AR-UX: The generation of the pervasive User Experience

Over the past year Augmented Reality (AR) has been touted as the next big thing. This session looks at what real world challenges we need to consider and resolve in this space as well as how we introduce and enable this information to be inclusive and relevant across many contexts.

As devices and networks evolve we become more connected to time, objects and people. As interactions start becoming separated from traditional interfaces, what is the impact for us as the people who design these experiences? How do we deal with connections that are no longer necessarily presented in or triggered from environments that users can see and touch. How do we incorporate this into our design thinking and approach when those experiences may have very real impacts on the notion of self.

The technology should not drive the solution, rather enhance it and provide a real reason to utilise it. Given much of the research and development has occurred within the gaming industry where does this leave AR for the non-gaming world – just in the hands of marketers and brand people who want to do something “cool” or can we drive this into real-world applications that make a real difference to people’s lives?

We will look at how “augmented” reality differs from “virtual” reality and the difference between locative and marker-based AR.

And what about standards? This increasingly fragmented market needs a good dose of standards applied. Where is the definition of open AR standards at currently and where is it headed?

The presentation will show how the physical environment, devices and network all impact on the quality of the experience. The presentation will also draw on real-world findings from AR projects that MOB have developed.

Presentation audio