Designing for mixed reality blending data, AR, and the physical world

Today’s interaction designers generally operate within well-researched and documented constraints for both web and mobile applications—but not for much longer. By mixing the real and virtual worlds, new products such as Hololens, DAQRI, Meta, and Magic Leap clearly demonstrate that designers no long...

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Detalles Bibliográficos
Otros Autores: O'Connell, Kharis, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Sebastopol, CA : O'Reilly Media [2016]
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630659906719
Descripción
Sumario:Today’s interaction designers generally operate within well-researched and documented constraints for both web and mobile applications—but not for much longer. By mixing the real and virtual worlds, new products such as Hololens, DAQRI, Meta, and Magic Leap clearly demonstrate that designers no longer have to confine user interfaces to a screen. In this O’Reilly report, author Kharis O’Connell guides you through the new realm of mixed reality. You’ll discover the difference between designing for arenas rather than web or mobile screen rectangles, and examine some of the supporting tools, technologies, and techniques that will enable you to make the transition. Display information by understanding the limitations and differences between a "light-field" and an LCD screen Explore concepts for transitioning from a 2D to a 3D mindset Examine different input methods and technologies, from touch to hearing to speaking Understand how tomorrow’s designers will need to manifest information at the right time in the right place Learn which industries will benefit from these new tools, and what new industries could emerge
Descripción Física:1 online resource (1 volume) : illustrations
ISBN:9781492042761
9781491962381