances of interaction design tools and methods
Sketch to prototype
Hands on - less of theory more of practical
Demoable Prototype - 3:30PM
4. Setup the environment
Meta Spark AR on laptop
Meta Spark AR player on smartphone
Download FaceAssets (search spark ar face assets)
8. AR Tools
Meta Spark AR
Snap Lens Studio
Adobe Aero
Unity
Banuba
Spark AR
● Ecosystem - social media
● Quick - Drag and Drop - No Fuss
● Extensible
● Possible future integrations with Meta
10. AR Interaction Design process
Sketching
Storyboarding
Prototyping
Designing and
Building Assets
Setting up
Spatial Layout
Adding Animation
and Interaction
Testing
Information
Architecture
Information and
Content Layout
11. AR Design Principles
Permission - Camera, Mic, Location
Tracker recognition - face, image, plane, world/geo
Onboarding - cues to get started - affordances
Ergonomics - prolonged usage, Gorilla hand
Space - private, shared
Number of Users - single, two, multiple
Space sharing - colocated, cross geo
15. Today’s project
Social creatures
Physical connection
Intimacy via Proximity
How might we enhance
the communication and
interaction between
strangers within the
power of Augmented
Reality?
16. Today’s Project
Tell Your Story
Year 2050
Technological advancement
AR Glasses/Contact Lens
Social Media
Access to person’s information
Privacy
17. Design statement
Design an AR based
personal information access
experience based on
physical proximity
● Viewing others
information
● Setting permissions
21. Elements of the design
Spatially located information
Combine visuals and text
Simple and Basic Interactions
Sound
Use only 2d planes, bold border
Placed in 3d space
Can try different shapes
Don’t go too fancy
Focus primarily on AR
23. Information - Activity
Levels
1. Public - access to all
2. Personal - friends, professional
3. Private
For each level keep # of information limited to 3
Types
● Photos
● Name, address
● Hobbies
● Profession
● Current location
● and so on….
30. Sketching demo
Use Sketching as a way to
communicate and create new ideas
It’s the beginning of prototype
Early concepts
Sketching is about an activity not the end result
- Bill Buxton
31. Sketching demo
Hand holding phone
Hand holding ipad/tablet
Person in Room/space
Composition to have half human
figure
—-----
Quick Sketch
Template from internet
Figma - Hand Illustrations
32. Storyboard - activity
Plan the Concept
Create Story arc
Capture user flow
Capture interactions
—------------------------
Show Context
Show different postures and gestures
Show hand positions
Show body positions
Show how’s the mobile pointed and
to what
36. Assets in Figma
Dimensions to be of power of 2
128, 256, 512, 1024, 2048.
Add bold dark borders 16 px
Any shape. Start simple
Avoid transparency
Black Translucent 70%
Think Air Signboards
42. Interaction pattern
Camera view
Interaction Transition
AR view
Tracking element
Face
Hand
Body
Image
Space
Geolocation
Screen Tap
Proximity
Object Tap
—--------------
Camera tilt
Screen Pinch
Screen Pan
Screen Rotate
Visual
Auditory
Haptic
45. Closing Notes
Do not make assumptions
AR has no boundaries
AR’s going to be used in many different areas
ASK - WHY AR?
Can this be done in other medium?