ENGLISH

UX for XR: User Experience Design and Strategies for Immersive Technologies (Design Thinking)

Book information

Publisher
Apress
Year
2021
ISBN
1484270193, 9781484270196
Language
english
Format
PDF
Filesize
7 MB (6947546 bytes)
Edition
1
Pages
280\273
Time added
2021-12-21 06:24:33

Description

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 LearnExplore the challenges and opportunities of designing for XR See how spatial interaction is revolutionizing human computer interactionExamine sensory input and interaction beyond the screenWork with 3D Interaction Design and build a strong 3D UXUnderstand VR and augmented reality essentials for emotion-rich user experiencesApply 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 Table of Contents About the Author About the Technical Reviewer Acknowledgments Preface Chapter 1: Introduction 1.1 Welcome to the Spatial Computing Era 1.2 Mapping the Territory: UX 1.3 Mapping the Territory: XR 1.4 Merging the UX and the XR Universe 1.5 Crisis As an Accelerator 1.6 Summary Chapter 2: The History and Future of XR 2.1 Introduction 2.2 XR: From Early Experiments to the Fourth Transformation 2.2.1 UX Before Oculus VR 2.2.2 The Timeline of UX for AR Devices 2.2.3 The Decade That Defined XR 2.2.4 Behind the Scenes of Industry 4.0 2.2.5 UX As a Market Maker for XR Applications 2.2.6 The Elements of XR Design 2.2.7 XR: The Subculture Context 2.2.8 UX Design for Life 4.0 2.2.9 XR as a UX-Driven Marketing Paradise? 2.2.10 UX for XR in EdTech, MedTech, and Beyond 2.3 VR: A Roller-Coaster Ride into the Future 2.3.1 When UX Thinking Was Injected into VR: The Epic Story of Oculus 2.3.2 Surviving the Hype Curve 2.3.3 The Apple XR Lineup 2.3.4 VR UX: Usability First 2.3.5 Setting the Bar for VR Usability 2.3.6 The Elements of VR Usability 2.3.7 Alyx: The Gold Standard for VR Usability 2.3.8 Designing the VR Future, Beyond Usability 2.3.9 User-Centric Design in a Changing Digital Environment 2.3.10 VR Usability Heuristics 2.3.11 UX: Storyboarding, Ideation, and User Journey Maps for VR 2.3.12 Future-Proofing Design Methods 2.4 AR: Handheld AR Success Stories, Prototypes, and the AR Cloud 2.4.1 AR Application Types and Device Categories 2.4.2 Projection-Based AR 2.4.3 The AR Road Map 2.4.4 AR Success Stories 2.4.5 UX Design for AR Spaces 2.4.5.1 Privacy UX 2.5 A New Era of XR Gamification: UX and User Engagement 2.5.1 The XR Gamification Layer 2.5.2 The XR Gamification Toolset 2.5.3 XR Onboarding with Gamification 2.5.4 VR and Gamification 2.5.5 AR Gamification 2.6 Summary Chapter 3: The Rise of UX and How It Drives XR User Adoption 3.1 Introduction 3.2 UX and the Macroeconomics of the Next Big Thing 3.2.1 UX Designers and the Digital Economy 3.2.2 Macrotechnology Forces 3.2.3 How Free-to-Play Games Disrupted the Gaming Industry 3.2.4 The Culture Clash: UX Design vs. Game Design 3.2.5 Conversion Events 3.2.6 From Human-Centered Design to the Human-Centered Economy 3.2.7 Economic Success as an Accelerator 3.3 Key Lessons from Three Decades of VR Experiences 3.3.1 1990s VR: The Public Is Ready, the Technology Is Not 3.3.2 The Visual Scripting Evolution: From Virtools to