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3 Mixed Reality Design Experience design. 3 Overview2 Some dichotomies 1. VR vs AR/MR (also VR vs ubiquitous computing) 2. AR vs MR 3. Task-based vs Experience-Based.

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Presentation on theme: "3 Mixed Reality Design Experience design. 3 Overview2 Some dichotomies 1. VR vs AR/MR (also VR vs ubiquitous computing) 2. AR vs MR 3. Task-based vs Experience-Based."— Presentation transcript:

1 3 Mixed Reality Design Experience design

2 3 Overview2 Some dichotomies 1. VR vs AR/MR (also VR vs ubiquitous computing) 2. AR vs MR 3. Task-based vs Experience-Based

3 3 Overview3 Experience-based?

4 3 Overview3 What is an experience? (Merriam-Webster) - direct observation of or participation in events as a basis of knowledge-practical knowledge, skill, or practice derived from direct observation of or participation in events or in a particular activity-the events that make up the conscious past of a community or nation or humankind generallypractical -something personally encountered, undergone, or lived through

5 3 Overview3 What is an experience? (Merriam-Webster) - direct observation of or participation in events as a basis of knowledge-practical knowledge, skill, or practice derived from direct observation of or participation in events or in a particular activity-the events that make up the conscious past of a community or nation or humankind generallypractical -something personally encountered, undergone, or lived through

6 3 Experience design Nathan Shedroff 3 Two books Technology as Experience McCarthy and Wright

7 3 Overview3 Experience design (Nathan Shedroff)

8 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) So... affect as well as effect Experience precedes the technology (AR): Technology enables or constrains the experience

9 3 Overview3 Experience design “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)

10 3 Overview3 Dimensions of experience (Nathan Shedroff)

11 11 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

12 12 AR Dramatic and Visual Alice’s Adventures in New Media dramatic acted out, not narrated 4 characters (including user) interactive among the characters between characters and user

13 13 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)

14 3 Overview3 Voices of Oakland: iPhone version

15 15 Oakland Cemetery

16 16 Oakland Cemetery Burial site for Atlanta: 1850-1900 25 Mayors 6 Governors 7000 Civil War soldiers Margaret Mitchell Site for history of Atlanta Peachtree Street and Auburn Ave

17 17 Oakland Cemetery

18 18 AR dramatic/narrative and aural Voices of Oakland Audio only Descriptive & dramatic Narrator (Garrett) Dramatic voices Explicit interface

19 19 Blast Theory

20 20 Blast Theory: Uncle Roy All Around You (2003)

21 21 Westwood Experience Wither et al. “The Westwood Experience: Connecting Story to Locations Via Mixed Reality” ISMAR 2010 the one from ISMAR 2010 Westwood theatre

22 22 Your examples http://ael.gatech.edu/mrdesignclass

23 3 Mixed Reality Design Experience design

24 3 Overview3 Shedroff’s three parts “The attraction is necessary to initiate the experience. It can be cognitive, visual, auditory, or a signal to any of our senses. The attraction can be intentional on the part of the experience, not just the experience creator.. The engagement is the experience itself. It needs to be sufficiently different than the surrounding environment of the experience to hold the attention of the audience or user as well as cognitively important (or relevant) enough for them to continue the experience. The conclusion can come in many ways, but it must provide some sort of resolution, whether through meaning, story or context, or activity to make an otherwise enjoyable experience satisfactory.”


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