RAPID PROTOTYPING FOR XR
Lecture 1: Introduction to Prototyping
Mark Billinghurst
June 9th 2025
mark.billinghurst@auckland.ac.nz
How Do You Prototype This?
Google Glass
asdfa
View Through Glass
https://www.youtube.com/watch?v=d5_h1VuwD6g
Early Glass Prototyping
Tom Chi’s Prototyping Rules
1. Find the quickest path to experience
2. Doing is the best kind of thinking
3. Use materials that move at the speed of
thought to maximize your rate of learning
THE DESIGN PROCESS
“The product is no longer the basis
of value.The experience is.”
Venkat Ramaswamy
The Future of Competition.
Good Experience Design
• Reactrix
• Top down projection
• Camera based input
• Reactive Graphics
• No instructions
• No training
Reactrix Demo – car race
Reactrix Demo – Coke interactive
How to improve experience of picking up rubbish?
World’s Deepest Rubbish Bin
• The Fun Theory – http://www.funtheory.com
Rubbish Bin Demo
What to do?
• Imagine
• Youʼre bringing a new product to market
• Your #2 competitor has been in the market for
over a year, selling millions of units
• Your #1 competitor launches the same month
• Your technology is slower than your competitors
• Your technology is older than your competitors
• Your last product failed in the market
• Do you compete on Price ?
• Do you compete on Technology ?
• Do you compete on Features ?
Wrong: Compete on user experience !
NintendoWii
• Cheap - $500
• Unique game play
• Wireless 3 DOF controller
• Position and orientation sensing
• Aiming to broaden user base
• Can play previous games/downloads
Sales to Sept 2011
Using the N-gage
SideTalking
• www.sidetalkin.com
Interaction Design
“Designing interactive products to support
people in their everyday and working lives”
Preece, J., (2002). Interaction Design
Design of User Experience with Technology
Bill Verplank on Interaction Design
https://www.youtube.com/watch?v=Gk6XAmALOWI
• Interaction Design involves answering three questions:
• What do you do? - How do you affect the world?
• What do you feel? – What do you sense of the world?
• What do you know? – What do you learn?
Bill Verplank
Typical Interaction Design Cycle
Develop alternative prototypes/concepts and compare them, And iterate, iterate, iterate....
NEEDS ANALYSIS
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
Goal
Create a deep understanding of the
user and problem space
Who are your Users?
Everyone!
Understanding Specific Needs
Designing for Everyone
Designing for Everyone pleases No one
Who REALLY are your Users/Stakeholders?
•Not as obvious as you think:
— those who interact directly with the product
— those who manage direct users
— those who receive output from the product
— those who make the purchasing decision
— those who use competitor’s products
•Three categories of user (Eason, 1987):
— primary: frequent hands-on
— secondary: occasional or via someone else
— tertiary: affected by its introduction, or will influence its purchase
Smart Shopping Cart
Smart Shopping Cart
• https://www.youtube.com/watch?v=OeSqnLZXKM4
Who are the Stakeholders?
Check-out operators
Customers
Managers and owners
• Suppliers
• Local shop
owners
DESIGN
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Ideate
• Idea generation
• Large quantity of diverse ideas
• Motivation
• Step beyond obvious solutions
• Harness collective perspectives
• Uncover unexpected areas of exploration
• Create fluency (volume) and flexibility (variety)
• Move beyond obvious solutions
Brainstorming
• Best with interdisciplinary team
MindMapping
Other Products in Market
• Notice all the iPod look-alikes?
Tools for Effective Design
§Personas
§Scenarios
§Storyboards (comics, movie technique)
§Wireframes and Mock-ups
PROTOTYPE
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
Why Prototype?
▪ Quick visual design
▪ Capture key interactions
▪ Focus on user experience
▪ Communicate design ideas
▪ “Learn by doing/experiencing”
Design/PrototypingTools
Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces
Use office materials
Easier to criticize, quick to change
Creative process (develop in team)
Can also use for usability test (focus on interaction flow)
Used a lot to test out concepts before real design begins.
