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A world of pure imagination: User Experience and Augmented Reality

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A world of pure imagination: User Experience and Augmented Reality

User Experience and Augmented Reality

Once upon a time, on the third planet from our glorious Sun, someone said “The future is now, old man!” and decided to enhance our everyday reality with something new. 

I think everyone remembers 2016 when PokemonGO made the world go crazy and became a worldwide phenomenon by bringing augmented reality to a mass audience. 

© mentatdgt

It had its own usability issues in the beginning, but it was something really interesting that everyone could use. 

So, what is this Augmented Reality?

Augmented Reality is an advanced technology that merges the real world by overlaying digital imagery on top of it. Components of the digital world blend into a person’s perception of the real world. 

The best-known example of augmented reality, which has existed for a long while and is the most familiar to the majority of age groups, is the car parking assistance system:

AR has had massive success over the last few years and the opportunity to explore user interactions with the physical world are limitless. It can really be said that our devices can be windows to another world. 

Often put together, Virtual Reality and Augmented Reality, have many things in common, like the real-time contextual response to users’ actions and interactions with the environment. But, while VR immerses the users into its virtual environment, AR adds to the real world as it is. And unlike VR which requires special equipment, AR can be experienced by using just mobile devices.

© Ikea.com

How does the user experience differ from the usual applications and applications with AR? 

UX designers are more used to designing for a mouse and a keyboard, and various touchscreens. But designing for AR is different because designers will, very likely, have neither option at their disposal. Still, the physical interactions will be device-specific and non-standard. 

What do we need to think about while designing AR apps? 

Maybe we can best explain this with an example. So, let us say we got a request to design a mobile application that lets you explore the archeological museum with AR features as a guide. First things first, let’s pretend we already have done some user research and we have enough data to start designing some wireframes (but still keep in mind we didn’t and this is a purely fictional app in a fictional world).

A purely fictional app example

Before we continue with our example, a little disclaimer is necessary: it’s important to find out and confirm if AR is the answer to the user’s problem, and not only do it because it’s a cool thing to have – it will only lead to poor user experience, and that is why discovery and research are the most important phases we should never skip, just like leg day. The famous last words “You don’t have to do it because everybody is doing it” are pretty much true here.

Designing UX for AR

is more challenging as designers need to think through spatial experiences by immersing users in real time and consider users’ needs while making the flow intuitive and user-friendly. 

It should be noted that we are not constrained by device size, but by the human eye itself. When we are designing a new mobile application, we usually draw within the defined frame, and this is perfectly fine when designing regular apps, but when doing a design for an AR app we should keep in mind that AR is not limited by these rectangles so the interface should be flexible and not limited within a box. 

Let’s show this on our museum app example: 

While designing an AR app, several important factors need to be considered: the environment, content, safety, security, and comfort.

As AR experiences can happen anywhere in the real world, environmental criteria are maybe the most important role to consider when designing an AR application. Rob Manson of AR UX has categorized situations in which users can find themselves: 

  • Intimate space
  • Personal space
  • Private space
  • Public space

Museums fall into public spaces, so we should design them accordingly.

I remember playing PokemonGO the first time it came out, and I almost got hit by a car. Twice. On the same day. Often, the users get so absorbed in AR apps, that it gets so easy not to think about the environment they are in. Designers need to carefully think about the safety of users and also be mindful of not distracting them from dangers. Also, users should be comfortable with using the app, and should not feel overwhelmed, both physically or mentally. 

We can include some form of timed alerts in apps to remind users to be careful. An example where we also reuse a familiar element:

AR application content

should not be cluttered, the users should be immersed in the experience, not the other way around. It should also be noted that many users never had the chance to use AR applications, so there should be an onboarding process planned with tips that they can use to learn how to use the application. 

Designers should also reuse familiar patterns wherever possible, and take the existing knowledge to help users perform their tasks more successfully. It is important to know when to invent something new but use enough familiarity not to overwhelm users. 

With this blog post, we covered some basic user experience advice and examples to keep in mind. Of course, there’s a lot more to consider and learn while designing apps with AR. One great guideline regarding AR applications is Apple’s Augmented Reality which can be found in their Human Interface Guidelines.

In conclusion, no matter which platform we are designing for, we should always design a smooth and consistent experience with humans in mind. 

Credit where credit is due: all photographs that have been used as a part of examples are from Unsplash.

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