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A Designer's Guide to Creating Realistic 3D Experiences For Extended Reality

Designing Immersive 3D Experiences helps visual designers move into the fast-growing fields of 3D and extended reality (XR) design. Author Renée Stevens (Powered by Design) introduces a proven approach and an effective design-thinking process you can use to create successful immersive user experiences. The book is grounded in familiar design principles and explores how you can build on these foundations, adapting them for virtual and augmented reality environments. Designing Immersive 3D Experiences prepares visual designers to succeed with 3D and XR design in multiple environments, from mobile, to web, to wearables.

This book begins by exploring the basics of XR and 3D immersive design, how they are evolving, and how you may already be using them. It then moves into core concepts and technologies, from computer-human interaction, to spatial computing, to projection mapping and head-mounted displays.

Learn how to:

  • Adapt ideation strategies for new XR and 3D projects while incorporating design-thinking strategies, balancing innovation with practicality, and keeping it all human

  • Build seamless, multi-modal, and accessible user experiences and interfaces in three dimensions

  • Harness the power of visual perception and ways to activate the senses using XR technology

  • Augment typography and create hierarchy in physical spaces that are dynamic and uncontrollable

  • Enhance the user experience using spatial audio and voice

  • Explore next steps in the industry and consider the ethical implications that come with advancement

Table of Contents

  1. Cover Page
  2. Title Page
  3. Copyright Page
  4. Dedication Page
  5. Table of Contents
  6. Acknowledgments
  7. Foreword
  8. About this Book
    1. Design challenges
    2. Supplies
    3. Software
    4. Hardware
    5. Let’s get started
    6. Online content
  9. Chapter 1. Pick Your Reality
    1. The tech behind the acronyms
    2. You are already using extended reality
    3. Prosthetic knowledge
    4. Looking ahead
  10. Chapter 2. Technology Check
    1. Is any of this actually new?
    2. The world in the palm of your hand
    3. Projection mapping
    4. Head-mounted displays
    5. Spatial computing
    6. Reality check
  11. Chapter 3. The Immersive Experience
    1. The world in 3D
    2. Affordances
    3. Multimodal experiences
    4. Experience design
  12. Chapter 4. Ideation
    1. Identify the why
    2. Innovation and practicality
    3. Outside influence
    4. Keep it human
    5. The answer to your questions
  13. Chapter 5. Creating the Prototype
    1. Fake it ’til you make it
    2. Sketch transparently
    3. The power of prototypes
    4. Use what you know
    5. Process work
  14. Chapter 6. The UX of XR
    1. Approachable design
    2. Seamless user flow
    3. Know thy audience
    4. Making reality accessible
    5. UX challenge
  15. Chapter 7. The UI of XR
    1. The z-axis
    2. 3D interface metaphors
    3. Time and space
    4. Microinteractions
    5. Inspiration is all around you
  16. Chapter 8. Human Factors
    1. Designing the whole experience
    2. Theories of perception
    3. Creating hierarchy in 3D
    4. Human centered
  17. Chapter 9. The Uncontrollable Background
    1. Expecting the unexpected
    2. Figure-ground
    3. Location, location, location
    4. Getting emotional
    5. Control is overrated
  18. Chapter 10. Augmented Typography
    1. Legibility and readability
    2. Creating visual contrast
    3. Take control
    4. Design with purpose
  19. Chapter 11. Color for XR
    1. Color appearance models
    2. Light interactions
    3. Dynamic adaptation
    4. Reflection
  20. Chapter 12. Sound Design
    1. Hearing what you see
    2. Spatial sound
    3. Augmented audio
    4. Voice experiences
    5. Power of sound
  21. Chapter 13. Bringing it to Life
    1. To code or not to code
    2. Keep it agile
    3. Try, and try again
    4. User experience research
    5. Privacy and ethical considerations
    6. Keep it super
  22. Chapter 14. Up Next
    1. Where to go from here
    2. Breaking out of rectangles
    3. Why we need XR right now
    4. Extend our physical space
  23. Glossary
  24. Designer index
  25. Index
  26. About the author
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