A-Frame, 330
Accessibility
Acronyms, extended reality, 4
Adaptive distance field, 216
Agency, user, 122, 141–142, 153
Amazon Sumerian, 330
Ambisonic recordings, 308, 309
Anchored type, 263
Apple Watch, 137
Attention, overt vs. covert, 125
Audio. See sound design
Augmented reality (AR)
brainstorming, 50
feature integration, 28
real time examples, 12
typography for. See typography
Axes, coordinate, 54
Axonometric drawing, 119
Babylon.JS, 330
Background
figure-ground relationship, 230–237
Binaural recordings, 308
Brainstorming, physical, 114–128
Cameras
Capture-first experiences, 204
Cerebral hemispheres, 100
Composition, 237
Context, information in, 165–166
Coordinate axes, 54
Covert attention, 125
Creativity, 220
Cueing, 125
Deadlines, 94
Debugging, 337
Design challenges
AR brainstorming, 50
full design process, 358
game playing, 168
mind map, 106
for mobile technology, 8
on/off switches, 193
paper airplane, 133
paper cube, 221
sound localization, 324
3D icon, 244
3D models, 82
Design sprint, 334
The Design of Everyday Things (Norman), 69–70
Developers, collaboration with, 328
Diegetic/non-diegetic elements, 139
Divergent thinking, 95
Electricity, 19
Elements, position of, 214–215
Environments, 62
Evolution of displays, 246–250
Exits, 154
Experience
replicating physical, 2–3, 73–79
sharing, 370
virtual, 15
wireframes, 130
Extended reality. See XR (extended reality)
Extrusion, 55
Face space, 136
Feature integration, 28
Figure-ground relationship, 230–237
Filters, 14
1st & Ten graphics system, 10–11
Fonts, 250
Functionality, 219
Future of XR
beyond rectangular displays, 365–371
to expand our physical space, 376–377
Geometric type, 252
Geometry, generating, 56
GRASP taxonomy, 147
Greenwold, Simon, 45
Head-mounted displays (HMD), 39–44, 138
Head-up displays (HUDs), 11
History
Holographic games, 368
Human factors
in overall design, 196–204, 220
replicating the physical, 2–3, 73–79
theories of perception, 205–211
Ideation
innovation and practicality, 92–94
inspiration for, 192
mind map for, 106
Immersive experiences
to replicate the physical, 3
Immersive typography, 262
Imposter syndrome, 108
Inspiration, 192
Interactions
as indicated by design, 70
point of view of, 122
voice vs. visual, 318
Layout and composition, 237
Learning
disabilities, AR for, 161, 162, 164, 166
user flow for children, 124
via projection mapping, 38
via UX research, 341
by voice-activated systems, 318, 321
Legibility/readability of type, 246–258
Light
for photogrammetry, 49
and type changes, 264
Loudness, 304
Materials, choice of, 58–60, 85–87
Mental model, 152
Mind map, 106
Minimization of copy, 270
Minimum viable product, 333
Mistakes, 154
Mixed reality (MR)
spatial computing, 45
workstation, 9
Mobile AR
future of, 367
gyroscopes and accelerometers for, 34–36
technology for, 7
video vs. optical, 27
Motion parallax, 240
Multimodal experiences, 72–81, 163–164
Narrative-first experiences, 203
NLP (natural language processing), 318
Observations
in ideation phase, 99
Ocular dominance, 205
On/off switches, 193
Optical see-through, 27
Orientation, 215
Overt attention, 125
Paper airplane design, 133
Paper cube design, 221
Paralax, 240
Perception, theories of, 205–211
Permissions, pop-up, 352
Personal devices, 137
Physical brainstorming, 114–128
Physical experience
personal space extensions, 376–377
Pitch, 304
Point of view. See viewpoint (presence)
Practicality, innovation and, 92–94
Proficiency, 220
Prototypes
physical brainstorming, 114–128
using previous knowledge, 128–131
Qualitative/quantitative research, 340–348
Real affordances, 70
Realism, 240
Reality
sound ambience for, 306
Refresh, 154
Regularity, 207
Relationship of elements, 218
Reliability, 219
Responsive type, 263
Rotation, 215
Save feature, 154
Science fiction, 22
Sensory experience, 73
Shared experiences, 242–243, 370
Showrooms, virtual, 13
Sight. See visual ability
Sketches, transparent, 111–114
Smartphones
as AR stepping stones, 7, 16–17
Social signifiers, 143
Social XR, 368
Software for photogrammetry, 49
Somatosensory perception, 79
Sound design
file formats for recording, 305
loudness and pitch, 304
in multimodal experiences, 75
soundscape, 75
Space
prototyping, 115
Spatial web, 368
Splines, 55
Star Walk app, 12
Stories
for connected experiences, 202–204
Symmetry, 207
Technology
chain of advancement in, 22–26
wearable, 39–44, 350, 365, 369
Testing a design
early and often, 331
for usability, 340
Text type, 259
Texture, 58
Theories of perception, 205–211
3D interface metaphors, 176–186
3D models
design challenge, 82
Three.JS, 330
Typography
efficient use of, 271
legibility and readability, 246–258
Unit testing, 338
User experience (UX). See also human factors
know your audience for, 155–159
prototypes for, 129
via persona and story, 156–159
User interface (UI)
flow and sequence for, 122–128
prototypes for, 129
templates for, 18
3D interface metaphors, 176–186
time and space considerations, 186–188
type for, 262
Variable fonts, 250
Vectary, 32
Vergence-accommodation conflict., 216–217
Vertices, 57
Video options for XR, 366
Video pass-through, 27
Viewing distance, 215
Viewpoint (presence)
and background, 237
interaction point, 122
in prototyping, 115
sound and, 309
Virtual reality (VR)
experiences, 15
immobility of, 8
release/share options, 370–371
spatial computing for, 45
Visual ability
eye tracking research, 346
and hierarchy of elements, 215–216
and typography contrast, 259–265
viewer/focal point relationship, 237–240
Voice experiences, 316, 317–323
VUI (voice user interface), 318
Wearable technology, 350, 365, 369
Wireframes, 130
World wonders, natural, 2
X-height, 253
XR (extended reality)
expanding use of, 363–365, 366–368
technological familiarity for, 6–7