UX for XR

UX for XR
Author: Cornel Hillmann
Publsiher: Apress
Total Pages: 255
Release: 2021-06-13
Genre: Architecture
ISBN: 1484270193

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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

Virtual and Augmented Reality VR AR

Virtual and Augmented Reality  VR AR
Author: Ralf Doerner,Wolfgang Broll,Paul Grimm,Bernhard Jung
Publsiher: Springer Nature
Total Pages: 435
Release: 2022-01-12
Genre: Computers
ISBN: 9783030790622

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This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.

Designing Immersive 3D Experiences

Designing Immersive 3D Experiences
Author: Renee Stevens
Publsiher: New Riders Publishing
Total Pages: 400
Release: 2021-06-30
Genre: Electronic Book
ISBN: 0137282834

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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

Creating Augmented and Virtual Realities

Creating Augmented and Virtual Realities
Author: Erin Pangilinan,Steve Lukas,Vasanth Mohan
Publsiher: "O'Reilly Media, Inc."
Total Pages: 372
Release: 2019-03-18
Genre: Computers
ISBN: 9781492044147

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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

Vr Ux

Vr Ux
Author: Casey Fictum
Publsiher: Unknown
Total Pages: 102
Release: 2016-05-14
Genre: Human-computer interaction
ISBN: 1533273022

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Recently updated for 2017! If you're looking to get into VR design, UX or storytelling, this is your first stop. It's a lean 100+page approach to the roots of a VR experience based on the current technology stack. You'll learn the basics, some advanced tips, and the problems that are still pending in the VR UX community. Top 50 book in Product Design in 2016 Featured on the list of VR UX resources provided by uxofvr.com

The Laws of Simplicity

The Laws of Simplicity
Author: John Maeda
Publsiher: MIT Press
Total Pages: 129
Release: 2006-07-07
Genre: Design
ISBN: 9780262260954

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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."

Mindful by Design

Mindful by Design
Author: Caitlin Krause
Publsiher: Corwin Press
Total Pages: 269
Release: 2019-01-07
Genre: Education
ISBN: 9781506388649

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"Mindful by Design is a guide to well-being, a practical resource, and a creative call-to-action, as Caitlin Krause helps readers to bridge the gap between prioritizing true connection and achieving it." – Leah Weiss, author of How We Work: Live Your Purpose, Reclaim Your Sanity, and Embrace the Daily Grind; Lecturer, Stanford Graduate School of Business "Krause shares valuable strategies that will help any educator, coach, manager, or learning professional bring out the best in those they serve." —Dorie Clark, adjunct professor at Duke University′s Fuqua School of Business and author, Entrepreneurial You and Stand Out "Mindful by Design is a valuable and inspiring guide, offering generous insights and practical advice for those seeking to center, strengthen, and clarify their efforts both in and outside of the classroom." —Dinty Moore, author, The Mindful Writer Take mindfulness beyond the buzzword and spark powerful learning environments! As we navigate complex changes in our professional and personal lives, Mindful by Design is a resource that provides ways to infuse meaningful connection into remote learning, so that learners, teachers, and leaders can flourish. If you′re experiencing "zoom burnout," or just looking for ways to connect more deeply and integrate SEL and mindfulness into the context of your teaching practices, this book is for you! In a busy world full of challenges and distractions, mindfulness is about increasing a sense of presence and intention in everything we do. This must-have resource explores how mindfulness can improve teaching and learning, promoting the development of future-forward skills including creativity, entrepreneurship, innovation, and communication. Readers will learn how to cultivate a personal mindfulness practice that reflects their individuality, and how to create a community of care and respect through mindfulness, inviting learners to seek more authentic interactions with the curriculum, with themselves, and with each other. Mindful by Design provides 24 detailed exercises, including step-by-step mindfulness lessons embedded into specific curriculum areas, ready to implement immediately. Filled with practical, accessible explanations and applications that are adaptive and engaging, this book demystifies mindfulness and empowers each individual to embrace a personal mindfulness practice and inspire powerful learning environments.

Star Trek Designing the Final Frontier

Star Trek  Designing the Final Frontier
Author: Dan Chavkin,Brian McGuire
Publsiher: Simon and Schuster
Total Pages: 85
Release: 2021-08-03
Genre: Architecture
ISBN: 9781681885629

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"When Star Trek first premiered in 1966, viewers were shown a window into an amazing new sci-fi universe. That vision has lasted and grown for decades after - and it was fulfilled by the creativity of this legendary show's talented art directors, prop masters, and set decorators. Star Trek would not have been the same without the Burke and Origami chairs, sculptures and other decorative arts, and props used on-set. These items would not even exist, were it not for various designers of the midcentury modern movement, such as Pierre Paulin, Joe Colombo, Paul McCobb, Warren Platner, and Milo Baughman. Authors Dan Chavkin and Brian McGuire invite you on a journey throught the original series. Together, they illustrate in depth how Midcentury Modern design gave rise to the feel and aesthetic of Star Trek. Detailed, expert examination of key episodes shows how these highly influential design movements are nigh-inseparable from Star Trek -- and how they helped to shape one of the greatest visions of the future."--Back cover.