WEBVTT

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There's a couple of key factors that I want you to bear in mind with AR spatial UI design.
One of them is related to *exploration with head rotation*.
So, how much head rotation should you offer?
And – you know – it might help with you just rotating your own head and imagining a hologram here or there,
and actually doing that and see how much you can get away with.

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Have a few other people do it as well. So, head rotation I think maybe in adults is going to be
probably harder to do, but this relates to *Field Of View or FOV*,
something in AR and VR that from a UX perspective
we need to know about. It's where you *ideally place the content*.
Now, the amateur mistake is to place content everywhere and get the head rotating, involved and
down here and up here, to the point where someone's dizzy or nauseous or about to fall over from excitement, maybe.

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What studies have shown is that our ideal content area is in that
40° range of field of view.
And it means that you don't have to worry as much about a 360 experience
unless you're deliberately trying to hide something or place something in a place
where that creates excitement and mystery or suspense or curiosity.
But generally when someone's interacting with an AR hologram or a visualization,

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they're doing it in this range in front of them, almost the way you would closely talk to a colleague
if you were at a conference and you'd be in the space in front.
And the head rotation actually is recommended, a 30-degrees field of view
in terms of the motion, which is about a comfortable range right here
of looking; and so, it's not this or this or this or this; it's a lot more comfortable

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than that, and I think knowing that that's where your focal point and
then you can start to narrow what you can do with your hologram
and the space you have as well.