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Designing Reality: How to Survive and Thrive in the Third Digital Revolution

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As a UX designer specializing in AR experiences, you have the chance to go beyond the rectangular square of a screen and contribute to a revolution that will continue to change the way we interact with digital products. However, you’ll need to be aware of additional parameters to deliver a good UX that you may not be used to, like physical constraints and safety issues. What is Mixed Reality (MR)?

Because our own sight is curved, it’s best to display text and images that aren’t part of the environment as a slightly curved, concave surface. This lends itself better to the visual immersion, and will look smoother when the user turns their head. Speakers vs. headphones Because of the slight overlap regarding interactivity, brands sometimes use AR interchangeably with MR. “Augmented reality” remains popular—despite the point that the original sense of AR design is overlaying digital elements upon real-world views , e.g., GPS filters/overlays on smartphone screens so users can find directions from street views. So, digital elements are merely superimposed on real-world views, not anchored directly to them: The computer-generated content can’t interact with the real-world elements users see—unlike in MR. The HoloLens is MR, for instance, because it interprets the space in a room and combines digital objects with the user’s physical environment. How Does AR Work? Ridder, H.G. ( 2017), “ The theory contribution of case study research designs”, Business Research, Vol. 10 No. 2, pp. 281- 305. Environment—Unlike desktop experiences, AR happens anywhere. So, the aim is primarily for users’ contexts regarding whether they’re outdoors/indoors and moving/static. Whatever their setting, users expect pleasurable, user-friendly experiences. AR UX’s Rob Manson stipulates user scenarios: Moreover, functional affordances may be interpreted differently by designers and users. While designed system features offer potential for action, they are not necessary or sufficient conditions for actualisation ( Balci et al., 2014; Markus and Silver, 2008). Indeed, the designers' intended affordance may often differ or potentially even conflict with the goal-oriented actions of users ( Norman, 1988). Affordance theory can provide insights into how designers appropriate a system by changing the features to match user goals over time ( Leonardi, 2013). It can also elucidate how the interrelated functional affordances which make up a technical object are perceived across contexts of use ( Strong et al., 2014).The first step is to define each technology clearly. Once you understand the possibilities each one offers, you’ll be able to adapt your UX design knowledge to these new environments. OECD ( 2015), “ Survey of adults skills”, Retrieved from available at: http://www.oecd.org/skills/piaac/. Pokémon GO is noteworthy, a GPS-oriented app that “inserts” Pokémon characters into users’ environments so users can find and capture them on device screens. The next section provides a discussion of our findings relevant to academic and practitioner communities. 5. Discussion Walsham, G. ( 2006), “ Doing interpretive research”, European Journal of Information Systems, Vol. 15 No. 3, pp. 320- 330.

Open e-learning platforms offer several unique advantages to users and instructors alike such as location flexibility, knowledge archival/storage and the sharing of digital content made freely available online ( Lin, 2011; Zhang et al., 2004). Nevertheless, there are often differences between the perceptions of designers and users in open IT artefact development. Design–reality gaps can emerge between the designed features of an open e-learning platform and users' perceptions of these features as sufficiently interesting, relevant and possible. This can impede the primary objective of an open e-learning platform to direct users towards different possibilities for action through learning paths, for example, motivation, exploration and action. Rendering and Display: The final step is to generate and display the computer-generated content on top of the real-world environment. This step renders and displays virtual objects in the correct perspective and position relative to the user's viewpoint. To the user it should seem as if the objects are really there, like a hologram. But never in history has virtual reality ever been so achievable—and profitable. Recent tech advances in VR have many predicting it will eventually permeate all industries. Evangelists suggest its most beneficial applications to be: Why do eGovernment projects succeed or fail? The eGovernment for the Development Information Exchange project, coordinated by the Institute for Development Policy Management (IDPM), at the University of Manchester, suggests that a key factor is the level of difference between the current reality and the model/conception and assumptions built into the project’s design. The larger this design-reality gap, the greater the risk of failure, conversely, the smaller the gap, the greater the chance of success.Following a period of work as a programmer for ICL, Richard studied for a BA/MA in Natural Sciences from Cambridge, and then taught science in a rural school in Nigeria. He worked as a researcher at the Universities of Leicester and Loughborough, gaining an MPhil for his study of personal information systems. Richard then undertook an ESRC/SERC-sponsored PhD at the Open University on the Indian software industry. Following his doctorate, Richard joined the University of Manchester to teach, research and consult on digital development and information and communication technologies for international development (ICT4D). Walji, S., Deacon, A., Small, J. and Czerniewicz, L. ( 2016), “ Learning through engagement: MOOCs as an emergent form of provision”, Distance Education, Vol. 37 No. 2, pp. 208- 223.

