VR is currently a hot topic, but how can we design for this new medium? What are the requirements, possibilities and challenges for designers when it comes to create interaction concepts and digital products for the virtual reality? Stefan Filff, Interaction Designer VR for CoSpaces (www.cospaces.io) will tell you more about it.
Talk was held 24th of January 2017 @ Munich UX Meetup
Talk given by Mark Billinghurst at the AWE 2016 conference on June 2nd, 216. This talk is about how AR and VR technology can be used to create Empathic experiences.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
AR Gamers – The Next Generation | Mark ShovmanJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | Right now, VR is redefining gaming. AR is the next big thing, due to arrive in force in 5 -10 years. How will gaming change when it's here? What new games and new breeds of gamers can we expect? Pokemon Go is the first little glimpse of that future.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
Talk given by Mark Billinghurst at the AWE 2016 conference on June 2nd, 216. This talk is about how AR and VR technology can be used to create Empathic experiences.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
AR Gamers – The Next Generation | Mark ShovmanJessica Tams
Delivered at Casual Connect Tel Aviv 2016 | Right now, VR is redefining gaming. AR is the next big thing, due to arrive in force in 5 -10 years. How will gaming change when it's here? What new games and new breeds of gamers can we expect? Pokemon Go is the first little glimpse of that future.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
The fourth lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of prototyping techniques for AR interfaces.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
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.
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
Lecture 12 in the Caledonian University class COMU346. This lecture covers general usability guidelines, use of metaphors in game interfaces and grids, including the rule of thirds and use of the Golden Ratio / Phi
Two sessions about HoloLens development containing a number of demos explaining how to develop for HoloLens using gaze, gestures, spatial perception and translating meshes to planes.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Beginners Guide to Learning with VR & AR TechnologiesPinky Gonzales
Based on a series of presentations given recently, this is a special episode of the New School VR Podcast, featuring a beginners guid to all things VR, AR, Edtech & 360 video.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
The fourth lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of prototyping techniques for AR interfaces.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
Lecture 6 on the COMP4010 course on AR/VR. This lecture describes prototyping tools for developing interactive prototypes for AR experiences. The lecture was taught on August 31st 2020 by Mark Billinghurst at the University of South Australia
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.
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
Lecture 12 in the Caledonian University class COMU346. This lecture covers general usability guidelines, use of metaphors in game interfaces and grids, including the rule of thirds and use of the Golden Ratio / Phi
Two sessions about HoloLens development containing a number of demos explaining how to develop for HoloLens using gaze, gestures, spatial perception and translating meshes to planes.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Beginners Guide to Learning with VR & AR TechnologiesPinky Gonzales
Based on a series of presentations given recently, this is a special episode of the New School VR Podcast, featuring a beginners guid to all things VR, AR, Edtech & 360 video.
Presentación sobre Realidad Virtual desde Secundaria
Relación de recursos para llevar a cabo un taller de Realidad Virtual en un centro de secundaria. Aplicaciones, consejos, indicaciones, ayudas en general.
Presentación utilizada en el I Maratón aprendeINTEF en Directo de y para docentes conectados que se celebro los dias 26 y 27 de noviembre de 2016
Augmented Reality; Adding Value to Your Business 2013Emily Wilkinson
Presentation by Emily Torjussen (Nee Wilkinson) and Guy Wilcox. Showing the practical applications of Augmented Reality (AR) and how this can be a powerful sales tool. http://nukoagency.co.uk/ar/
Slides from talk given at UX Camp CPH 2015.
- The worst project in the world, and what we learned from it.
- How we are now working differently
Learn
- How the skill set of a UX designer is changing
- What we believe is the future of UX
And I can tell you this much, It is not a wireframe and usability!
