UX for Augmented Reality: An Introduction for Designers | Nuria Quero | Skillshare
Drawer
Search

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

UX for Augmented Reality: An Introduction for Designers

teacher avatar Nuria Quero, Experience Designer

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Trailer

      1:48

    • 2.

      Project Overview

      1:27

    • 3.

      What is AR?

      1:09

    • 4.

      Types of AR

      4:34

    • 5.

      Devices & Technology for AR

      7:31

    • 6.

      Introduction to UX for AR

      4:12

    • 7.

      UX for AR: Presence, Agency and Affordance

      3:57

    • 8.

      UX for AR: 2D vs 3D

      3:56

    • 9.

      UX for AR: Field of View

      2:28

    • 10.

      UX for AR: Interaction

      6:43

    • 11.

      UX for AR: Onboarding and Error Managing

      4:26

    • 12.

      Key Takeaways

      2:15

    • 13.

      Conclusion

      1:55

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

986

Students

11

Projects

About This Class

Whether you are already a UX Designer or want to get into the world of augmented reality, this is your class. Many creatives have no idea where to start, and the information is all scattered around.

In this class, we'll go over the fundamentals of user experience design for augmented reality projects.

We'll go over some basic definitions and types of AR and devices. But this is just the beginning. We'll take it from there to explore UX processes, 3D UX Space and a quick look into user testing.

The goal of this class is that you feel confident when approaching an AR project, and are able to build a solid strategy.

After completing this glass, you'll be able to face any AR brief with confidence.

Meet Your Teacher

Teacher Profile Image

Nuria Quero

Experience Designer

Teacher

Hey there! My name is Nuria Quero, I’m a freelance designer based in Barcelona, specialized in UX and XR design and creative technology.

My work revolves around creating unique & meaningful experiences & games within the realms of design, XR and creative technology, for a variety of different brands & clients.

You can also find me on YouTube and Instagram. 

 

