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I never thought I’d have a job that made me feel guilty for not playing enough video games as a kid.

The creative hats I’ve worn in the past as an Artist, Industrial Designer, and UX Designer all began with mentorship, and with adopting existing iterative methods that I molded over time into my own. There are many different approaches, styles, and preferences to these methods but overall, the processes have been tested and shared over many years and by many collaborators.

Designing for Augmented Reality was a bit different. I was fortunate to have some excellent work to reference from talented creators in the field, but the newness of designing for Augmented Reality meant that methods and tools for prototyping and user testing are not quite as established. I learned early on in my role to set aside what was comfortable and find new, weird, and fun ways to convey my ideas and discover insights. …


Use your day to day experiences to design for the virtual world.

The flat screen limitation is lifted in Augmented and Virtual Reality. On the one hand, it brings an expanse of new opportunities. On the other, it can introduce a flood of new questions and usability issues that never previously existed.

Luckily, the majority of traditional design thinking methods still apply when designing in this new space. By adding a few new tools to your toolbox, the exploration becomes a liberating design venture!

I began my design career with an undergraduate degree in Industrial Design, and I’ve found myself referencing this education throughout my career as a designer in Augmented Reality. Iterating on physical objects for physical spaces prompts a different set of questions than those considered in the digital world of UX. When I moved into Augmented Reality, I found myself asking questions from both of these fields. …


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Keep these best practices in mind to guide your design decisions throughout the process.

Getting to this stage in the design was a thrilling milestone, but the outcome of a long learning experience. When we first began ideation for our interface, it took a lot of guess and check, trial and error to find what did and did not work.

ODG’s ReticleOS

From this exploration, and extensive user testing, we learned a LOT about usability for AR. We found that, although we were designing something so familiar to a user as your applications, the cognitive load of AR, especially for new users, is still incredibly high. …

About

Morgan Fritz

Creative + Curious + Afroed

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