The Design of Virtual and Augmented Reality
  • šŸ˜„Introduction
    • šŸ” Terminology
    • ā‰ļøAnswering Common Questions
  • Background on Existing Design Best Practices
    • 🧩Content Creation: Designing an Experience
    • šŸ§‘ā€šŸ¤ā€šŸ§‘User Experience Design: Designing for People
    • šŸØEnvironmental Design: Designing for Space
  • The Foundations of VR and AR
    • Immersion, Presence, and Engagement
    • Designing for Human Embodiment
    • Designing for Human Perception
    • Designing for Accessibility
  • Designing for the Medium
    • Challenges of VR Technology
    • Challenges of AR Technology
      • AR Mobile Design
  • An Introduction to Spatial Design
    • Ergonomics of People and Places
    • Input Method
      • Controllers & Other Peripherals
      • Hand Tracking
      • Head Pose and Gaze
      • Voice and Dictation
    • Interface Layout and Location
      • Types of Interfaces and Visual Design
      • Interface Elements and Behaviors
      • Error Prevention
    • Interaction Design
      • Button States and Object Manipulation
      • Uncanny Valley of Interaction Design
  • By Definition, Doing Too Much
    • Multiple Inputs, Platforms, Locations, and People?
    • How To Figure Out What's Not Working
  • Afterword
    • šŸŒ…A Call to the Past and Towards the Future
  • A Ridiculous Repository of Resources and References
    • šŸ—ƒļøGuides and Frameworks
    • šŸ“ŗVideo Presentations and Essays
    • āœļøBlogs and Articles
    • šŸ“šBooks
    • šŸ“‘Published Research
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  1. Introduction

Terminology

...a discussion I will only touch on briefly.

There are a lot of different terms that have evolved in the VR and AR space. This industry is currently still in early phases for consumer adoption. Because of this, the nomenclature debate is dominated by the developers that work with the technology itself and companies that own various platforms, hardwares, and softwares.

For the sake of clarity, when referring to VR and Virtual Reality I will be describing a type of digital environment or content that completely occludes the real world and creates a new environment around you. When referring to AR and Augmented Reality, I’m describing a digital environment or content that is integrated into the physical world and has components of the real world present.

It is important to note that (outside of VR and Virtual Reality) many consumers will not be familiar with what we as developers may consider "common" terms. It is also important to note that these VR and AR technologies are often combined together using different terms (due to their nature of spatially located components and first-person perspective) - i.e. Spatial Computing, XR, Mixed Reality, Immersive Technology. However, in the context of this text, if I am speaking on behalf of both I will be shortening them together into VR/AR for clarity.

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Last updated 2 years ago

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