See full profile

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Trailer: In the last few years, augmented reality has experienced a huge growth from web experiences, apps and games, and even in social media more than ever, it is really important to design good user experiences. And that is why I created this class. Hey everyone, my name is Nora Cato. I am a UX designer specialized in XR and creative technology. When I designed my first augmented reality experience, I was completely lost. I had no idea how to transfer my previous you acknowledge from designing websites and apps and other digital products into this new media. So there was a lot of trial and error over the years. I've had the chance to design interactive experiences for some of the world's biggest brands, such as Mercedes. You're Tokyo 2020 Olympics, Lexis, or Nickelodeon. That has given me a clear idea of what are the key elements that matter when designing this type of experiences with AR taking more and more space over the next few years, many designers and especially UX designers, want to take the jump into designing for it. And that is why I've created this course to summarize the fundamental key UX elements that matter when designing experiences for augmented reality. First, we'll go over the basics. What mental realities, what types of AR we can find, as well as the devices and that analogy. One thing is clear, we will go deep into the specific UX processes for augmented reality, as well as some of the key concepts that matter when designing for this technology. At the end of this course, you will have the concept of your first augmented reality experience. But don't worry, we'll take it step-by-step, introducing small exercises throughout the lessons that will help you define the structure of your project. I can't wait for you to discover the wonders of this new technology and see what you make with it. So let's get started. 2. Project Overview: Before we start with the actual content, let's talk about the project for this class. The goal here is to come up with your first Augmented Reality project. You don't have to worry about finished designs, about wireframes or prototyping. The goal here is to come up with an idea and build a structure for it to do so, we'll go step-by-step. First, you'll come up with your idea, something very simple. It can be summarized in a sentence. It can be something very technical or practical to help you do something you do everyday, like a measuring tape. Or it can be something a bit more creative or complex, like a children's storybook in second place, well-defined the users. What's their goal and their needs, as you would usually do on a user experience project. In parallel with that, though, we'll talk about the context. What's the technology and devices that you have in mind for this project? Then we'll briefly define the experience. We'll talk about onboarding the core experience. There ever messaging problems that they can encounter and how they will solve them. This will be a very high level user flow, but something that will give structure to your idea. Finally, and as an option for yourself, you can create a concept image, something that visualizes the idea that you have in mind and that clearly in a simple image summarizes your project. I know this might sound like a lot now, but over the lessons we'll do small exercises that will help you with each one of these steps. I encourage you to share your progress with the rest of the class and myself so I can help you and support you along the way. And now let's get started. 3. What is AR?: Let's start with the basics. What is augmented reality? Augmented reality is a digital medium or technology that allows the integration of virtual content or digital information into our physical world. So it seems like it's actually there. Disintegration can be either by adding something that is not physically there. Extending what is that in some way, or actually completely modifying our physical world. It is really important to remember that augmented reality is not virtual reality. When we talk about virtual reality, we are talking about something that completely covers our world. So it's something completely artificial. Augmented reality, on the other hand, uses the real-world environment as part of the experience. So this is the big thing to remember. Augmented reality is a combination of real and digital world. So if it's something that completely covers your real environment, your physical environment, where you can't see or hear anything that is not augmented reality. Depending on the integration between the physical world and the digital content, there are different types of AR, and we'll go over them in the next lesson. 4. Types of AR: Depending on the integration between the real world and a digital content, we can talk about different types of augmented reality. The main thing here is that they all share the common feature that they will never overlap your real-world. There will still always be a reference to your physical environment. Some of these types of AR might overlap in some way and some features might be common. But still, you might feel that there is specific types of AR that is more suitable for your project or for specific user cases. So in a top level, we'll differentiate between two types of augmented reality, marker-based and non marker-based. Let's start with marker-based. Marker-based AR uses target images or markers to position the digital content in a given space. These markers tell the application or the technology where to place the digital content with a urine experience. A very good example of this type of AR is the Tate Britain untold stories experience. This Instagram effect. Use the paintings in the gallery to trigger the 3D content. So each painting had its own AR experience because it was a completely different marker. And the technology understood that adds specific image to trigger one specific AR. On the other hand, we have non marker-based augmented reality. This is any type of experience that doesn't use a target or an image to position the digital content. A good example of a non marker-based AR is the ikea plays up. This app lets you virtually place any object that you can find in the ikea catalog in your space. So this app, understand there is a flooring your house. You understand the space. And it adds that object that so far or that rock or anything that you want true to scale. So you can understand how that would look in your actual space. Within the non marker-based augmented reality, I like to think there are two more types that even though they still don't require an image to work, they're still their own thing. The first type is location-based. They are. And I'm sure that if I say