Extending traditional digital platforms to the new frontier of extended reality (XR) requires taking into account what best practices, new concepts, and conventions have been established and what learnings can be brought forward from case studies involving industry leaders. By looking at practical examples from the field of handheld AR breakthroughs, virtual reality (VR) success stories and experimental interaction concept of pioneering XR platforms, you'll see how it's possible to map out a framework of user experience (UX) guidelines to close in on opportunities and challenges that lay ahead.This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions. You'll approach the design for experiential state and spatial cognition, using established UX key performance indicators, while taking into account the social dynamics, emotional framework and wider industry context.UX design and strategy for the XR space is a new frontier, so UX for XR focuses on case studies and industry research to illustrate the relationship between UX design and the growth of immersive technologies. Practical examples will demonstrate how you should apply UX design principles using designing interactions in XR by identifying the importance of spaces, senses and storyboarding.What You'll LearnExplore the challenges and opportunities of designing for XRSee how spatial interaction is revolutionizing human computer interactionExamine sensory input and interaction beyond the screenWork with 3D Interaction Design and build a strong 3D UXUnderstand VR and augmented reality essentials for emotion-rich user experiencesApply UX research techniques for the XR spaceWho This Book Is ForThis book is primarily for UX designers, consultants, and strategists; XR developers; and media professionals
Excellent book and exactly what I was looking for. It balances well between timeless UX principles and how they apply to XR as well as looking at practical considerations for XR Designers. I really liked how the author illustrates the philosophy of design thinking, but also shows how to practically go about it from a XR designer's hands-on perspective. A lot of books and articles on the wider topic are often stuck in the past and deal with the issues and limitations of VR/AR hardware, such as the overexposed subject of motion sickness and its solutions, instead of addressing the areas where digital product designers can really make a difference, such as user retention and the huge potential of the metaverse economy. Making that experience meaningful and valuable is the new frontier for XR designers and the book explains really well how to best approach that. I also liked that the author is not falling for the fluff and hype that you read so often on the topic, instead he focuses on what really matters for designers, which are: Principles, conventions, heuristics, methods, tools and platforms. The examples in the book are well chosen and illustrate the points very nicely. For example, the huge technical hurdles for AR glasses and pitfalls of design decisions in the past. The whole XR ecosystem is covered very well. There is a lot of very useful knowledge here and many bits of information that opened new doors for me. I found the introduction to object oriented UX (OOUX) very interesting and inspiring. Also, the subjects of Crypto Art/NFTs and blockchain technology are treated with careful consideration in a detailed VR case study. The book is good to read, the author gives it a light conversational start, then cuts down to the meat, deep dives into a case study, to conclude with a broader visionary outlook and the inspirational big ideas that will become important in the future. A plus are the author’s illustrations that give the entire presentation a nice touch. Highly recommended, very inspirational and a great motivation. The book is bound to become a classic in its category, in my opinion. A must have for XR designers and anyone excited about the emerging XR era.
"UX for XR: User Experience Design and Strategies for Immersive Technologies (Design Thinking)" by Cornel Hilmann is a comprehensive guide to designing user experiences for extended reality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR) environments. The book covers the principles, strategies, and best practices for creating immersive and user-friendly experiences in the rapidly evolving field of XR.
Hilmann emphasizes the importance of user-centered design, offering practical insights into crafting interfaces and interactions that engage and satisfy users in XR environments. Readers will gain a deeper understanding of the unique challenges and opportunities in this emerging technology space.
I highly recommend "UX for XR" to anyone interested in the future of immersive technologies. Cornel Hilmann's book is an invaluable resource for designers, developers, and anyone looking to create compelling and user-friendly XR experiences. It provides a solid foundation for understanding the principles of UX design in the context of virtual and augmented realities. Whether you're a professional in the field or just curious about XR, this book is a must-read.
Key Learning Points:
Understanding Immersive Technologies: The book provides a clear overview of XR technologies and their impact on user experiences. User-Centered Design: It emphasizes the importance of putting users at the center of design decisions to create engaging XR experiences. Practical Strategies: Readers will learn practical techniques and strategies for designing intuitive and immersive XR interfaces.
Remember for the Future of Humanity:
In the context of the future of humanity, "UX for XR" underscores the significance of XR technologies in various domains, from entertainment to education, healthcare, and beyond. Designing user-friendly and engaging XR experiences will be essential for harnessing the full potential of these technologies and improving the way we interact with digital information and environments. This book equips readers with the knowledge and skills needed to contribute to the positive evolution of XR and its impact on the future of human-computer interactions.
I really wanted to like this book, but I was somewhat disappointed by it. The topic really needs people addressing it, so I applaud the author for taking it on, but it was flawed in a few crucial ways.
The good: - For those working in AR/VR who don't have a UX background, it covers many different basic principles and models. - It brings together a lot of the "UX basics" learned by the industry through trial and error, and brings them together in one place.
The bad: - For many of the basic dos/donts, the author would have done well to cover some of the underlying physiology about why some things cause discomfort. - Often, rather than providing a clear explanation of why a method or technique is "good UX", the author references a successful example of it, and leaves it at that. For readers that haven't tried all the existing product/solutions, using them as references isn't always useful. - Most of the examples talking about AR usages in particular, dont touch very much on what it means when part of the experience is the world around you. For example what does it mean to present a user with an experience, and with choices, that are going to fall within their view (alongside other real world items), and how does one account for that?
Overall my biggest complaint is that the book feels very myopic in looking at current solutions and limitations. No lessons/learnings from the past decades of VR, and very limited speculation about the future. It feels like a book that will age poorly as the AR/VR world evolves.
Bottom line, maybe a good 101-level book but otherwise probably skip it if you are beyond that level already.