Blueprints and Bolt 3.3.3 VR Solutions with Staying Power 3.3.4 Emerging VR Conventions 3.3.5 The Shifting Landscape of VR 3.4 XR Design: User Agency and Storytelling 3.4.1 The Importance of Frameworks for UX Design 3.4.2 The Types of XR Projects and XR Designers 3.5 XR Fundamentals: HCI, Usability, and UX 3.5.1 VR Controllers and Usability Decisions 3.5.2 The Form Follows Function Cliché in a  UX Context 3.5.3 What UX Really Means for XR 3.6 Summary Chapter 4: UX and Experience Design: From Screen to 3D Space 4.1 Introduction 4.2 Creative Solutions for the XR Friction Funnel 4.2.1 The UI Evolution into 3D Space 4.2.2 Understanding the User in the Funnel 4.2.3 The XR World Is 3D, Just Like the  Real World 4.2.4 3D Navigation as a Superpower 4.3 The Fundamentals of Designing Spatial XR Experiences 4.3.1 The UX Design Process for Digital XR Products 4.3.2 The Double Diamond in XR 4.3.3 UX Design Innovation: OOUX 4.3.4 OOUX in Action 4.3.5 Case Study: Reality UX 4.3.6 3D, Spatial Object Design and User Interaction 4.3.7 The Social AR Object As an App and How to Design It 4.4 Immersive Interaction: Senses, Haptics, Gestures, Audio, and Voice 4.4.1 XR Interaction Design and the OODA Loop 4.4.2 The GDD and XR Interaction Design 4.5 XR and Mindful Design 4.6 Summary Chapter 5: Pioneering Platforms and UX Learnings 5.1 Introduction 5.2 Handheld AR Breakthroughs 5.2.1 Spatial Storytelling with Adobe Aero 5.2.2 3D Tools of the AR Trade 5.2.3 Social Media AR 5.2.4 The Handheld AR Landscape 5.2.5 Handheld AR UX 5.3 VR: The Oculus Ecosystem 5.3.1 Ideation, Grayboxing, and Early Prototyping 5.3.2 Frameworks and Tools 5.4 Microsoft HoloLens: Entertain, Inform, Assist, and Inspire 5.4.1 The Vision: A Mixed-Reality Mirror World with Azure Spatial Anchors and Microsoft Mesh 5.4.2 Prototyping with Microsoft Marquette 5.4.3 The Mixed Reality Toolkit (MRTK) 5.4.4 Prototyping an XR UI with Desktop UX/UI Tools 5.4.5 VR, AR, MR: The Evolution of Prototyping 5.5 VR Tours: 360 Video, VR180, and Immersive Photo Tours 5.5.1 VR Tour Content Creation and UX Considerations 5.5.2 Adding Narrative Elements to VR Tour Media 5.6 Summary Chapter 6: Practical Approaches: UX and XR in the Real World 6.1 Introduction 6.2 Case Study: Gallery X, Part 1 6.2.1 Prototyping Utopia 6.2.2 VR Gallery X: The Initial Design Brief 6.2.3 VR Gallery X: Discovery 6.2.4 VR Gallery X: Exploration 6.2.5 Persona, User Journey, and User Story 6.2.6 Object-Oriented UX in an XR Context 6.3 Case Study: Gallery X, Part 2, Thinking, Designing, Building, Testing 6.3.1 The Verbal Storyboard 6.3.2 The Visual Storyboard and Low-Fidelity Prototype 6.3.3 Building the High-Fidelity Prototype and Testing It 6.3.4 The Double Diamond Process and Its Results 6.4 UX Strategy, Analytics, Data Acquisition, and UX Audits for XR Projects 6.4.1 Mozilla XR Resources 6.4.2 User Feedback Based on WebVR 6.4.3 UX Audits for XR Projects 6.5 Summary 6.6 Conclusion: The Future Is Here 6.6.1 The Next Growth Story: UX for XR 6.6.2 The XR Future: A Balance of Opportunities and Risk Mitigation 6.6.3 XR Futurism: Designing Reality Glossary Resources Index

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