Pokemon Go, you compete. You understand what I'm talking about. This type of VR uses the location and orientation sensors in your phone to position any type of virtual object in a specific location or point of interests. So a spoken one goat does. You can move around your house, your city, or wherever you go. And you might find specific content in a specific location. In the case of Pokemon Go, you have to catch Pokemons, but it can be applied to anything else. On the other hand, we have projection based AR, or superimposition. This type of augmented reality involves either partially or fully replacing the original view of an object or a person with an augmented virtual view of the same thing. This type of AR has been really popularized by social platforms such as Instagram and Facebook and Snapchat and TikTok. But we can see really cover examples of these with some Instagram AR for striking effects. Or for instance with the snap city painter. A much more complex example of what this superimposing based AR can do. In this case, you are not using a face or an object to superimpose something, but actual buildings and streets. And this is something that snapchat has been doing over the last few years and perfecting to actual, really complex experiences. As I said at the beginning, it is really important to remember that these different categories can overlap at some point. It might be that one experience has actually two types of AR and not just one. Remember that this technology is currently evolving in the future. There might be different categories, or even now, these types might change depending on what or who you read. But for now, we'll work with this so that we have a clear structure of what type of AR we're talking when we see examples are when you tackle your own projects. And now let's warm up with a small exercise that can help you towards your final project. In this lesson, we've seen different types of ER, with an example for each one. Now that you might understand what different types we can find, go out there on the web and try to look for other examples. You can find one for each, or you can find several for one specific category. Remember, the different categories are marker-based AR on one hand and non marker-based AR the other hand, within non-market base, we can also find location-based they are. And superimposing AR, I really encourage you to share with the rest of the class and myself. And maybe this might spark some ideas for your final project. In the next lesson, we'll talk about different devices and technology that can be used for augmented reality experiences. 5. Devices & Technology for AR: So let's do a quick recap of the main devices that we can use for augmented reality are some of the technologies used to create these experiences. We're gonna do a very top-level list. And I encourage you, if you are interested in this area, to explore on your own, to choose one of these technologies and to do some research on the types of features and requirements and even interaction that they use in terms of hardware. Nowadays, there are many, many companies creating their own devices, not only for augmented reality, virtual reality and mixed reality, which would be like a mix of both. But here, let's introduce the main ones again. If you're interested in any of these, I really encourage you to do some research, to go onto the website and read more about them. But let's start with one of the big ones accompany that has been developing the AR headset for years. And this is the Microsoft HoloLens. The Microsoft HoloLens or a mixed reality device, which means they can integrate both AR and VR experiences. They use multiple sensors, optics and holographic processing that blends seamlessly with our environment. The interaction is done using controllers, hands, or even gaze. So depending on where you're looking, the headset will interpret that you are selecting or confirming something. You can use your case to interact with device. This is a very, very powerful piece of hardware, which means that it's not really accessible to everyone. In a similar area, we find the magic leap, another company that has been developing the AR headset for years, although they started their journey with more creative applications, nowadays they are very focused on enterprise and companies. It is a very powerful 3D visualization tool, so powerful that it can be used for even health and medicine areas, as well as the Microsoft HoloLens. You can interact with it using your hands, using a controller, using your case, but also with your head position, orientation, mobile or even other input like keyboard and mouse. These companies use their AR headsets to improve productivity and to improve some of the tasks that they do on a daily basis. Talking about classes, do we have the Snapchat spectacles, which is a completely different point of view of using AR headsets. The Snapchat spectacles allow you to interact with experiences done through Snapchat. It did take on headsets, more based on social media. They don't allow massive complex experiences. And in terms of 3D visualization, other tools like the Magic Leap of the whole length are much more powerful, but still it's a much more accessible piece of hardware that you can have in your home. And then you can use for much more playful and creative experiences. And let's talk about software or specific technologies. There are many, many pieces of software that you can use to create your AR experiences. Some of them might even sound familiar to you and you might choose one or the other depending on where you want to publish it or the level of complexity that you want. These are just the main ones, are the ones that in my personal experience, I've seen or used the most. If you're looking to create AR experiences that are complex and can be published in any platform, I really suggest to use a game engine like Unity or Unreal. This allow you to create and publish experiences to variety of different platforms. The problem here is that you might need a good coding knowledge. So if you have never developed before, if you've had never used Unity or Unreal before, it might be a bit difficult to start, although you can integrate many different tools and developer kits like euphoria or publish AR experiences for web using WebGL. This require good coding knowledge. And if you want to use one of these game engines, you might need a developer to help you. If you're looking for something a bit more accessible that doesn't require these many coding skills. You can use a tool like Adobe Aero, although it is stick within the Adobe environment and you still need to have this app to see the experience. It's a good tool to prototype and to get started with AR very quickly, Adobe provides