New hunting grounds for experience designers with a mixed view on reality.
“XR is an incredibly powerful new tool for bridging the gap between imagination and reality. It achieves this most effectively when full immersion occurs, a solid sense of presence exists, and a multimodal experience looks, feels, and sounds believable. These are foundational concepts to keep top of mind when you’re moving from designing experiences for traditional mediums to designing the magical world of XR.”
Dashiel Neimark a.k.a. /uxdash | @ux_Dash ~ UXmatters ★
New forms of reality are kicking in and we have no idea how to deal with it.
“It’s too early to dive deep into AR technology. Sure, the UX design for headless interfaces will be an important core competence in the future. However, we’re not really able to gain experience in that area as of right now. What UX designers can and should do now, is to experiment with established technologies, such as 360-degree videos, and virtual reality. Even if these experiences will not really cover the challenges of AR, they broaden your horizon in the right direction. This is important, as your approach will have to change fundamentally.”
Dieter Petereit a.k.a. @dpetereit ~ noupe ★
All technology gets a business application, one way or another.
“Although we are now relatively more familiar with augmented reality (AR) and virtual reality (VR), it is still quite a challenge to understand how to design effective brand experiences with them. You don’t want to invest in technology for it only to be a gimmick that does not significantly bolster your branding activities. And yet, there is the pressure to not get left behind while everyone else seems to be using cutting edge technology. Most major brands today—The New York Times and Mercedes, as two examples—have used augmented reality and virtual reality experiences to engage customers. How can your brand leverage AR/VR for best results?”
Babar Suleman a.k.a. /babarsuleman | @B_Su ~ Boxes and Arrows ★
Augmentation of the mind, not of ‘reality’.
“The challenge with tech-oriented definitions is that they tend to keep the tech at the heart of the matter and neglect the people, or end users. As a result, applications are driven by what kind of technology is available for an AR-enhanced project, rather than being driven by the type of human experiences we want to create through augmentation. To resolve this, we need to bring user experience more prominently into the AR conversation.”
Kieran Evans a.k.a. @kieranevans1 and Jes A. Koepfler a.k.a. @jeskak ~ UXPA Magazine ★