www.interaction-design.org/courses/how-to-design-for-augmented-and-virtual-reality/lessons/1.4
1 Users
0 Comments
15 Highlights
0 Notes
Tags
Top Highlights
Presence is the feeling that you are *there*
presence has two characteristics that the presence researcher Mel Slater at UCL London has found. And the first one is *place
That's feeling like you're there. And the second one is *plausibility*. So, "Are you there?" and "Is it plausible that you're there?
if you think about presence as a measure of your *quality*, that will be a really, really good thing for you to bear in mind.
You can measure presence. So, the level of the feeling that someone feels of *being there* can be quantified and measured.
how much quality an experience has is going to be measured by how much *presence*
how much *control* you give to the user
agency is related to *control*. It's related to how much control the user has
sensory input
multimodal
How do you *engage* the interface? How do you *open* the interface?
Google Tilt Brush
with AR, it means the user is having a *meshed relationship* 00:12:01 --> 00:12:32 with virtual or holographic objects and real objects.
it's the *meshing* is the definition of presence, I think, for augmented or mixed reality.
from your UX work of getting *contextual* and sensing what the users' needs are based on their *real-world activity* in that space
Glasp is a social web highlighter that people can highlight and organize quotes and thoughts from the web, and access other like-minded people’s learning.