tons of tutorials and videos to help you get started with AR, and you can have something published in no time really. However, this is only available for iOS, for iPads and iPhones, and only available through the Adobe Creative Cloud. However, if you're already paying your membership, I really encourage you to download it on your iPhone or on your tablet and just play with it and experiment and see what you get done in a similar line. And also just limited to Apple environment. We have Swift Playgrounds. Swift Playgrounds have the goal of making coating accessible. So if you want to get started with AR, it might be a very good tool. Although still it might require some coding or some understanding of logic and interaction. But still, if you are an Apple user and you want to give it a go, there are tons of tutorials and videos. And Apple really support you on creating your experiences in my personal experience. So if you want to get started with augmented reality and wanted to publish something for anyone, I really suggest you to go into the big three social media platforms. Instagram, Facebook, Snapchat, and TikTok. Nowadays everyone has one of these three apps on their phones, or even all of them. So that means that if you create an AR experience for one of these three platforms or for all of them, chances are your audience might be a lot more bigger than if you created just for Adobe users or for someone with a headset and not just to share it and to publish it. But these platforms have made creating these experiences really easy. They all have very visual tool. So even if you want to create something with logic or complex interaction, they support you in doing that. Even if you don't know how to code. And although these experiences will only be available through the social media platforms, instagram, Snapchat, or TikTok. Chances are a lot of people will be able to enjoy them as they already have them on their phone if you're interested. These are the three different tools for each platform. For Instagram and Facebook, you can use Spark AR. For Snapchat, you can use Lens Studio. And for TikTok you can use effect house. As a quick side note, there is a company that I would like to mention because of the impact and importance that it has on the AR environment nowadays. And this is Niantic, the company behind Pokemon GO wizards Unite or ingress approach to AR, from a game's point of view has made them a really important player in this new environment. The big strength that they have is that they encourage people to move around, to explore the world, and to encourage that games are no longer played sitting down on the living room. And AR is the perfect medium for that. If there's one main takeaway that you should take from this whole big picture of devices and technology is that if you want to get started with AR, you don't need the latest technology to publish something. You didn't need the latest headset or spend thousands of euros or dollars in a piece of hardware. And on the other hand, you don't need to be a very skilled developer to create something. You can use a social media tool to publish something, to share it with your friends and family. And you will have your AR experience. 6. Introduction to UX for AR: Now that we have a clear idea of the technology that we're dealing with. Let's dive into the UX. The main question here is what differs from designing a static website or application to designing an augmented reality experience as a UX designer, what's different for me? Well, to be honest, they are very similar processes. And once you understand that technology, part of it is exactly the same as you would do on a traditional UX project. You do your research about the user and their goals, needs and challenges. You understand them defining the persona's scenarios and experienced maps. Then you create wireframes, mood boards and prototypes, and iterate based on user testing until you get to a final result. There are some key questions that as a UX designer, you would still have to consider when designing for AR. Who are you designing for? Your users? Where are their goals and what do they want to achieve? And what do we want them to achieve? What are the motivation and the pain points? What's the context of use? This is a very brief overview of the UX process that you would do on a traditional project that you would still have to do in AR. But there are details in each one of these steps that will differ from any project. Before any of that, There's one thing that we need to remember is that we're talking about a very new technology. Although platforms like Snapchat, TikTok or Instagram have democratized the access to it. We can consider that every user will know how to use it. People might not know what they're dealing with or might not be familiar with it. This is something very new and very important to remember. So having established that, what are the differences then? Well, the main one and we've gone over it is the technology. There is no other way around it. You need to understand the devices, the hardware, and the technology that we're using. What are the limitations? What are the things that you can do with it? What are their constraints? And most importantly, we have to understand the difference between headset and mobile. This is not just about interaction or actual testing, but we need to understand that there is a limitation in access when designing for a specific audience, we have to remember that not everyone will have a headset, whereas many people nowadays have a mobile device of their own. So if you're designing, let's say, an augmented reality for a classroom, chances are they might not have augmented reality headset. So you might think about designing your experience for a mobile device or a tablet. Apart from the technology, we also have to understand the space that we're designing for. We're no longer designing for a flat mobile screen or a desktop. We are designing in 3D and we're designing in our physical environment. So we are no longer designing for a flat-screen onto D. We are designing for our world in 3D. Don't worry about it. We'll talk about it later on, but it's important to start considering that this is no longer something static on your screen. In the next few lessons, we'll explore some of the key UX processes that matter when designing for AR and that you still have to consider. But before doing that, let's do another small exercise. So far, we've defined what augmented reality is, the types of augmented reality devices and technology that you can encounter in a brief introduction into user experience. Now, you might have a bit of an idea of the environment that we're dealing with. I think it is a good moment to start thinking about your final project. But don't worry, let's go step-by-step. First of all, you just need to think about an idea, something that you can summarize in a sentence. It can be coming up with a problem you have that you think augmented reality can help with or something more creative and that you want to explore in a less practical way. For instance, you might need a tool to help you lay out your paintings on the wall and you think AR can help you with it. Or you want an experience that can help you tell stories to your children at night. Anything works. I really encourage you to share your ideas so I can give you a bit of feedback or support you on developing it further for your final projects. 