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Lesson 1.4 - How to Design for Augmented and Virtual Reality

www.interaction-design.org/courses/how-to-design-for-augmented-and-virtual-reality/lessons/1.4

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  • 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

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