7 GOLDEN RULES FOR AR DESIGN
AR designing is not like any other type of designing that requires 2D tools and screen however it is all about sketching a scenario and convincing the users to like it. In the era of fully-immersive augmented and virtual reality experiences, AR projects and apps can win the battle. Though there are a few reasons that you must k=not forget while designing an AR app:
VALIDATE YOUR HYPOTHESIS
Before delivering a truly valuable experience with the AR design, think twice about the tools you’ve used and the features you’ve added. A lot of designers skip the main step where the teams sit together to validate whether the product brings value to users or not.
To improve your chances, try to use storyboarding to show how users will use AR. By using storyboarding you can create a real-world environment which can help people relate to it.
UNDERSTAND YOUR USERS’ ENVIRONMENT
The other important things are you should always remember is that the AR tech that you are using is all about user environment. Try not to make it too mobile-friendly, just imagine the user-friendly environment and make it look more natural. The better your app tends to integrate, the better experience your users will have.
Make sure to consider these things:
Try to make your app adaptable, so it can adapt to different surfaces. Use smart tools and framework like ARCore which can be used as a built-in feature of surface detection. It will make it easier for you to design the floor, walls, and objects, such as tables or chairs.
Use dynamic and bright lights to make your main object more visible and realistic in the scene
Allocate different sizes including the table scale, room-scale, and open environment size for the users to view it according to their type of screen.
DESIGN FOR USER MOVEMENT
When you design an AR experience make it user-friendly that allows the user to move while experiencing AR. Create an adaptable app that can receive several changes and offer an immersive experience to the customers. You need to go beyond the boundaries and create something that should make people believe that the object they see is there.
Make it move, shake or work because the user movement is the only thing that can optimize the user’s experience. For instance, if you create an AR building, the user you might want to see it from different angles. Ensure that the user can feel a connection between them and the object. Also, add some interactive elements that can attract people.
User attention is important so make sure to grab your audience’s attention. Ideally, the user will focus on a particular object so should use the right tools to embrace the object and make it more clear. Use the correct scale measurements and proportions for objects. The right margins will make it easier for the user to distinguish AR objects from a distance. Don’t forget to add good graphics because clarity in an image or animation is very important and when you talk about an AR project then it is a must-have.
DON’T CLUTTER THE VIEWPORT
Avoid using too many 2D effects and controls on the screen as it can create a blur effect on your image. When users experience AR, they usually focus more on the scenario behind the object (which they are interacting with). It creates a barrier where the user pays less attention to UI controls. It can also make the user lose control unless you provide them critical UI controls.
You might have been thinking what critical UI controls are? Well, these are the controls with high-frequency gestures. They depend on other correspondent features on the AR tech.
PREVENT CHANGE BLINDNESS
You will see an object appearing in a visible area of a viewport, try to prevent it from color blindness. It occurs when you don’t notice any new object appearing on the viewport. You can use meaningful motion and animated effects to make the transition more translucent for the users.
AVOID FULL-SCREEN TAKEOVERS
Skip the element you see appearing on your screen or block their experience. Detect any unexpected objects in the viewport and block if they create any disruption and tries to break your flow. While working on an AR project, it is important to stay focused and maintain a flow.
Full-screen takeovers ruin your image quality and sense of immersion. They make it more obvious that the AR world is not real.
ONBOARD YOUR USERS
The goal should be defined very clearly that you need to create a zero learning curve for any AR project. Before you initiate with creating an AR design you must know what ‘onboarding’ is. If you have a clear concept of what onboarding is then it is something that will help you achieve your task. It keeps you away from static walk-through tours which do not work in your app’s favor.
These are some golden rules of AR design that you must not forget. Also, you can visit Six Sigma and consult the experts to design AR apps for you.