7. UX for AR: Presence, Agency and Affordance: The first UX concept that we're going to talk about, It's not one but actually three. These three concepts are three ideas that are very related and have a lot to do with one another. We're talking about presence, we're talking about agency, and we're talking about affordance. And if you have no idea what these words mean, don't worry, let go. The first concept we're going to talk about is presence. And presence could be related to interaction. So it's the degree of actually being there that you can have when experiencing something. Presence refers to the feeling of being there or just being a mere viewer. A very good example of these are movies versus video games. When you're watching a movie, you're watching something that you might feel very engaged with, but you are not actually experiencing, you're not actually in there. You don't have any degree of presence. Whereas when you are playing a video game, you might have a degree of presence because things that you do have an impact on the game. So you are actually in the game somehow. There are some things that impact the degree of presence that we have or that we are giving our users in an experience. The first one is the degree of control. So how much control are we giving our users? Can they do anything they want? Depending on how much control and giving them, they might feel like they have more presence in the game or less. Second is the immediacy of control. Are the actions that they do immediate or there is a delay. Because if there is a delay that can cause a perfect or even break the presence. And the last thing is the mode of control. So the control should behave naturally. It should be easy to use if a user needs to learn something new that they don't usually do, then it can break their attention or their presence completely. Unrelated to this is the second concept that we're going to talk about, which is agency. Agency is the ability to take action or interact with the world in a way that it has impact. Agency in simple words, mean control. And agency generates presence because you have the ability to interact and you can see that those actions have an impact. And last but not least, let's talk about the affordance. Affordance is a quality of an object that shows how to take action or interact with that object. So the ideal scenario is that you know how to use something without anyone telling you how to use it. A very good example is a chair. The chair is designed in a way that it signifies being sat on it. So it's designed is telling you what to do without anyone telling you what you should do with it. The ideal thing is that users with their instincts know how to interact with the world that you are created or with your experiences, without you having to tell them at every step what they have to do. But in case it is needed, there are ways you can provide virtual affordances in an experience. You can provide signature. You can add labels to your buttons. You can create maps or location trackers. Obviously the more names, tags, labels, signifiers you are to your experience, the more cluttered it will fail. You have to hit the right balance between creating an experience that users know how to use, but also adding support in case they don't know what to do. These three concepts, presence, agency, and affordance have to do with interaction, with engagement. If the content in our experience is not clear, if users are know what to do with it, they won't feel engaged. They wouldn't feel like they have agency to interact with it. So they won field present in the experience. They will be just mere viewers like watching a movie. Obviously this can vary and you can play with it. But we are talking about AR. You might be thinking about doing a viewing experience in AR. But at the end of the day, this is about interaction and creating engagement with our experiences. 8. UX for AR: 2D vs 3D: So far we've talked about some aspect that we have to consider when designing for augmented reality. We've talked about presence, we've talked about agency, and we've talked about affordance. However, these three concepts are also important when designing other types of interactive experiences. But the main area where things differ when designing for AR is the environment. In augmented reality, we're no longer designing just for a flat-screen, but our whole world is the interactive area. In this lesson, we're not going to talk about how to create 3D content for these experiences. This would have enough content to fill in a whole different class. However, we're going to talk about how these digital content is positioned in our world in relation to our camera or device. To make it easier, we're going to differentiate between two ways of position this content. One when it is attached to our device, and two, when it is attached to the world, this content can be either 2D or 3D. But if we want to take the most advantage of the AR media, we're going to stick to 2D when it is attached to our phone. And 3D when it is attached to the world, we're going to use to the content attached to our font when we want to use it for UI, this content will include the type of things that we want users to have agreed at anytime. So this includes many buttons, settings, profile, and this type of content. Usually these wouldn't be part of the experience per se, but it is a different way to interact with it that we want users to have our bridge at any point. However, the most interesting area when we talk about AR is the 3D content that it is attached to a world. This is the most interesting way to position 3D content in the world because it forces users to move around and interact with this content. Although these objects can be positioned anywhere, there are different ways that we can attach them to the world. For instance, you can have something attached to a surface, like placing a piece of furniture to your living room. You can also pinpoint it to a specific location, like catching a Pokemon to your face through a social media AR experience, or