Thursday, December 31, 2020

A Quick Guide to Designing for Augmented Reality on Mobile

Knowledge Transfer

One of the superpowers of AR is knowledge transfer: If you compare the theory of gravity with black holes, Theoretically we are more knowledgeable about gravity because we can experience it as opposed to a black hole which we can only observe.



Having your users experience rather than observe may sharply increase the chances of them understanding and retaining information. It’s what makes AR such a compelling medium for education and training. Not to mention the ability to be free of any physical limitations and restrictions.


AR also has great potential for marketing since it involves having the user completely immersed in the experience: It is a known metric that full immersion/engagement leads to a higher rate of conversion. A user is more likely to make a purchasing decision once they have tried out the product by themselves.


Affordances and Constraints


Content Types

Language plays a critical role when defining your experience. The following are examples of some of the more popular content types used within AR.


Static: Content that is still and lacks movement and interaction

Animated: Content that moves on a timeline or follows a sequence

3D: Content with width, height and depth or data with XYZ coordinates

Dynamic: Adaptive content that changes with interaction or over time

Procedural: Content generated automatically or algorithmically


These content types are not exclusive and can combine in many different ways. However, it is essential to understand these formats so the designer can properly articulate what they are trying to do. For example, for a design that requires a vase to reveal a price tag upon clicking: The vase is a dynamic 3D object that exposes a static tag. If the experience then involves clicking on the tag and making a purchase, the tag now becomes dynamic.


Defining Interactions

When mapping out behaviors and relationships in AR, it is helpful to be specific about where and how to treat the content. Try to be as precise in describing the experience to get alignment amongst stakeholders.


A good rule of thumb is to call out the location (e.g., glass, space, object…), the content type (e.g., static, 3D…) and the state of content (e.g., fixed, locked, flexible…)


STATIC & FIXED ON GLASS

This interaction has a static graphic overlay fixed to the glass(screen) at all times. This design convention is useful for permanent elements that need to be within the users reach at all times. An example of this is a menu or return prompt.


STATIC & LOCKED IN SPACE

Although these elements are locked in space, They could have a dynamic feature where they always face the user. This design convention is useful for labels and material that needs to accompany an object or marker in space.


DYNAMIC & FLEXIBLE ON GLASS

In this case static becomes a dynamic content type .This convention works for allowing users to position assets in custom or specific areas. This is helpful for target based or drag and drop elements.

Image for post



DYNAMIC 3D & FLEXIBLE IN SPACE

A great way to engage with 3D models and understanding its components. Most commonly used for educational purposes and understanding the breakdown of an object.


DYNAMIC 3D & PROPORTIONATE IN SPACE

Helpful when allowing a user to see an object in an actual environment with lighting and measurement considerations. Often used in commerce platforms.



References:

https://medium.com/@goatsandbacon/a-quick-guide-to-designing-for-augmented-reality-on-mobile-part-1-c8ecaaf303d5

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