Designing for Mixed Reality

Blending Data, AR, and the Physical World

Publisher: O'Reilly
Released: September 2016

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

Kharis is the Head of Product for Archiact — Canada's fastest growing VR/MR studio. He has over 18 years of international experience in crafting thoughtful products and services, and before joining Archiact co-founded the emerging-tech design studio — HUMAN, and worked at Nokia Design in Berlin, Germany as lead designer on a multitude of products. Previous works also include flagship projects for Samsung — helping design their first smartphones back in 2008, and an interactive hardware/software installation for Nike.

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