through a print or a painting, like in a marker-based AR experience. Although we are making a difference here between sticking two to the four UI and things attached to your phone and 3D. For things that are attached to the world, this can be mixed and matched. However, it is the easier way to understand the difference between one and the other. There is one essential thing here to understand the difference between one and the other, between 2D and 3D. And it is that although we are interacting with our world and our world is our interactive area, we're still experiencing it through a small window. That being our mobile device or a head says, this window still has a limit. We don't want this window, this screen to be clutter. We don't want it to have a lot of to the elements because the focus of the experience should be the 3D content. So it is a good practice to prioritize the user interface that we want to be there and to hide the rest in menus or other areas of our experience that are not as front and center. Let's do another small exercise for your final project. If you've been following the lessons by now, you might have a rough idea for your AR experience. In previous videos, we've been talking about contexts, users and technology. So let's talk about that. But related to your project with your idea in mind, even if it just a rough sentence, try to answer the following questions. Who are your users? Is it just yourself? Is it your parents or friends, or is it the whole world? Where and when will they use these experience? Is it in their living room, when they're walking, when they're traveling, or in a classroom, which device will they use? Is it their mobile device? Is it a headset or is it something else? Write the answers for these questions and use them to describe your idea in a bit more detail and remember to share it with the rest of the class. 9. UX for AR: Field of View: Let's talk quickly about another UX concept that matters when designing augmented reality experiences the field of view. The filter view is the extent of the observable world that is seen at any given point. In AR, basically it is the area from where you can see an object or an image. If it's not in your field of view, you can't see it. If you don't really understand what I'm talking about, Let's do a quick experiment. Place your finger in front of your face and move it backwards until you can no longer see it. That point where you can no longer see it, that defines your field of view. So whatever is from that point, the front of your eyes that your filter view. And the same if we look up and down in terms of augmented reality and what we've been talking about, this is important in terms of content placement. Where are you positioning things in the space? This is critical in an experience because if you play something outside of your field of view, users might not be able to see it. And I know it sounds very obvious, but you might be surprised how many experiences start with something behind the user said, and people think it is completely broken in general terms, although you don't really need to remember this, the field of view is defined 110-120 degrees. This research comes from the Google Daydream UX team, which also concluded that the optimal view for up and down is 60 degrees up and down the neck. This area, 100-20 degrees and 60 degrees, is defined as the content zone. And it also talks about the minimum distance that we need to play something away from the user in order for them to see it correctly. And this is like half a meter away from them. Otherwise it might be too blurry and the user might not be able to focus on it or see it. This is not absolutely relevant for you when you're working on the US side of things. But it might be important in terms of user testing and things that might go wrong along the way. The essential thing here to remember is that if you don't place something within the user's filter view, that we completely lost and might give the feeling that the experience is broken. If you want them to see something outside of their filter view, you need to guide them through it by using UI or maybe placing an object just outside the filter view. So users might tend to look at it. It is as easy as this if you place content outside of the user's field of view and urine guide them for it. The content might be completely lost and they just won't see it. 10. UX for AR: Interaction: So far we've discussed many areas where we have to put our attention when designing augmented reality experience. However, we haven't talked about the main experience, which is the interaction. So how do users interact with our experiences? In previous videos, we've talked about affordance. And this has a lot to do with interaction because it refers to the actions that our users will and can take. The main key thing here is that any interaction that we allow our users to perform have to be intuitive and responsive. Although there are many ways that we can interact with this type of experience, here we're going to talk about the four most common ways to interact with AR experiences. The first one is through the screen. When we interact with an AR experience through a screen, this can be done through two different ways, via direct manipulation or via the UI. Direct manipulation means that any action that we're performing, we are doing it to the object directly through the UI means that there is some sort of 2D elements in our screen that allow us to interact with the digital content, but it's not directly on the content. Obviously, direct manipulation is much more immersive because it takes advantage of the AR and the camera. Although you can still use the UI, this should be used for things that are not about the experience itself, but more about menus are other ways to interact with this content. If you record, experience implies interactive with some sort of digital content, allowing users to perform actions directly to it. It is far more immersive and engaging. Let's go back to ikea plays an app that we've been referencing over and over. In this app, you can either scale, rotate, or position the object by touching it directly and not through the UI. This is a much more natural way to interact with this content. And although it might need a bit of guidance or instructions at the beginning, it feels much more intuitive once you know what to do. Although interaction through the screen is the most intuitive data, how familiar it is for us, we can take more advantage of the AR to interact with our experience, e.g. through the use of gestures, voice control, or Eyegaze, gestural interaction takes full advantage of the AR because it uses the camera as an input. We can differentiate between a hand gesture and face gesture, which