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Mixed Reality Design

Mixed Reality Design. Experience design. 3. Some dichotomies. 1. VR vs AR/MR (also VR vs ubiquitous computing) 2. AR vs MR 3. Task-based vs Experience-Based. 3. 2. Overview. Experience-based?. 3. 3. Overview. What is an experience? (Merriam-Webster).

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Mixed Reality Design

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  1. Mixed Reality Design • Experience design 3

  2. Some dichotomies • 1. VR vs AR/MR(also VR vs ubiquitous computing) • 2. AR vs MR • 3. Task-based vs Experience-Based 3 2 Overview

  3. Experience-based? 3 3 Overview

  4. What is an experience? (Merriam-Webster) - direct observation of or participation in events as a basis of knowledge-practical knowledge, skill, or practice derived from direct observation of or participation in events or in a particular activity-the events that make up the conscious past of a community or nation or humankind generally -something personally encountered, undergone, or lived through 3 3 Overview

  5. What is an experience? (Merriam-Webster) - direct observation of or participation in events as a basis of knowledge-practical knowledge, skill, or practice derived from direct observation of or participation in events or in a particular activity-the events that make up the conscious past of a community or nation or humankind generally -something personally encountered, undergone, or lived through 3 3 Overview

  6. Two books Experience design Nathan Shedroff 3 Technology as Experience McCarthy and Wright 3

  7. Experience design (Nathan Shedroff) 3 3 Overview

  8. Experience design “While everything, technically, is an experience of some sort, there is something important and special to many experiences that make them worth discussing.” (Experience Design 1.1, Nathan Shedroff) So... affect as well as effect Experience precedes the technology (AR): Technology enables or constrains the experience 3 3 Overview

  9. Experience design “Many see [experience design] only as a field for digital media, while others view it in broad-brush terms that encompass traditional, established, and other such diverse disciplines as theater, graphic design, storytelling, exhibit design, theme-park design, online design, game design, interior design, architecture, and so forth.” (Shedroff) 3 3 Overview

  10. Dimensions of experience (Nathan Shedroff) 3 3 Overview

  11. Experience Design in AR: catharsis & flow • Two classes: • Cathartic experiences • e.g. narrative-dramatic (“AR movies”) • less common in AR • Flow experiences • games, social media 11

  12. AR Dramatic and Visual • Alice’s Adventures in New Media • dramatic • acted out, not narrated • 4 characters (including user) • interactive • among the characters • between characters and user 12

  13. AR Dramatic and Visual (Four Angry Men) • dramatic • acted out, not narrated • 4 characters (including user) • visual and aural • see the actors and hear them • (and one’s own part) 13

  14. Voices of Oakland: iPhone version 3 3 Overview

  15. Oakland Cemetery 15

  16. Oakland Cemetery • Burial site for Atlanta: 1850-1900 • 25 Mayors6 Governors • 7000 Civil War soldiers • Margaret Mitchell • Site for history of Atlanta • Peachtree Street and Auburn Ave 16

  17. Oakland Cemetery 17

  18. AR dramatic/narrative and aural • Voices of Oakland • Audio only • Descriptive & dramatic • Narrator (Garrett) • Dramatic voices • Explicit interface 18

  19. Blast Theory 19

  20. Blast Theory: Uncle Roy All Around You (2003) 20

  21. Westwood Experience • Wither et al. “The Westwood Experience: Connecting Story to Locations Via Mixed Reality” ISMAR 2010 • the one from ISMAR 2010 Westwood theatre 21

  22. Your examples • http://ael.gatech.edu/mrdesignclass 22

  23. Mixed Reality Design • Experience design 3

  24. Shedroff’s three parts “The attraction is necessary to initiate the experience. It can be cognitive, visual, auditory, or a signal to any of our senses. The attraction can be intentional on the part of the experience, not just the experience creator.. The engagement is the experience itself. It needs to be sufficiently different than the surrounding environment of the experience to hold the attention of the audience or user as well as cognitively important (or relevant) enough for them to continue the experience. The conclusion can come in many ways, but it must provide some sort of resolution, whether through meaning, story or context, or activity to make an otherwise enjoyable experience satisfactory.” 3 3 Overview

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