3 Augmented & Mixed Reality Design Experience design: Case Studies
3 Overview3 Experience design (Nathan Shedroff)
3 Overview3 Experience design “While everything, technically, is an experience of some sort, there is something important and special to many experiences that make them worth discussing.” (Experience Design 1.1, Nathan Shedroff)
3 Overview3 Experience design Affect as well as effect Experience precedes the task Experience precedes the technology (AR) Technology enables or constrains the experience
3 Overview3 Experience design and media traditions “Many see [experience design] only as a field for digital media, while others view it in broad-brush terms that encompass traditional, established, and other such diverse disciplines as theater, graphic design, storytelling, exhibit design, theme-park design, online design, game design, interior design, architecture, and so forth.” (Shedroff)
6 Experience Design in AR: catharsis & flow Two classes: Cathartic experiences e.g. narrative-dramatic (“AR movies”) less common in AR Flow experiences games, social media
7 AR Dramatic and Visual (Four Angry Men) dramatic acted out, not narrated 4 characters (including user) visual and aural see the actors and hear them (and one’s own part)
3 Overview3 Voices of Oakland: iPhone version
9 Oakland Cemetery
10 Oakland Cemetery Burial site for Atlanta: Mayors 6 Governors 7000 Civil War soldiers Margaret Mitchell Site for history of Atlanta Peachtree Street and Auburn Ave
11 Oakland Cemetery
12 AR dramatic/narrative and aural Voices of Oakland Audio only Descriptive & dramatic Narrator (Garrett) Dramatic voices Explicit interface
Cultural heritage and AR: Metz cathedral
Les lumières de St. Etienne
The iPhone design
Situated simulations: Liestol / Oslo
19 Blast Theory
20 Blast Theory: Can You See Me Now
21 Blast Theory: Uncle Roy All Around You (2003)
3 Mixed Reality Design Experience design