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Implementing Effective
Rapid Design and Prototyping
Strategies for AR/MR/VR
Brady Redfearn, PhD
Assistant Professor @ Brigham Young University (BYU)
Director @ BYUmrlab.com
UX/IT Guru @ redfearnUX.com
Copyright 2019
About Me
2
COPYRIGHT 2018
Setting Expectations
6
Scope
 Is:
 Intermediate-level discussion
 UX-focused
 UCD methods
 Rapid prototyping
 Interface/interactions, immersion, ROI
 Is Not:
 Computer vision/object recognition/computer science
 Going to solve all your problems
 A boring lecture
7
8
Me
2014-2017
The Formal Measures
9
10
Categories & Characteristics
 Cost (in USD)
 Interface
 Immersion
 Display Hardware
 Projector
 Mobile Phone
 VR Headset
 AR Headset
(A. McMahan, 2003; Bjork & Holopainen, 2004; Bowman, Kruijff, LaViola Jr, & Poupyrev, 2001; Bowman & McMahan, 2007; Catani & Biers,
1998; “Doug’s 1968 Demo - Doug Engelbart Institute,” n.d.; E. Adams, 2004; R. P. McMahan, Gorton, Gresock, McConnell, & Bowman, 2006;
Rudd, Stern, & Isensee, 1996; Walker, Takayama, & Landay, 2002; Wu, Lee, Chang, & Liang, 2013)
11
…Continued
 Interface
 Interaction
 User Input (user performs action)
 System Output (system performs action)
 Software (programming between user and system performs action)
 Function (interface responds to action)
 Immersion
 Tactical (i.e., interface that responds rapidly & reliably)
 Spatial (i.e., looks and feels right)
 Strategic (i.e., the “big picture”)
 Narrative (i.e., good storytelling)
(A. McMahan, 2003; Bjork & Holopainen, 2004; Bowman, Kruijff, LaViola Jr, & Poupyrev, 2001; Bowman & McMahan, 2007; Catani &
Biers, 1998; “Doug’s 1968 Demo - Doug Engelbart Institute,” n.d.; E. Adams, 2004; R. P. McMahan, Gorton, Gresock, McConnell, &
Bowman, 2006; Rudd, Stern, & Isensee, 1996; Walker, Takayama, & Landay, 2002; Wu, Lee, Chang, & Liang, 2013)
12
Milgram’s Reality-Virtuality
Continuum (RVC)
13
P. Milgram, H. Takemura, A. Utsumi, and F. Kishino, “Augmented reality: A class of displays on the reality-virtuality continuum,” in
Telemanipulator and telepresence technologies, 1995, vol. 2351, pp. 282–293.
P. Milgram and F. Kishino, “A taxonomy of mixed reality visual displays,” IEICE TRANSACTIONS on Information and Systems, vol. 77, no.
12, pp. 1321–1329, 1994.
14
Abbreviated Experience
Characteristics
15
B. E. Redfearn, “Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction
Systems,” Feb. 2018.
Grouped Experience Cost
16
Characteristics ROI
17
Overall Key Findings
 Storyboarding/storytelling are critical
 Semi-structured interviews are critical
 Prototypes must have advanced capabilities in terms of
interface, interaction, and immersion (user defined)
 User’s want to try it out
 You can’t imagine an MR experience without first-hand
knowledge
 Immersion is king
 And can be done at low costs
18
2018-2019
The Informal Measures
19
Fall 2018
20
Fall 2018
21
Finally!
Some Prototyping Tools!
22
Spring 2019
23
Questions?
2
4

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UXPA2019 Implementing Effective Rapid Design and Prototyping Strategies for Augmented/Mixed/Virtual Reality (AR/MR/VR)

  • 1. 1 Implementing Effective Rapid Design and Prototyping Strategies for AR/MR/VR Brady Redfearn, PhD Assistant Professor @ Brigham Young University (BYU) Director @ BYUmrlab.com UX/IT Guru @ redfearnUX.com Copyright 2019
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  • 7. Scope  Is:  Intermediate-level discussion  UX-focused  UCD methods  Rapid prototyping  Interface/interactions, immersion, ROI  Is Not:  Computer vision/object recognition/computer science  Going to solve all your problems  A boring lecture 7
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  • 11. Categories & Characteristics  Cost (in USD)  Interface  Immersion  Display Hardware  Projector  Mobile Phone  VR Headset  AR Headset (A. McMahan, 2003; Bjork & Holopainen, 2004; Bowman, Kruijff, LaViola Jr, & Poupyrev, 2001; Bowman & McMahan, 2007; Catani & Biers, 1998; “Doug’s 1968 Demo - Doug Engelbart Institute,” n.d.; E. Adams, 2004; R. P. McMahan, Gorton, Gresock, McConnell, & Bowman, 2006; Rudd, Stern, & Isensee, 1996; Walker, Takayama, & Landay, 2002; Wu, Lee, Chang, & Liang, 2013) 11
  • 12. …Continued  Interface  Interaction  User Input (user performs action)  System Output (system performs action)  Software (programming between user and system performs action)  Function (interface responds to action)  Immersion  Tactical (i.e., interface that responds rapidly & reliably)  Spatial (i.e., looks and feels right)  Strategic (i.e., the “big picture”)  Narrative (i.e., good storytelling) (A. McMahan, 2003; Bjork & Holopainen, 2004; Bowman, Kruijff, LaViola Jr, & Poupyrev, 2001; Bowman & McMahan, 2007; Catani & Biers, 1998; “Doug’s 1968 Demo - Doug Engelbart Institute,” n.d.; E. Adams, 2004; R. P. McMahan, Gorton, Gresock, McConnell, & Bowman, 2006; Rudd, Stern, & Isensee, 1996; Walker, Takayama, & Landay, 2002; Wu, Lee, Chang, & Liang, 2013) 12
  • 13. Milgram’s Reality-Virtuality Continuum (RVC) 13 P. Milgram, H. Takemura, A. Utsumi, and F. Kishino, “Augmented reality: A class of displays on the reality-virtuality continuum,” in Telemanipulator and telepresence technologies, 1995, vol. 2351, pp. 282–293. P. Milgram and F. Kishino, “A taxonomy of mixed reality visual displays,” IEICE TRANSACTIONS on Information and Systems, vol. 77, no. 12, pp. 1321–1329, 1994.
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  • 15. Abbreviated Experience Characteristics 15 B. E. Redfearn, “Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems,” Feb. 2018.
  • 18. Overall Key Findings  Storyboarding/storytelling are critical  Semi-structured interviews are critical  Prototypes must have advanced capabilities in terms of interface, interaction, and immersion (user defined)  User’s want to try it out  You can’t imagine an MR experience without first-hand knowledge  Immersion is king  And can be done at low costs 18