Designing XR

Designing XR
Author :
Publisher : Emerald Group Publishing
Total Pages : 324
Release :
ISBN-10 : 9781802623659
ISBN-13 : 1802623655
Rating : 4/5 (59 Downloads)

Synopsis Designing XR by : Peter (Zak) Zakrzewski

In Designing XR, H+C immersion is presented as a multi-dimensional design problem which addresses the question of: How can transformative design-thinking-based knowledge systems complement the existing HCI invention model to contribute to the creation of more socially viable and humane immersive media environments?

Designing XR

Designing XR
Author :
Publisher : Emerald Group Publishing
Total Pages : 298
Release :
ISBN-10 : 9781802623673
ISBN-13 : 1802623671
Rating : 4/5 (73 Downloads)

Synopsis Designing XR by : Peter (Zak) Zakrzewski

In Designing XR, H+C immersion is presented as a multi-dimensional design problem which addresses the question of: How can transformative design-thinking-based knowledge systems complement the existing HCI invention model to contribute to the creation of more socially viable and humane immersive media environments?

Designing Immersive 3D Experiences

Designing Immersive 3D Experiences
Author :
Publisher : New Riders Publishing
Total Pages : 400
Release :
ISBN-10 : 0137282834
ISBN-13 : 9780137282838
Rating : 4/5 (34 Downloads)

Synopsis Designing Immersive 3D Experiences by : Renee Stevens

Designing Immersive 3D Experiences can help any visual designer move into the fast-growing fields of 3D and extended reality (XR) design. Leading designer Ren e Stevens ( Powered by Design) introduces a proven approach and an effective design thinking process you can use to create outstanding, immersive user experiences. Stevens guides you through creating your first XR project - and improving every project after that. Drawing on her experience building a major university's first course in Augmented Reality, she prepares visual designers to succeed with 3D and XR design in environments from mobile and web to wearables. Stevens begins by exploring what XR and 3D immersive design are, how they're evolving, and how you may already be using them. Next, she explores core concepts and technologies, from computer-human interaction to projection mapping and head-mounted displays. Then, you'll walk through projects from start to finish, learning how to: Perform upfront ideation for new XR/3D projects: set "why" goals, balance innovation with practicality, and keep it all human Build seamless and approachable user experiences and interfaces Prototype XR experiences Account for perception and other human factors Augment typography, color, audio, and voice Take your next steps with XR design, and more

UX for XR

UX for XR
Author :
Publisher : Apress
Total Pages : 255
Release :
ISBN-10 : 1484270193
ISBN-13 : 9781484270196
Rating : 4/5 (93 Downloads)

Synopsis UX for XR by : Cornel Hillmann

Extending traditional digital platforms to the new frontier of extended reality (XR) requires taking into account what best practices, new concepts, and conventions have been established and what learnings can be brought forward from case studies involving industry leaders. By looking at practical examples from the field of handheld AR breakthroughs, virtual reality (VR) success stories and experimental interaction concept of pioneering XR platforms, you'll see how it's possible to map out a framework of user experience (UX) guidelines to close in on opportunities and challenges that lay ahead. This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions. You'll approach the design for experiential state and spatial cognition, using established UX key performance indicators, while taking into account the social dynamics, emotional framework and wider industry context. UX design and strategy for the XR space is a new frontier, so UX for XR focuses on case studies and industry research to illustrate the relationship between UX design and the growth of immersive technologies. Practical examples will demonstrate how you should apply UX design principles using designing interactions in XR by identifying the importance of spaces, senses and storyboarding. What You'll Learn Explore the challenges and opportunities of designing for XR See how spatial interaction is revolutionizing human computer interaction Examine sensory input and interaction beyond the screen Work with 3D Interaction Design and build a strong 3D UX Understand VR and augmented reality essentials for emotion-rich user experiences Apply UX research techniques for the XR space Who This Book Is For This book is primarily for UX designers, consultants, and strategists; XR developers; and media professionals

The Laws of Simplicity

The Laws of Simplicity
Author :
Publisher : MIT Press
Total Pages : 129
Release :
ISBN-10 : 9780262260954
ISBN-13 : 0262260956
Rating : 4/5 (54 Downloads)

Synopsis The Laws of Simplicity by : John Maeda

Ten laws of simplicity for business, technology, and design that teach us how to need less but get more. Finally, we are learning that simplicity equals sanity. We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to use, but also does all the complex things we might ever want it to do. In The Laws of Simplicity, John Maeda offers ten laws for balancing simplicity and complexity in business, technology, and design—guidelines for needing less and actually getting more. Maeda—a professor in MIT's Media Lab and a world-renowned graphic designer—explores the question of how we can redefine the notion of "improved" so that it doesn't always mean something more, something added on. Maeda's first law of simplicity is "Reduce." It's not necessarily beneficial to add technology features just because we can. And the features that we do have must be organized (Law 2) in a sensible hierarchy so users aren't distracted by features and functions they don't need. But simplicity is not less just for the sake of less. Skip ahead to Law 9: "Failure: Accept the fact that some things can never be made simple." Maeda's concise guide to simplicity in the digital age shows us how this idea can be a cornerstone of organizations and their products—how it can drive both business and technology. We can learn to simplify without sacrificing comfort and meaning, and we can achieve the balance described in Law 10. This law, which Maeda calls "The One," tells us: "Simplicity is about subtracting the obvious, and adding the meaningful."

Universal Design in Video Games

Universal Design in Video Games
Author :
Publisher : Springer Nature
Total Pages : 310
Release :
ISBN-10 : 9783031305955
ISBN-13 : 3031305957
Rating : 4/5 (55 Downloads)

Synopsis Universal Design in Video Games by : Adam Palmquist

HCI International 2021 - Late Breaking Papers: Multimodality, eXtended Reality, and Artificial Intelligence

HCI International 2021 - Late Breaking Papers: Multimodality, eXtended Reality, and Artificial Intelligence
Author :
Publisher : Springer Nature
Total Pages : 613
Release :
ISBN-10 : 9783030909635
ISBN-13 : 3030909638
Rating : 4/5 (35 Downloads)

Synopsis HCI International 2021 - Late Breaking Papers: Multimodality, eXtended Reality, and Artificial Intelligence by : Constantine Stephanidis

This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Augmented Human

Augmented Human
Author :
Publisher : "O'Reilly Media, Inc."
Total Pages : 150
Release :
ISBN-10 : 9781491928394
ISBN-13 : 1491928395
Rating : 4/5 (94 Downloads)

Synopsis Augmented Human by : Helen Papagiannis

Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed. If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology. You’ll explore how: Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world Haptic technology syncs what you see with how something feels Augmented sound and hearables alter the way you listen to your environment Digital smell and taste augment the way you share and receive information New approaches to storytelling immerse and engage users more deeply Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces Human avatars can learn our behaviors and act on our behalf

Game User Experience And Player-Centered Design

Game User Experience And Player-Centered Design
Author :
Publisher : Springer Nature
Total Pages : 490
Release :
ISBN-10 : 9783030376437
ISBN-13 : 3030376435
Rating : 4/5 (37 Downloads)

Synopsis Game User Experience And Player-Centered Design by : Barbaros Bostan

This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

Creating Augmented and Virtual Realities

Creating Augmented and Virtual Realities
Author :
Publisher : "O'Reilly Media, Inc."
Total Pages : 373
Release :
ISBN-10 : 9781492044147
ISBN-13 : 1492044148
Rating : 4/5 (47 Downloads)

Synopsis Creating Augmented and Virtual Realities by : Erin Pangilinan

Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you’ll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications