Physically Passive Augmented Reality

Physically Passive Augmented Reality

I’m writing this short post on September 19, 2017 at the heart of the marketing hurricane raised by ARKit and ARCore for mobile phones, but still I hope to be heard :=)

Since 2010, we at Augmented Pixels, Inc. have tested a lot of UI / UX hypotheses in Augmented Reality (from the AR Basketball game, which was featured by Apple, to the furniture store in Augmented Reality (AR), AR Browser and Pokemon Go analogs) and in the end came to one trivial conclusion:

Because Augmented Reality applications usually require physical movements (standing up – bending over – walking and so on), users very quickly stop using them REPEATEDLY if they do not receive either a good dose of endorphin or do not see the HIGHEST utility from the mobile phone application, the use of which requires increased calorie burning (let’s face it, this is a fairly rational behavior in biological terms). Continue reading

2D Symbols are Obsolete and Should be Reinvented for Augmented and Virtual Reality

2D Symbols are Obsolete and Should be Reinvented for Augmented and Virtual Reality

In 2011, my team of designers with extensive experience in developing for mobile platforms started developing the first interfaces for augmented (AR) and virtual reality (VR) applications.

After a series of tests, we realized that the simple transfer of experience from 2D UI/ UX design into the field of 3D virtual reality and augmented reality does not work; at that time I wrote an article “Future belongs to Augmented Reality and 3D interfaces”.

Moreover, the utility and usability of interfaces in virtual reality and augmented reality are fundamentally different and even the experience of interface design for 3D games does not play a big role and should not be considered relevant.

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