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.
UX for XR 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.
This new edition has been fully updated with new cases studies and examples and explores new developments relating to Apple Vision Pro, the new paradigm of Mixed Reality HMDs and includes brand new chapters on spatial computing and AI applications to XR.
You Will:
- 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
This is for:
UX designers, consultants, and strategists; XR developers and media professionals
Reihe
Auflage
Sprache
Verlagsort
Verlagsgruppe
Illustrationen
ISBN-13
979-8-8688-1591-1 (9798868815911)
Schweitzer Klassifikation
Cornel Hillmann is a CG Artist & XR Designer with over 25 years of experience in the media, entertainment, advertising and design industry and has written two successful design books Unreal for Mobile and Standalone VR and UX for XR (Apress, New York).
The focus of Cornel's work has been on digital storytelling and interactive design for innovative digital products with a specialization in Extended Reality (XR). On the side, he writes for Digital Production magazine, gives guest lectures (at, e.g., University of Applied Sciences Graubünden and The Interaction Design Foundation [IxDF]), and is a member of the study advisory board of the XR Learning Platform Circuit Stream, Canada, since 2022