Archives For Augmented Reality

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The design industry’s reigning paradigm is in crisis. It’s time to evolve from human-centered design to humanity-centered design, write Artefact’s Rob Girling and Emilia Palaveeva.

If followed blindly and left unchecked, this cult of designing for the individual can have disastrous long-term consequences. A platform designed to connect becomes an addictive echo chamber with historic consequences (Facebook); an automation system designed to improve safety undermines our ability to seek information and make decisions (the plane autopilot); a way to experience a new destination like a local squeezes lower income residents out of affordable housing (Airbnb). Each of these examples is recognized as a real product or service design feat. Yet by focusing on the individual user alone, we often fail to take into account broader cognitive and social biases. By zeroing in on the short-term impact and benefits of our designs, we spare ourselves asking the really hard question: Are we designing a world we all want to live in today and tomorrow?

 To be agents of positive change, we as designers need to think more broadly about the direct and secondary consequences of our work. We need to be clear-eyed about what we are striving to do and minimize the chances of creating more problems than we are trying to solve. To do that, we need to integrate our discipline with systems thinking, which entails understanding how systems work and evolve over time. This will allow us to anticipate and mitigate the negative longer-term consequences of well-intentioned solutions. As a result, we will be poised to design systems that have minimum negative impact, create and sustain equity, and build on technological advances without disrupting the foundations of society. We have the responsibility to evolve from human-centered design thinkers to humanity-centered designers.

Great Wave Data

January 16, 2018

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With augmented reality (AR) and virtual reality (VR) becoming the next computing platforms, app developers have been increasingly focused on building AR and VR apps.

One of the companies that aim to be on the cutting edge of Analytics VR and AR app development is GREAT WAVE. By helping people understand and analyze data more quickly, such a tool could provide richer, more insightful experiences than the ones derived from paper and screens. Studies conducted by researchers at Stanford and by the neuroscience and analytics team of the AR developers META (in conjunction with Accenture) demonstrate how the use of 3D information could amplify people’s efficiency and ability to focus on tasks.

Have a look at the video of GREAT WAVE:

 

2D vs 3D

October 8, 2017

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Given the lack of studies that have systematically examined the perceptual cues that our brains use to rapidly process procedural tasks – META decided to partner with Accenture Labs on a pilot study examining the use of perceptual cues in AR. More specifically, they wanted to measure the effect an additional perceptual cue (motion) would have on the time it takes to complete a procedural task. The team operated under the hypothesis that integrating both stereo and motion perceptual cues could further reduce the limitations of 2D instructions – ultimately enabling people to more quickly complete a procedural task.

At this year’s Bay to Breakers pre-race expo, the colorful annual footrace in San Francisco (California), the team of Meta and Accenture researchers set up the procedural task of assembling a physical lighthouse Lego set.

They defined three conditions based on the different types of instructions participants were to receive:2D Paper, Holographic Static 3D (Stereo Cue), and Holographic Dynamic 3D (Stereo & Motion Cues).

Comparing the three instruction conditions, they found that Dynamic 3D Instructions enabled participants to more quickly complete each step. Participants using Static 3D Instructions and 2D Paper Instructions were much slower in comparison. This confirmed their hypothesis that the use of both the stereo and motion perceptual cues in AR instructions speeds up assembly time. Interestingly enough, the researchers found that participants using Static 3D Instructions were the slowest of the three instruction conditions. This was especially surprising to them because based on past studies conducted in 2003 and 2013 , they expected people using any kind of 3D instructions to perform the Lego building task more quickly than those using paper 2D Paper Instructions.

Check out this video:

 

Augmented Narratives

August 7, 2017

I started my new research-project on Augmented Narratives which will involve the platforms of META2 and OCTAGON. For users, good UX-design for Augmented Reality platforms should facilitate physical and psychological immersion in the mediated experience. A holistic, multi-dimensional approach that incorporates qualitative experience and a deep understanding of the psychological aspects of optimum user experience are an imperative for such environments to be successful.

The creation of such a flexible, holistic, and enveloping environment that allows well-tuned variations and personalized adjustments, requires new forms of digital storytelling and the application of new user experience-design paradigms – based on a deep knowledge of the users’ data-scape. How can we can assess and organize these new worlds – in order to create the best experiences?

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Octagon AR +

February 4, 2017

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Worked with the Octagon AR platform. Octagon AR is an application that allows users creating their own marker to display 3D models from their library or the user´s personal library. Interesting, and useful applications for education.

 

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Contributed a chapter on “Empathetic Things” to the publication ” Transdiscourse 2- Turbulence and Reconstruction”, De Gruyter.

Turbulence and Reconstruction is an anthology of viewpoints on society from the arts and the sciences. The authors believe that the arts and the sciences are effective spaces to encourage us to think differently about our outdated concepts of representation and categorization and reconstruct new potentials about how the designs of the future might benefit our environment and the survival of our bodies. Essential to all writers is the need to drop our old disciplinary boundaries to question our interdependent relationship to technology and to reality. Turbulence and reconstruction are processes that not only affect our representation and categorization, urban nature and energy consumption but also our relation to media and technology – the digital ideologies of interaction and substitution.

Models of Diversity

March 11, 2016

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Gave a talk on New Narratives at the conference Models of Diversity at the ETH and ZHDK Zurich.

The main aim of this conference was to create 3-way discourses to search for correlations and models that can foster deeper creative levels of discourses across the disciplines of art, science, sociology and philosophy. A round table conference with paired presentations of art researcher, scientists and theorists in diverse fields of inquiry-alongside dynamic moderators who tried to stimulate discourse.