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  • Broschiertes Buch

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…mehr

Produktbeschreibung
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.

New for this Edition:

Since the first edition published, the XR landscape has transformed in substantial ways. The major new topics we will explore are the Apple Vision Pro, the new paradigm of Mixed Reality HMDs, the arrival of designated and mature XR design tools such as ShapesXR and Bezi, As well as brand new chapters on spatial computing and AI applications to XR.

You'll Learn To:
Explore 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 space
This Book Is For

UX designers, consultants, and strategists; XR developers and media professionals
Autorenporträt
Cornel Hillmann is a CG Artist & XR Designer with over 25 years of experience in the media, entertainment, advertising and design industry and has written two successful design books  Unreal for Mobile and Standalone VR and UX for XR (Apress, New York). The focus of Cornel's work has been on digital storytelling and interactive design for innovative digital products with a specialization in Extended Reality (XR). On the side, he writes for Digital Production magazine, gives guest lectures (at, e.g., University of Applied Sciences Graubünden and The Interaction Design Foundation [IxDF]), and is a member of the study advisory board of the XR Learning Platform Circuit Stream, Canada, since 2022