Take A Stance

Week 9 & 10 : June 25th - July 8th

Take a Stance

 

Design Manifesto

Based on my experience and research to date, I have created a set of principles for designing AR platforms / products for long term public usage. I believe that these principles outline a genuine number of important points to consider when designing AR experiences. I will be following these principles and adding to them as I progress through the project.

The purpose of this project and manifesto is to explore, test and propose a calm, long term use OS for AR which is useful and enjoyable to the user. This platform should be something that users want to live with, and shouldn't take advantage of the user. The output will examine variety of use cases which use AR to make impossible interactions possible, shifting how we think about using AR as a ubiquitous technology.

 

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Frames & Handles

The platform will combine world content and personal content.

World content exists beyond individual users. This content would be context and location specific to be accessed and discovered by users. The majority of this information would be useful additional information in particular contexts, such as bus information as bus stops, product / service information at shops or companies, or reviews and booking information for restaurants.

Personal content is user created and defined information which is unique to each individual user. Personal content will allow users to place their desired content in the areas which suits them most, setting temporary or persistant content to relevant locations. Examples of this could be playing media in certain rooms, recipes while cooking, or real time public transport information.

Frames & Handles are a content placement and control concept which could be used to address personal content creation and usage. Frames are digital spaces which are used to store and contain 2D, or 3D content, while handles provide controls such as movement and hidden UI elements. Frames and handles function in a similar paradigm to desktops and shortcuts. The desktop houses quick access shortcuts which can run applications, while additional UI and control is hidden through menus and right clicking.

A paradigm such as frames and handles could add a layer of consistency across all content placement and interactions. I believe it is important to consider how a system in AR will function in order to gain deeper insight and perspective into the overall user experience. Next, I wanted to understand how users unfamiliar with AR would place content within their environments.

 

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Environment Mapping

As many people are unfamiliar with AR concepts and functionality, I decided to structure user testing around how they would imagine content being taken out of their phone and brought into their environment. As part of the roleplay scenario, participants were also asked to consider what they would like the content to be able to do for them beyond the limitations of their phones.

Environment mapping provided interesting insights into how people want to use digital content and where it would sit in their environments. On their own decision, all participants began the scenario from waking up and brought me through how they would use the content throughout the day.

Bedrooms were primarily used to provide immediate information focused on morning routines such as reminders, public transport information, time and date. Participants wanted this information accessible, but not to be there all the time, as they would also want to use their bedroom for relaxing after work. Entertainment and media was the preference for evening usage in bedrooms, through netflix, youtube and movies.

"It would be based on time, I only really need to see it in the mornings so I don't miss my bus."

Bathrooms were used to display light entertainment such as Netflix, Youtube and news articles.

"I always try to brush my teeth while reading the news on my phone, I'd probably make less mess if it was in front of me."

Kitchens were universally used for information of food and kitchen supplies. Recipes, shopping lists, food dates and online ordering were all common use cases within kitchens. Participants also wanted additional information such as cooking timers and step by step cooking guides.

"I do a lot of baking and I always have to wash my hands every time I need to check the recipe on my phone."


Hallways were used to store informational content which is most relevant when leaving the house. Reminders, events and bus times were commonly found around alarm panels and front doors, participants also left information here which they wanted to bring with them such as shopping lists.

"I write my lists to help remind me, but I always end up forgetting to bring them with me."


Gardens are great for relaxation in nice weather, but some participants wanted to be able to watch the world cup, or other films/tv while outside, without having to bring their TV outside.

"It's so hot in there that I have to come out here to cool off at half-time, it'd be nice to be able to just watch it outside."

Key Insights

Content Density: People want a lot of content to be available to them, but don't want it to always be visible.

Hands Free: Content needs to be usable while a user's hands are full or they are preoccupied with another task.

Location Relevance: Different locations are generally used for specific purposes, additional meaning and usage can be attributed to physical rooms through digital content.

Physical Objects: Content was mapped to objects throughout testing, they were used to move, access and control content.

Impossible Interactions: Interactions which are currently impossible or difficult / awkward would add to the experience on very personal levels.

 

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Use Cases

The usage of this AR platform will be examined through a variety of use cases. These use cases will provide insight into how other forms of functionality would be developed, offering context specific viewpoints of the overall AR platform experience and how it would add to the lives of the user in a positive way.

Use Case 1: Following a Recipe

- Finding the recipe.
- Placing it somewhere.
- Cooking and following along.
- Spilling something on it.
- Measuring something, additional AR content when measuring.
- Cooking timers.
- None of an ingredient, offers an alternative.
- Moving it with you as you go.

Use Case 2: Playing Video Content

- Choosing the video.
- Playing it in a frame already set up.
- Film controls.
- Mapping controls to objects.
- Sharing the frame with others in the room.
- Bringing it with you.
- Watching in a different location.

Use Case 3: Bus Information & Contextual World Content

- Incoming bus.
- Walking to the bus.
- Real time content is on the way.
- Gets to the bus stop and sees additional bus information.
- Checks Leap Card and sees balance remaining.
- Sees an ad for a product / service on the bus.
- Accesses the world content associated.
- Interaction with another person.

 

Prototyping AR >