The good people at Chi Netherlands just posted video of my talk “Playing Well With Others: Interaction Design and Social Design for Augmented Reality” at the Web and Beyond 2010 here in Amsterdam in June. It’s couched as a collection of design principles for the oncoming category of social augmented interactions made possible by the new medium of augmented reality. But this talk is also a call to action for all makers of experiences for the emerging engagement space of everyware to focus on the human and the humane perspectives as we explore the new interactions made possible.
The outline of the talk is roughly:
Overview of augmented reality
Social interaction perspective on current AR experiences
Definition of ‘social augmented experiences’
Common interaction design patterns for AR
Social ‘anti-patterns’ limiting design of augmented experiences
Design principles for social augmented experiences
(The audio quality is quite good, and the cameraman captured most of the slides nicely — so this is a recording worth watching.)
This year’s TWAB featured several talks on augmented reality, ubiquitous computing and related topics; you’ll find recordings of these on the Chi Nederland Vimeo channel: http://vimeo.com/chinederland
Many thanks to the organizers and volunteers for putting on such a well-run event!
Thanks to all who came to the Muziekgebouw on a lovely early summer day to talk about the emerging engagement space of social augmented experiences for the third edition of The Web And Beyond conference in Amsterdam.
For reference, here’s the session description from the official program:
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
I’ve posted my slides for the Where 2.0 panel “The Next Wave of AR: Social Augmented Experiences” organized by Tish Shute. After a review of the current state of augmented reality experiences in terms of the social interactions supported (using the metric of ‘social maturity’), it shares 9 principles for creating social AR experiences that people will enjoy and value.
Special points to those who spot the embedded April Fool’s joke…
Radio Johnny (brought to you by the good people of Johnny Holland magazine) just published an interview Jeff Parks recorded with me shortly before the New Year, discussing augmented reality, why it’s of interest for Experience Design, and some of the areas of likely development we’ll see in AR in the near future.
Hubris alert: I admit to having grandiose schemes to influence the evolution of an emerging medium, by consistently hectoring the world on the importance of tools for simple content creation…
UXmatters just published Playing Well with Others: Design Principles for Social Augmented Experiences, the latest installment of my column Everyware, which manages to range from Airplane II to zombies, all while continuing the recent focus on augmented reality and experience design. ‘Playing Well With Others’ suggests AR has two paths to follow as it evolves, and proposes some design principles for creating the social augmented experiences — experiences relying on augmented social interactions as the center of gravity — that lie along one of those two paths.
Here’s an excerpt:
With the exotic, mixed realities that futurists and science-fiction writers have envisioned seemingly just around the corner, it is time to move beyond questions of technical feasibility to consider the value and impact of turning the realities of everyday social settings and experiences inside out. As with all new technologies as they move from the stage of technical probe to social probe, this AR transformation will happen case by case and context by context, involving many factors beyond the direct reach of UX design. However, as a result of the inherently social nature of augmented reality, we can be sure the value and impact of many augmented experiences depends in large part on how effectively they integrate the social dimensions of real-world settings, in real time.
The first four design principles are:
Default to the Human
Enhancement Not Replacement
Build Real Bridges
Stay Off the Critical Path
Of course, this is just a starting list, and they raise almost as many questions as they attempt to answer.
Some of those follow-up questions include: what other principles are there?
Are there ‘anti-principles’ to be aware of?
What’s the best way to make these principles part of designing augmented experiences?
2009 was a big year for augmented reality, and there are many predictions that 2010 will be even bigger; with accomplishments coming in the form of new technologies, devices, business models, and ways of having fun. But even as we go about building this emerging medium, we’re still relying largely on old-media style centralized understandings of the production models, form, and content of the augmented world. What happens when we grasp the new social and interaction possibilities of augmented reality?
In the spirit of co-created social augmented experiences, we’re asking for audience contributions: in the form of simple scenarios that describe the future of social AR. What will it feel like? Who will you interact with? How will these experiences change everyday life?
Panel Summary (full description on the Where 2.0 site)
This panel will discuss shared augmented realities, considering some of the essential possibilities and challenges inherent in this new class of social augmented experiences. The format is presentation of a small set of scenarios (defined in advance, with audience input) describing likely future forms of shared augmented realities at differing scales of social engagement for discussion by a panel of leading practitioners in technology, experience design, networked urbanism, interface design, game design, and augmented reality.
Current augmented reality experiences put who you are, where you are, what you are doing, and what is around you at center stage. But we can already look beyond the first stage of interactions assuming a single user seeing simple arrows and tags indicating POIs, and begin to explore shared (multiuser/multisource) augmented realities.
These social augmented experiences will allow not only mashups, & multisource data flows, but dynamic overlays (not limited to 3d), created by distributed groups of users, linked to location/place/time, and syndicated to people who wish to engage with the experience by viewing and co-creating elements for their own goals and benefit.
Share your scenarios for the Next Wave of AR in the comments or elsewhere (tag nextwaveAR socialAR), and come to Where 2.0 and see the panel!