are the most developed ways to interact in terms of festers, hand gesture require the user holding the phone or the device in order to perform the gestures in front of the camera on mobile devices using hand gesture might not be the most intuitive because it requires you holding the phone on one hand and using the other hand to perform the action. However, in headset devices like the HoloLens, you can use both hands to perform your interactions and use actions like pinching to select. On the other hand, we have phase gestures and social media experiences are thriving in it. Not only you can use blinking or opening your mouth to interact with the experience, but they understand more complex expressions tied to human emotions like put on a stat or a happy face. We can also use voice control to interact with our experiences. And this is a very interesting way to interact with the system because it is something that we are already doing on our daily lives with devices like the Google Home or Alexa. It doesn't rely on hands to interact with the system. When done well, it's a very natural way to interact with it, especially when it comes to commands. We can also use eye gaze, which is a much more new way to interact with this type of experiences. We find it in more complex devices like the Magic Leap where you can interact with things by looking at them. It relies a lot on calibration. And due to its nature, it can be used for everything. But because it's really new, it's open to experimentation and in the future, it can be used for more complex ways of interaction. Regardless of the method of interaction that they choose to use, there are some things to consider across-the-board. First, don't rely on just one input, but choose the right one for the task. All of these ways of interaction are grade, but some of them might not be suitable for some tasks. For instance, using gesture for a mobile device can be a bit tricky since you have to use both hands, want to hold the phone and the other one to do the gesture. Use multiple inputs together when it makes sense, combining different inputs when appropriate can make the experience more natural. So if you want users to interact with some digital content in the space, you can use direct manipulation to interact with the objects directly. Or you can use the UI for users that are not familiar with AR yet, give feedback. Use clear audio and visual feedback to show that the system is receiving an input that can be by showing changes really quickly when users start the screen or some visual feedback to let them know that the system is listening when they're giving a voice command. The most important thing here to remember is that regardless of the method of instruction that you choose to use, your interactions have to be clear, intuitive, and responsive. Before we finish this lesson and interaction, Let's do another small exercise towards your final project. I want you to think about your experience. I want to think about the core interaction. By now, you might have a rough idea of what you want to do for your project, as well as who your users are and the type of device. And since you have the type of device that you want your users to use, it is important to think about the types of interaction that are available for it. Think about actions that you want your users to perform, like place an object to the world, rotate it, or scale it, and think about the type of interaction that they can do it via UI. Is it via direct manipulation? Is it voice control? Think about how these actions relate to an interaction that your users can do. So let's do a quick example. Imagine your experience is an AR two to help you display paintings on your wall. So let's come up with different actions. For instance, you might have placed painting, that's one option. Then you might have reposition the painting. Second action. Third one could be scale it. So you have this reaction. Now try to think about the interactions. So the actual input that the user will do in order to fulfill these actions. So what should they do to position it? What should they do to reposition it, and what do they do to scale it? Now, do the same for your experience. Come up with some actions and the interaction that the user will have to do in order to perform them. And don't forget to share with the rest of the class in order for me to give you some feedback and help you towards your final project. 11. UX for AR: Onboarding and Error Managing: One of the most important aspects when creating an AR experience is the on-boarding. This refers to how a person enters and experience. Is there a tutorial or is it self-explanatory enough that you don't need to guide your users through the beginning of the experience. This is very important because depending on how you design this area, a person might completely acquitted or feel engaged enough to continue with it. As we've said before, many people have never experienced an AR or 3D environment before. So when users first interact with it, they might need some help or guidance to help them through it. And onboarding plays a key role when designing a good UX, you might be thinking of tutorials or step-by-step guide. But one good rule is to make the onboarding part of the experience. Well, there are three things that we can do to make this initial encounter with our experience much better. The first thing is to avoid teaching users what they have to do beforehand. So instead of teaching what they have to do at once, at the beginning, it is really important to show instructions in a contextual way. So you don't need to give them all the information all at once, but whenever they need it. So e.g. imagine in your experience, users have to scan a floor or a surface instead of selling them beforehand, that they will need to do this and what to do if they don't manage to do it. Show them step-by-step, guide them through the process. This way, they won't have to remember a series of instructions, but they know how to do it once they aren't doing it. Related to this obviously is to guide them, especially at the beginning. Use cues and UI to allow them to move around and explore the world around them. This way, they will feel more confident when exploring the world and they wouldn't be expecting instructions all the time. So in other words, just show instructions when you need to show them. Otherwise, just allow users to explore freely. And the third thing is, don't reinvent the wheel. You don't need to come up with fancy interactions to do things that already work. Users know how to tab, how to drag, how to slide. So if you can use these interactions in your experience, instead of coming up with something completely new that you have to teach them, just use those