Paper Prototyping
Paper Prototyping
• https://www.youtube.com/watch?v=85muhAaySps
Physical Prototype
EVALUATION
Interaction Design Process
Evaluate
(Re)Design
Identify needs/
establish
requirements
Build an
interactive
version
Final Product
What is evaluation?
•Evaluation is concerned with
gathering data about the usability
of a design or product by a
specified group of users for a
particular activity within a specified
environment or work context
When to evaluate?
• Once the product has been developed
• pros : rapid development, small evaluation cost
• cons : rectifying problems
• During design and development
• pros : find and rectify problems early
• cons : higher evaluation cost, longer development
design implementationevaluation
redesign &
reimplementation
design implementation
Four evaluation paradigms
•‘quick and dirty’
•usability testing (lab studies)
•field studies
•predictive evaluation
Quick and dirty
• ‘quick & dirty’ evaluation: informal feedback from
users or consultants to confirm that their ideas are
in-line with users’ needs and are liked.
• Quick & dirty evaluations are done any time.
• Emphasis is on fast input to the design process
rather than carefully documented findings.
Formal Usability Testing
• Recording typical users’ performance on typical tasks in
controlled settings. Field observations may be used.
• As the users perform these tasks they are watched &
recorded on video & their key presses are logged.
• This data is used to calculate performance times, errors &
help explain why the users did what they did.
• User satisfaction questionnaires & interviews are used to
elicit users’ opinions.
Laboratory-based studies
Controlled, instrumented environment
Field/Ethnographic Studies
• Field studies are done in natural settings
• The aim is to understand what users do naturally
and how technology impacts them.
• In product design field studies can be used to:
- identify opportunities for new technology
- determine design requirements
- decide how to introduce new technology
- evaluate technology in use.
Predictive Evaluation
• Experts apply their knowledge of typical
users, often guided by heuristics, to
predict usability problems.
• Can involve theoretically based models.
• A key feature of predictive evaluation is
that users need not be present
• Relatively quick and inexpensive
Characteristics of approaches
Usability
testing
Field
studies
Predictive
Users do task natural not involved
Location controlled natural anywhere
When prototype early prototype
Data quantitative qualitative problems
Feed back measures &
errors
descriptions problems
Type applied naturalistic expert
Evaluation approaches and methods
Method Usability
testing
Field
studies
Predictive
Observing x x
Asking
users
x x
Asking
experts
x x
Testing x
Modeling x
THE PROTOTYPING PROCESS
Prototyping in Interaction Design
Key Prototyping Steps
How can we quickly
prototype eXtended Reality
experiences with little or no
coding?
● Quick visual design
● Capture key interactions
● Focus on user experience
● Communicate design ideas
● Learn by doing/experiencing
Why Prototype?
Importance of Prototyping
• Going from Idea to Interactive Experience
Idea
Prototyping Tools
Instantiation
Types of Prototyping Instantiations
• Sketches and drawings
• Diagrams and maps
• Text
• Videos
• 2D images
• Digital assets/3D models
• Physical models
• Actions (body storming, Wizard of Oz)
• Software
XR Prototyping Techniques
Lo-
Fi
Hi-
Fi
Easy
Hard
Digital
Authoring
Immersive
Authoring
Web-Based
Development*
Cross-Platform
Development*
Native
Development*
* requires scripting and 3D programming skills
Sketching
Paper Prototyping
Video Prototyping
Wireframing
Bodystorming
Wizard of Oz
XR Prototyping Tools
Low Fidelity (Concept, visual design)
• Sketching
• Storyboarding & wireframes
• Mockups
• Paper & video prototyping
High Fidelity (Interaction, experience design)
• Interactive sketching
• Desktop & on-device authoring
• Immersive authoring & visual scripting
• XR development toolkits
Review of Prototyping Tools
● Literature review of rapid prototyping tools
○ Found 39 papers and documents
● Research Questions
○ RQ1: Which artifacts can be used to facilitate the
creation of low fidelity prototypes for augmented reality?