Read a specialist’s detailed take on AR in The Principles of Good UX for Augmented Reality | by Tyler Wilson. Hausvik, G.I. and Thapa, D. ( 2017), “ ‘What you see is not what you get’-challenges in actualization of EHR affordances”, Paper Presented at the International Conference On Information (ICIS).Ensure your design interprets and responds to users’ head and body movements so users can act intuitively and freely without giving commands. There is no broad consensus on how user experience should be defined, but most scholars see it as something dynamic, context-dependent and subjective that emerges in individual encounters with a product, system, service or an object ( Law et al., 2009). The main design principles considered in UX design can refer to the presentation of the user interface, that is, (1) visual design principles (alignment, balance, contrast, hierarchy, proximity and space) ( Canziba, 2018, pp. 160–161, 168–173) but also knowledge on the actual use, in other words individual (2) experiential aspects such as the primarily evaluative feeling (good-bad), and the pragmatic and the hedonic quality. These qualities ultimately fulfil the user needs for autonomy, competency, stimulation, relatedness and popularity ( Hassenzahl and Tractinsky, 2006; Hassenzahl, 2008). Robey, D., Anderson, C. and Raymond, B. ( 2013), “ Information technology, materiality, and organizational change: a professional odyssey”, Journal of the Association for Information Systems, Vol. 14 No. 7, p. 1. Lastly, we suggest the need for cross-national studies to support open IT artefact design for diverse groups. As outlined by affordance theory, the interrelated functional affordances which make up a technical object may be perceived differently across context of use ( Strong et al., 2014). Although methodological challenges exist when conducting cross-country studies, the involvement of diverse user groups is crucial for informing the development of open e-learning platforms. Going forward, it is hoped that users across Europe will engage with the open e-learning platform to undertake sustainable actions such as household renovations and/or behaviour changes, with the aim of increasing their energy efficiency. 6. Conclusion Country context gaps: an ‘off the shelf’ approach which is commonly adopted is set to fail. Infrastructure and mindsets are very different across the world. It is likely that a system designed for New Delhi will not suit Johannesburg.

Our extended conceptual model explores the implications of openness for affordance theory. It does so by considering how the low barriers to entry in open e-learning requires design teams to recognise and then accommodate the diverse levels of knowledge, topic awareness and technology skills of different user groups. In the absence of this recognition, some open e-learning users (e.g. those with limited prior knowledge or poor IT literacy) may end up being marginalised, as their actualisation of affordances would be inhibited in certain contexts. Our findings suggest that personalisation of open IT affordances is therefore required to adjust to the needs of different users (e.g. ensuring accessibility across learning pathway and navigation clarity). As a UX designer specializing in MR, you’ll have to master all the possibilities that MR technologies have to offer. Immersive experiences add a new layer to the user experience and require you to learn continuously and stay up to date to deliver an excellent user experience. What is Virtual Reality (VR)?

Torres-Ramírez, M., García-Domingo, B., Aguilera, J. and De La Casa, J. ( 2014), “ Video-sharing educational tool applied to the teaching in renewable energy subjects”, Computers and Education, Vol. 73, pp. 160- 177.

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