interactions. So by doing that, by using them, you won't have to be constantly teaching users what to do. Let's see an example. This is a super bloom app developed by Niantic and pre-load it. It allows you to feel your space with flowers. None of the queens platinum jubilee. The first time you open the app, it gives you tips like stay aware of your surroundings so you don't bump into things. But the main attraction of the app is to scan your floor and to add flour sweet, to plant some seeds. So at the beginning, when it gives you tips, instead of telling you right away what you'll have to do, like you will have to scan the floor. It allows you to first open the camera and open the AR mode. And once it opens, it guides you through the scanning the floor. This is a very simple onboarding process, but it works and it does exactly what we've been talking about. It doesn't give you all the information all at once. It allows you to move around. You have a sense of exploration and it doesn't reinvent the wheel, it does something that works. The information is shown at the right moment, and it even tells you when it's working by showing the circle in a green color and when it's not working, by showing it read. The same thing applies to error messaging. This new technology might bring moments when users don't know what to do. If you are a UX designer, use the same logic. You don't have to reinvent the wheel when showing error messaging. The only difference here is the problems might be different and users might not be familiar with them or how to solve them. So again, don't overload users with what could go wrong beforehand before it happens, but help them and guide them if there is an error, as a rule of thumb, do these three things, inform them that there was an error by saying something like something went wrong, give them an idea of what went wrong. Like we couldn't scan the floor or we couldn't find a surface and then help them to solve it. What could be the problems related to this problem? Maybe the room is not well laid or maybe the user is not pointing at the floor directly. So give them the steps. So by doing these things, although it doesn't sound like a lot, you are taking into consideration that the user might not be familiar with this type of experiences and that they might encounter errors that they will need help with. 12. Key Takeaways: We've come to the end of it. This is the last lesson of this class. And I know that we've covered a lot. This concept that we've talked about could be worth a class on their own. However, I really want to say congratulations on having come this far. Ar might be a daunting subject, but now you have the key elements to get started with it and to dive deeper in some of these areas. Before we end, let's do a quick summary of the key takeaways for this class. In it, we've discussed the fundamental areas of AR. It is the different types as well as the devices and the technology. Remember, AR is a technology that integrate with your real-world, with your environment. It can be either by adding, by extending, or by modifying it. It will never cover your world otherwise, that would be virtual reality. Remember to define the context and the environment, which devices are your users going to use? Do you want a very niche targeted audience with access the latest technology, then go for a headset. But if you want anyone to use the experience, you should go for mobile in terms of technology, where will these experienced republished? Is it a website, a bespoke up, or a social media platform? The interaction might differ, as well as the technology that you are going to use, as well as with any UX project you need to design for your users. You are designing for people that might have never used one of these experience. So you should never forget that make the experience engaging, allow users to interact and do things. They are not just Viewers. Remember, we want users to feel presence in these experience to feel like they have agency and impact on what they're seeing and that they can experience it without difficulties. Don't overload them with information. The focus here is on the 3D world. So if anything is not needed on the screen or on the UI, hide it. But at the same time, don't hide the experience. Experiment with the filter view, but remember, anything outside of it might be completely lost if you don't guide users to it. Finally, remember, onboarding is key. Users might not know what to do. So don't reinvent the wheel. If it works, it works and guide the users through contextual interactions. In terms of error messaging, inform users of the errors and help them how to solve it. I hope this class has been helpful for you and I really encourage you to work on the final project and share it with the rest of the class. 13. Conclusion: Congratulations on having finished this class. Now it's your turn to work on your project through the lessons we've introduced some small exercises to roughly this on your experience. So now it's your turn to put everything together to make it easier on the class resources. You'll find a template to help you summarize the key aspects of your experience. However, let's do a quick recap of what's needed. First of all, define your idea. Summarize the problem that you want to solve or your unique AR experience in a short sentence. Then define who are your users. And also define the contexts. What type of device that you have in mind. Where do you see your users using this experience? And most importantly, who your users are? Then create a high level user flow, including the main areas, the onboarding. So how do users enter the experience, the core experience. So what are the main instructions in it? And some error managing. How do you foresee some errors happening? And how do you see them being solved? If you feel like it at a representative image to visually show your project. This is optional, but it can help you visually see how this could look like. Below. You'll also find a project done by myself. So you have a clear idea of what the briefest and maybe in spark some inspiration. Remember, your project can be about anything, but it has to be in augmented reality. And don't forget to post your project on the project gallery for everyone to see. And there you go. You have the idea and the structure for your first augmented reality projects. At this point, I just want to congratulate you again and thank you for following this class until the very end. If there is one thing that I want you to leave with is that anyone, including you can design for augmented reality. This is a new media, but it is here to stay. And if we've proven something is that you don't really need to be a technical expert or have a lot of experience to design for it.