○ RQ2: What are the most used artifact for low fidelity
prototyping on AR?
○ RQ3: What are the common challenges faced when
prototyping in low fidelity for AR applications?
Freitas, G., Pinho, M. S., Silveira, M. S., & Maurer, F. (2020, November). A
Systematic Review of Rapid Prototyping Tools for Augmented Reality. In 2020
22nd Symposium on Virtual and Augmented Reality (SVR) (pp. 199-209). IEEE.
Papers Found
Current Tools
Tools
Low fidelity
High fidelity
Advantages/Disadvantages
Prototype Advantages Disadvantages
Low-fidelity
prototype
- low developmental cost
- evaluate multiple
design concepts
- limited error checking
- navigational and flow
limitations
High-fidelity
prototype
- fully interactive
- look and feel of final
product
- clearly defined
navigational scheme
- more expensive to develop
- time consuming to build
- developers are reluctant to
change something they have
crafted for hours
From Idea to Product
• Low-Fi: (Sketches)
- early ideation stages of design
• High-Fi: (Working prototypes)
- detailing the actual design
Typical Development Steps
● Sketching
● Storyboards
● UI Mockups
● Interaction Flows
● Video Prototypes
● Interactive Prototypes
● Final Native Application
Increased
Fidelity and
Interactivity
Case Study: CityViewAR (2021)
February 2011
CityViewAR Application
Goal: Create a mobile app that allowed
people to view immersive panoramas on
site, showing the 2011 damage
Key technology: Mobile phone, GPS, 360
panorama, map
User Experience: People walking the city
streets will be able to be immersed in the
earthquake damage from 10 years ago
CityViewAR Prototyping Process
1. Sketch Interaction Flow (Paper)
2. Create Wireframe (Powerpoint)
3. Sketch Screens (Paper)
4. Test Transitions (Pop)
5. Collect/Create Assets (Photoshop, various)
6. Create High Fidelity Prototype (Proto.io)
7. Code (Unity, Mapbox)
8. Make video demo (Various)
9. Publish (Android, iOS)
Sketch Interaction Flow/Wireframe
Interaction Flow
Sketch Interface
Pop Wireframe
Pop Demo
https://www.youtube.com/watch?v=2XTgvjHDKlo
Asset Collection
High Fidelity - Proto.io
Test Transitions
https://youtu.be/eGxgpzXUiMQ
Final Interface Design
Unity Build
Deployment to App Store
Demo
https://www.youtube.com/watch?v=4pL0sEB1884
Example: From Idea to Product
Define
Requirements
CityViewAR
1
2
3
4
5
6
1
Sketch
Interface
2
Rough
Wireframes
3
Interactive
Prototype
4
High Fidelity
Prototype
5
Developer
Coding
6
User
Testing
7
Deploy
App
8
Develop
Iterate
Case Study2: Bunratty AR Demo
Mobile AR for Spatial
Navigation
From Sharon Brosnan
BS in Digital Media
Design
Final Project
Bunratty Folk Park
AR Navigational Aid for Bunratty
Goal of the Navigational Aid
• Easy to use, clear and understandable
• Useful to visitors
• Creating interaction between the visitor and the aid through the user interface
• Engage the visitor
To ensure this…
• It is necessary to understand the visitor of a navigational aid in Bunratty Folk
Park
• Identify visitor motives and goals while going through the Folk Park.
Storyboard
Sketch Interfaces (Photoshop)
Post-it Prototyping
Powerpoint Prototyping
Wikitude Interface
Final Video Prototype
QUESTIONS
www.empathiccomputing.org
@marknb00
mark.billinghurst@auckland.ac.nz

Rapid Prototyping for XR: Lecture 1 Introduction to Prototyping