These are the slides for a workshop I held in New York at NYC Media Lab's Exploring Future Reality event. My workshop was about designing interactions for mixed reality experiences. I went over some effective ways people can communicate their mixed reality/VR/AR design ideas when they don't have access to a headset.
Call Girls In Jp Nagar ☎ 7737669865 🥵 Book Your One night Stand
Creating User Flows for Mixed Reality Workshop (NYC Media Lab Exploring Future Reality 2017)
1. UX for Mixed Reality:
Creating User Flows
Lillian Warner
New York University Tandon School of Engineering
Integrated Digital Media Program
NYC Media Lab Future Reality Workshop 2017
13. • Voice Interaction
• 360 Sound
• 3D Objects
• Scaling, re-sizing,
and placing objects
• Gesturing
• Video
• Spatial Mapping
• Gaze Input
• Cortana
Input
Features
Many Components to Design For
18. ”To make a selection, gaze at the target
or say ’Select.’ To move an artwork, air
tap and hold. To adjust an artwork’s
size, air tap, gaze, and drag. To email a
transcription of the audio recording,
say ’Email.’”
Audio: What Does the User Hear?
19. User selects Artist 1 via air tap
> >
Previous Scene Next Scene
Input Selection (User Action)
31. Idea 3:
Take a Tour
Idea 2:
Human Anatomy Lesson
Idea 4:
View a Piece of Art
Idea 1:
Listen to a Song
32. Design Interactions (15 Min.)
1 Rule: No 2D objects (don’t just translate a web
browsing experience to a headset!)
• Use User Flow Template
• Use Snapshot Template
• Act it Out
33. Share (10 Min.)
Describe what’s going on in your team’s mixed reality
scene. Describe the interactions/user journey.
34. Mixed Reality is Still Being Defined
“The best way to predict the future is to invent it.”
Ray Bradbury’s “The Veldt”
35. XR is Good for Designers
• VUI
• AR
• VR
• Game Dev.
• 3D Modeling
• Sound Design
42. Where to Start?
1. Research
2. Brainstorming
3. Protoyping
4. Keep Track of the Details
Notes de l'éditeur
Last year in one of my classes, I worked with a small group to design and build an application for the HoloLens. Our app is called HoloGlass, and it is a 3D holographic art portfolio, primarily aimed at curators at museums. With our app, users can view and interact with artwork. They can place the artwork in their real world environments, share their world with other users, scale the artwork so it is true to size, and learn about the artist and artwork in an interactive way. This project was my first experience designing for mixed reality, and it was great.
-experimental mindset
Try giving a prompt
Check out general assembly workshops
Today, I’m going to be talking about mixed reality specifically. Some people call it augmented reality, but for the purposes of this talk, I’m going to stick with mixed reality. Just so we are all on the same page, mixed reality is somewhere between the real world and virtual reality. Mixed reality allows users to place digital objects in their physical worlds and interact with them. It’s different from mobile augmented reality in that it’s a little more comprehensive and can be more immersive. A headset is required, but the user’s vision isn’t fully occluded like it is in virtual reality.
To me, this scene from Iron Man is mixed reality.
…and so is this demonstration of someone wearing the HoloLens. The person in this video is video chatting, placing digital objects in her real world environment, and viewing multiple applications at one time. There’s a lot going on
…and so is this demonstration of someone wearing the HoloLens. The person in this video is video chatting, placing digital objects in her real world environment, and viewing multiple applications at one time. There’s a lot going on
Creating user flows are a key part of the UX design process. They’re an important deliverable for any product. User flows not only help solidify the product and product’s goals, but they’re also a key way in which designers communicate with developers, product managers, and even clients. User flows help all the stakeholders get on the same page. Communicating user flows is a responsibility of the design team, and it’s important to get user flows right in order to allow developers and product managers to move forward with their tasks.
As UX designers, we are all probably very familiar with user flows for web and mobile products like the one here. But as voice-based platforms and augmented and virtual reality devices become more popular, the types of apps we are designing are going to change--and so are our design practices. The way we communicate our design ideas to others is going to change.
All of these things are tools to help you let the user know what to do next. A good MR experience should incorporate a lot, if not all of these.
But at the end of our process, we were able to deliver clear and compelling user flows for a variety of interactions/functions within our app. These documents were really helpful to our developers, and they were also crucial in allowing us to explain our final concept before we had actually built it.
And lastly, of course, any good user flow should show what’s happening at any given moment.
This is clean and simplified, but can be a lot more comprehensive. One drawback to this format is that it takes up a lot of space on the page and it doesn’t have the traditional information architecture flow style that complicated products often have. However, to deliver a super comprehensive flow you could put together a thicker packet of flows in this format, and add additional content, like HQ renders, for your developers as you see fit. But in general, we found that this streamlined flow hit all the main points that we needed to communicate to our developers and other people interested in the project.
Object distance from user
Table of elements
8ninth’s table of elements was especially useful to our team as we explained our proof of concept because the elements gave us the ability to take a snapshot of a mixed reality scene and explain everything going on in a simple and elegant way.
The most important thing we did. Can do sound, interactions, field of view, etc. Our world is 3D and a mixed reality experience should be 3D. Limited though.
Sensory experience. The only form of prototyping
Use props and
tools-–doesn’t need to be fancy.
Sensory experience. The only form of prototyping . One takeaway was with the field of view—we realized we didn’t want to clutter our scenes, and the only way we were able to make that design decision was by using the sandwich box to approximate the hololens.
Make clear that we didn’t have the hololens the whole time
Field is exciting and still being defined
No rules except 1: stay away from 2D assets if possible
-not often that a whole new medium gets introduced
MR incorporates features found in voice apps, virtual reality, and augmented reality. So when you’re learning how to design for mixed reality, you’re also inadvertently learning how to design for those mediums as well. The wide variety of features that MR provides is what makes it seem messy and complicated at first, but it’s also what makes it the most exciting and interesting. When you’re designing for mixed reality, you’re also learning how to design voice interfaces, you’re learning about ux design for vr and ar products too.
Luckily, there’s already a significant amount of documentation out there.
Interaction design fundamentals
Mixed reality principles
So much good thinking going on on Medium every day.
As I mentioned earlier, designing for mixed reality can be really intimidating at first because there are so many different things going on. It can be stressful to begin.