Augmented Reality Web Applications with Mobile Agents in the Internet of ThingsTeemu Leppänen
Augmented reality (AR) is a promising technology for building applications in an Internet of Things (IoT) environment, utilized for visualizing information provided by IoT devices.In this paper, we enable Web-based mobile AR applications with mobile agents in a resource-oriented IoT system architecture. We present an adaptable mobile agent composition that contains the data representation logic and mappings between AR applications and system resources. Thus, mobile agents and AR application-specific data structures are exposed as global system resources. System resource linkages are considered between real-world objects and their virtual representations for mobile agent-based AR applications. The agent composition also complies with the REST principles for resource access and control system-wide. This allows dynamic runtime adaptation and dealing with the device and resource heterogeneity, thus eliminating the need for application-specific communication protocols. Moreover, we utilize a Web-based mobile AR application framework, running completely in a Web browser, which facilitates straightforward AR application development. Lastly, a proof-of-concept mobile AR application is implemented, where a coffee maker with a visual tag is connected to a low-power resource-constrained wireless sensor network node as an IoT device. A mobile agent is injected into the IoT environment to expose state changes of the coffee maker. Through the visual tag, AR applications are able
to visualize the state changes of the coffee maker in their user interface.
5 Must Know Design Strategies for Better VR GamesNicole Lazzaro
Virtual Reality. From the dawn of time, games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days, even years. With today’s new Virtual Reality Headsets and AR Smart Glasses, we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand, Virtual Reality offers an unprecedented theater for engagement. On the other, it presents more physiological, psychological, and gameplay challenges than all other platform shifts in games' history combined. This talk presents the 5 most common mistakes VR/AR developers make, discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium, you must hear this talk!
Mobile Agents for the Integration of Wireless Sensor Networks and the Interne...Teemu Leppänen
We demonstrate interoperable mobile agents to integrate Internet of Things and wireless sensor networks with resource-constrained low-power embedded networked devices. We introduce adaptable composition for the mobile agent, complying with the Representational State Transfer principles, which are then used for agent migration, controlling the agent and exposing the data, system resources, tasks and services, to the Web. We gather requirements for the system and heterogeneous networked devices and present an application programming interface to enable mobile agents in these systems. The agents are demonstrated in a real-world prototype with smartphones and embedded networked devices, where we utilize a proxy component to expose system resources to the Web for human-machine interactions. Spanning over disparate networks and protocols, the proxy translates messages including the agent composition, between HTTP and Constrained Application Protocol. Lastly, we suggest an evaluation method for the agent communication and migration costs, considering the different types of system resources and utilization.
Original article published in:
Leppänen, T., Liu, M., Harjula, E., Ramalingam, A., Ylioja, J., Närhi, P., Riekki, J. and Ojala, T. “Mobile Agents for Integration of Internet of Things and Wireless Sensor Networks,” In: IEEE International Conference on Systems, Man and Cybernetics, pp. 14-21, October 13-16, Manchester, UK, 2013. http://dx.doi.org/10.1109/SMC.2013.10
Virtual Reality UX - Designing for Interfaces without ScreensRhiannon Monks
Digital marketing has reached the point in its evolution where we know what the best practices are: A seamless omnichannel strategy, an emphasis on customer experience and the use of social media to co-create the brand with the customer, to name a few.
digital marketing will soon be shifting into a new gear, as virtual reality (VR) and artificial intelligence (AI) begin to gain critical mass.
VR is the ultimate reality
- What is VR ?
- What is the current state of the VR market ?
- How to create VR applications ?
- What's the future ?
London - Oculus Rift VR Meetup
12-13 December 2013
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
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With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
This presentation is about UX challenges we faced at ELEKS while developing various VR apps.
This presentation includes lots of GIFs, which can't be included in SlideShare, so ask me on twitter (@p1f) for a full version, if you want 100% experience :)
*Slides 26 & 28: go to https://www.youtube.com/watch?v=nGeKSiCQkPw and watch that video :) You'll understand, why "Sounds Rock!"
My Twitter: @p1f https://twitter.com/p1f
My LinkedIn: https://ua.linkedin.com/in/ostapandrusiv
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
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.
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.
Without users & their problems, we have no reason to write software. However, sometimes, it is frustrating dealing with the source of our problems. Thankfully, there are tools to help us become better at communicating with our end users, in hopes of achieving the end goal with as little strife as possible. Empathy, patience, and clear communication go a long way in development, as this talk will show. “Even More Tools for the Developer’s UX Toolbelt” will give developers even more tools to make their lives a little easier when dealing with end users.
