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 “Physically Passive Augmented Reality”
Each of us whether we want it or not belongs to different social groups.
Types of such groups are extremely diverse – the community of parents of same cass pupils, council of the charity foundation, society of amateur fishermen, Freemasons society, that is building plans to seize world domination, etc. ;=)
We stay in most of these groups for personal pleasure and we invest relatively small money / part of personal time.
Therefore, we do not waste time on a critical analysis of the rest of the group and just enjoy being in such group …. or we leave it – becoming a member of the majority of social groups does not cost a thing.
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.