Professional Documents
Culture Documents
Challenge, Drama & Social Engagement: Designing Mobile Augmented Reality Experiences
Challenge, Drama & Social Engagement: Designing Mobile Augmented Reality Experiences
Cloud services
Robotics Augmented reality
Mobile
MMO platforms
Wireless
Social media
Displays
2000 - 2020 Digital media
Imaging
Gesture
Storage
Tagging
Sensing
Power 3D printing
Nano Bio
what is augmented reality?
• a technology
• a field of research
• a vision of future computing
• an emerging commercial industry
• a new medium for creative expression
augmented reality is a technology
http://wearcam.org/steve.html
AR research: first mobile AR system
source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
querying the natural world concept design by mac funamizu
source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
computational print media concept design by mac funamizu
source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
seeing through space and time concept design by mac funamizu
source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
the end of personal privacy? concept by TAT
Source: http://www.matthewbuckland.com/?p=1041
social augmented reality concept sketches by matthew buckland
Source: http://www.matthewbuckland.com/?p=1041
social augmented reality concept sketches by matthew buckland
Source: http://www.matthewbuckland.com/?p=1041
and just wait ‘til the glasses get here concept design by mac funamizu
source: http://petitinvention.wordpress.com/2008/02/10/future-of-internet-search-mobile-version/
commercial mobile AR example: Layar
[video]
commercial webcam AR example: Metaio
[video]
augmented reality is a new medium
Challenge/
Expression
Dimensions
of
Compelling
Experience
Drama/
Physical Stimulation Social Competing
(sights, sounds, touch…) Sensation with others
What works:
* Physical engagement
* Visually captivating
* Emotional “wow” factor Challenge/
* Invisible stories, revealed Expression
Dimensions
What doesn‟t: of
Compelling
* Awkward use models Experience
* No flow opportunities
* No social dimension Drama/
Social
Sensation
* Point experiences only
mobile AR issues & limitations
Technical limitations
• Sensor accuracy (GPS, compass etc)
• Indoor positioning
• Line of sight
• Device constraints (display, form factor, weight, battery, processor, network)
• Lack of interoperable standards e.g. for location (lat/long/alt, CRS, orientation)
• Relative positioning
• Object recognition & tracking
• Graphics issues (lighting, transparency, occlusion)
Authoring limitations
• Platform specific
• Low level tools, complex workflow
• Focus on point interactions; no support for stories or interesting interactivity
visionary example: AR gaming HP concept video
what makes a compelling AR experience?
Physical / Mental Self-Expression
Challenge & Creativity
running devising
strategies
wayfinding locating
powerups using physical
Challenge/ affordances
racing against time
collecting
Expression items
avoiding danger
(in game and real)
scoring points
Dimensions
physical/virtual of savoring the win
Compelling
confusion Experience racing against
real & in game other players
sounds
Drama/
Physical Stimulation Social Competing
(sights, sounds, touch…) Sensation with others
• Design goals to balance between ability level and challenge (neither too easy nor
too difficult).
• Provide direct and immediate feedback so the user can adjust their actions.
• Scout the location, know the environment & context deeply – sights,
sounds, smells, textures, weather, rhythms, moods
• Scriptwriting
• Direction
• Casting
• Art direction
• Sound design
• Special effects
• Interaction design
• Location scouting
• Production management
• Software development
• Systems management
• Testing & QA
• Gamerunning
• Tech support
mobile AR authoring demo
Questions?
Gene Becker
tw: @genebecker
web: www.lightninglaboratories.com
mail: gene@lightninglaboratories.com