Mixed reality the second generation is all about uxCameron Vetter
Mixed Reality has made a big splash in the last few years with real products arriving from Microsoft and Magic Leap. The dust has settled, and the second generation of hardware and development tools from Microsoft are coming out this year. Where does this leave us? Join Cameron for an examination of the UX of HoloLens 2. In this talk, he will cover what has changed, what user interactions will look like for this hardware, and talk about the UX challenges that this platform will provide.
• A review of the HoloLens 1 as a baseline.
• An introduction to the HoloLens 2 and its features.
• A review of what companies are currently doing with HoloLens.
• Demos of the out-of-the-box UX in HoloLens 2, as well as the story of how they were researched and designed.
• The tools in use for designing Mixed Reality experiences.
• UX challenges for Mixed Reality applications.
• Recommendations on how you should prepare... UX will be pivotal to Mixed Reality's success!
You'll leave with an overview of the UX needs of this generation of Mixed Reality hardware, and an understanding of what adaptions will be needed to design user experiences in Mixed Reality.
Beginners of AR - Virtual Reality can easily understand about what is VR? - Why we use VR- Tools Used in VR- VR in Education- who uses VR- Trends related to VR - Jobs related to VR- VR in Architect - VR in Military - VR in Games- VR in Medical- VR in Business-VR in Fashion- VR for Game Developers-VR softwares
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Android UX-UI Design for Fun and Profitpenanochizzo
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
6. Gaze-Based
1. Devices & Interactions
• Look to select
• Press button to interact
• Still common in mobile VR
✓ Simple Input
✓ Limited (solutions stay within scope)
✖ Limited! (a lot of creative sacrifices)
✖ Sense of presence not as achievable
8. Tracked Controllers
• Natural hand extension
• Gestures possible
• Tactile element
✓ Little to no learning curve
✓ High player immersion / presence
✖ Positional tracking still costly (for now)
✖ Project scope ramps up quickly
1. Devices & Interactions
9. Excessive platform diversity
• Platform & feature competition
• VR gloves, shoes, treadmills,
body armour, exoskeletons, …
✓ Quickly emerging VR innovations
✓ Unique UX frontier
✖ Over-saturation of VR devices/extras
✖ Standardisation becomes an issue
✖ Who is my audience?
1. Devices & Interactions
10. What should I pick?
High immersion, complex interaction? Jump into a bigger market?
Room-
Scale
VR
Mobile
VR
1. Devices & Interactions
12. Game Engines
2. Tools
✓ Out-of-the-box solutions
✓ Friendly, helpful GameDev community
✓ Short iteration cycles
✖ Requires experts for complex content
✖ Translating UX from paper to engine is difficult
13. User-generated VR content
• Easy to grasp, powerful tools
• No coding required to get started
• Fast track introduction to VR
✓ Teach curious minds to
-Script
-Create 3D content
✓ Provide platform for creative expression
2. Tools
15. Transition from 2D to 3D
3. Design
• Input = reticule or pointer
• 2D interface elements in 3D
• Trend to make it more physical
• Affordances
✓Adapt UI to the complexity of interactions
16. Locomotion
• Moving from A to B
• Moving on the spot?
• Stationary?
• Climbing?
• Cockpit?
3. Design
✓Use a locomotion system that suits
your intended experience
17. Social Design
• Digital social experiences
• Inspire, cause empathy
• Consider social implications
• Voice, gestures, visuals, …
• Inside & Outside VR
3. Design
18. Social Design
• Digital social experiences
• Inspire, cause empathy
• Consider social implications
• Voice, gestures, visuals, …
• Inside & Outside VR
✓Social Design was neglected.
Embrace it!
3. Design
19. Responsibility
• You can be the pioneers of VR
• First impression counts
• Cyber/VR Sickness
✓Be ready to kill your darlings in
favour of user comfort
3. Design