4-experience

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Mixed Reality Design
Experience design
Some dichotomies
1. VR vs AR/MR
(also VR vs ubiquitous computing)
2. AR vs MR
3. Task-based vs Experience-Based
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Overview
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Experience-based?
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Overview
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What is an experience? (Merriam-Webster)
- direct observation of or participation in events as a basis of
knowledge-practical knowledge, skill, or practice derived from
direct observation of or participation in events or in a particular
activity-the events that make up the conscious past of a
community or nation or humankind generally
-something personally encountered, undergone, or lived through
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Overview
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What is an experience? (Merriam-Webster)
- direct observation of or participation in events as a basis of
knowledge-practical knowledge, skill, or practice derived from
direct observation of or participation in events or in a particular
activity-the events that make up the conscious past of a
community or nation or humankind generally
-something personally encountered, undergone, or lived
through
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Overview
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Two books
Experience design
Nathan Shedroff
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Technology as Experience
McCarthy and Wright
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Experience design (Nathan Shedroff)
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Overview
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Experience design
“While everything, technically, is an experience of some sort, there is
something important and special to many experiences that make
them worth discussing.” (Experience Design 1.1, Nathan Shedroff)
So... affect as well as effect
Experience precedes the technology (AR):
Technology enables or constrains the experience
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Overview
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Experience design
“Many see [experience design] only as a field for digital media, while
others view it in broad-brush terms that encompass traditional,
established, and other such diverse disciplines as theater, graphic
design, storytelling, exhibit design, theme-park design, online
design, game design, interior design, architecture, and so forth.”
(Shedroff)
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Overview
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Dimensions of experience (Nathan Shedroff)
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Overview
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Experience Design in AR: catharsis & flow
Two classes:
Cathartic experiences
e.g. narrative-dramatic (“AR movies”)
less common in AR
Flow experiences
games, social media
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AR Dramatic and Visual
Alice’s Adventures in New Media
dramatic
acted out, not narrated
4 characters (including user)
interactive
among the characters
between characters and user
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AR Dramatic and Visual (Four Angry Men)
dramatic
acted out, not narrated
4 characters (including user)
visual and aural
see the actors and hear them
(and one’s own part)
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Voices of Oakland: iPhone version
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Overview
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Oakland Cemetery
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Oakland Cemetery
Burial site for Atlanta: 1850-1900
25 Mayors
6 Governors
7000 Civil War soldiers
Margaret Mitchell
Site for history of Atlanta
Peachtree Street and Auburn Ave
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Oakland Cemetery
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AR dramatic/narrative and aural
Voices of Oakland
Audio only
Descriptive & dramatic
Narrator (Garrett)
Dramatic voices
Explicit interface
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Blast Theory
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Blast Theory: Uncle Roy All Around You (2003)
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Westwood Experience
Wither et al. “The Westwood Experience: Connecting Story to
Locations Via Mixed Reality” ISMAR 2010
the one from ISMAR 2010 Westwood theatre
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Your examples
http://ael.gatech.edu/mrdesignclass
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Mixed Reality Design
Experience design
Shedroff’s three parts
“The attraction is necessary to initiate the experience.
It can be
cognitive, visual, auditory, or a signal to any of our senses. The attraction can be
intentional on the part of the experience, not just the experience creator..
The engagement is the experience itself.
It needs to be sufficiently different
than the surrounding environment of the experience to hold the attention of the
audience or user as well as cognitively important (or relevant) enough for them to
continue the experience.
The conclusion can come in many ways, but it must provide some
sort of resolution, whether through meaning, story or context, or
activity to make an otherwise enjoyable experience satisfactory.”
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Overview
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