Meta Team Sharing: Four Design Principles for AR Content Development

Although augmented reality technology in the implementation of hardware, software and overall user experience is still a certain distance from the description of science fiction. However, with the launch of Microsoft's HoloLens, Meta 2 and other hardware and Google's ARcore, Apple's ARkit, etc., we have also taken a big step forward from the desired goal.

For developers who want to create mobile AR or highly immersive AR content, designing quality content for different hardware such as smartphones or headsets is challenging.

Now the Meta team has proposed several design principles based on Augmented Reality content development, hoping to interact with the majority of AR developers and give them some inspiration.

Space design principles

Most of us interact with the digital world through 2D screens (smart phones, laptops, desktops), but our world is 3D. As a computing platform, AR integrates the digital world into the real world. "Space Design" is a basic design principle that jumps out of the screen to fully embrace and utilize the space and environment surrounding each user.

Avoid too many magic skulls

Unless you intend to build some horror or fantasy application experience, the AR application should try to avoid some "surprise" that does not match the user's expectations.

User interaction design

Since the matching degree between the holographic object and the real world is directly proportional to the immersiveness, it is necessary to consider elements such as illumination, shadow, and physical occlusion during development, and the feedback mechanism that interacts with the holographic object is particularly considered. At present, AR generally lacks haptic feedback (the haptic feedback hardware has a large volume and is difficult to integrate into the head display), so the improvement of visual effects such as animation and light is very important for the overall user experience.

Ergonomics

One aspect of the user experience is head-mounted wearing comfort, and each head- display has its own ergonomic design, and for content developers, adjusting the head-movement and rotation specifications recommended by the head-up display More conducive to the user's continuous experience. For example, the most comfortable head rotation angle for Meta2 heads and virtual objects is 30 degrees (sitting position).

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