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Design Beyond the Screen - Tony Aube at AmuseConf 2019

Today, when we hear about augmented reality, we think about Pokémon Go, Snapchat filters, and the inevitable Ikea app. In other words: 3D models on top of video feeds. Let's be honest: this is far from the disruptive and revolutionary technology we've been promised. What if there was more to it?

In this talk, we'll explore why this definition of AR is overly narrow and constraining. The first part covers the lessons learned from designing mixed-reality experiences at Osmo. I present some of Osmo's early prototypes and explain why they failed. I also cover the key early design decisions that made Osmo successful in retrospect.

In the second part, we expand our definition of AR to 'technology that — quite literally — augment our reality.' I explain how this simple change in perspective opens the door to unforeseen innovation. Beyond screens and Snapchat filters, we'll see how AR will bring us into an era of ubiquitous computing, where the line between the digital and the physical fades away.

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Design Beyond the Screen - Tony Aube at AmuseConf 2019

  1. 1. Tony Aubé Designer
  2. 2. Disclaimer:
  3. 3. Inventing Osmo Lesson Learned Design Process Redefining AR 1 2 3 4
  4. 4. 1
  5. 5. Mirror
  6. 6. Computer Vision
  7. 7. • Started 5 years ago • Selling in 55+ countries • Used in 35,000 schools • Acquired by Byjus for $120M
  8. 8. How it began…
  9. 9. JéromePramod
  10. 10. Computer Vision
  11. 11. What if we gave computer vision to iPads?
  12. 12. What is the purpose of Osmo?
  13. 13. Hands-on
  14. 14. Kids (3-12)Hands-on
  15. 15. Screen Addiction
  16. 16. “Healthy”
  17. 17. Educational Fun For kids Hands-on
  18. 18. Start with why
  19. 19. A new UI
  20. 20. Mouse Touch screen Keyboard
  21. 21. mental model
  22. 22. Focus on design
  23. 23. key design decisions 5
  24. 24. No vision markers 1
  25. 25. AR is a magic trick
  26. 26. No whiteboard 2
  27. 27. ?
  28. 28. No electronics 3
  29. 29. Keep the interaction in the real world 4
  30. 30. Hands-on
  31. 31. 5 Sell the hardware, give the software
  32. 32. free$ forever!
  33. 33. Healthy
  34. 34. Dark patterns Micro payments
  35. 35. Business model should provides the correct incentives for your product
  36. 36. No vision markers No whiteboard No electronics Keep interaction in the real world Sell the hardware
  37. 37. 2
  38. 38. The combination of digital & physical must be better than the sum of its part
  39. 39. Most important! The combination of digital & physical must be better than the sum of its part
  40. 40. Tangram
  41. 41. Intuitive, clear relationship between screen & table
  42. 42. Combined UX is better than the sum of its parts
  43. 43. Better than the sum of its parts
  44. 44. Could I create a better experience? physical-only Could I create a better experience? screen-only
  45. 45. 3
  46. 46. Pen & paper 1
  47. 47. Photo & video 2
  48. 48. Create a drawing game using our characters ”“
  49. 49. Web & mobile prototyping tools
  50. 50. Augmented Reality
  51. 51. Photos & videos are your best friends
  52. 52. Wizard of Oz 3
  53. 53. Duet Photoshop
  54. 54. SideCar
  55. 55. Find low cost ways to explore, communicate and validate your ideas Without requiring engineering Wizard of Oz
  56. 56. Fake it till you make it
  57. 57. QR codes 4
  58. 58. Build the infrastructure upfront to help you iterate quickly
  59. 59. Test, test, test 5
  60. 60. Test every Thursdays
  61. 61. Logistics are exhausting
  62. 62. Coordinator
  63. 63. Testing Testing should be “casual” not an “event” Remove the burden of logistics from the creative team Everybody tests Record everything
  64. 64. Pen & paper Photos & videos Wizard of Oz QR codes Test, test, test 1 2 3 4 5
  65. 65. 4
  66. 66. What 3D software do you use?
  67. 67. ???
  68. 68. AR: 3d models Camera feed
  69. 69. AR in 2019:
  70. 70. Our definition of AR is too constrained
  71. 71. +
  72. 72. Osmo’s big innovation
  73. 73. We need to redefine AR
  74. 74. 3d models Camera feed
  75. 75. is the most important ingredient of AR AI
  76. 76. Smart speakers
  77. 77. Read Along with Disney
  78. 78. The future of AR will be BORING
  79. 79. video platform AR is the next
  80. 80. video platform AR is the next computing platform
  81. 81. this is a toy“ ”
  82. 82. Thank you!
  83. 83. Follow me: @aubetony medium.com/@tonyaub hello@tonyaube.com

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Today, when we hear about augmented reality, we think about Pokémon Go, Snapchat filters, and the inevitable Ikea app. In other words: 3D models on top of video feeds. Let's be honest: this is far from the disruptive and revolutionary technology we've been promised. What if there was more to it? In this talk, we'll explore why this definition of AR is overly narrow and constraining. The first part covers the lessons learned from designing mixed-reality experiences at Osmo. I present some of Osmo's early prototypes and explain why they failed. I also cover the key early design decisions that made Osmo successful in retrospect. In the second part, we expand our definition of AR to 'technology that — quite literally — augment our reality.' I explain how this simple change in perspective opens the door to unforeseen innovation. Beyond screens and Snapchat filters, we'll see how AR will bring us into an era of ubiquitous computing, where the line between the digital and the physical fades away.

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