WEBVTT

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There are five key factors in AR spatial UI design that I'd like you to understand.
The first one is designing for what I call *context intelligence*.
That's the use and care for *space and place*.
Look – the AR system is context-sensing; it can tell the space around you; it's mapping it.
So, holograms and objects must respond to or be context-aware.

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And it's important that you use space to organize your content and your story triggers.
So, that's critical – *context intelligence*.
The second one is *minimizing abstract UIs*. So, *affordances first*.
If it's grabbable, make it look grabbable. Don't make them discover and figure out
if there's a trapdoor or secret UI.
Remember that you have *time constraints* because you have more like bursts of attention with AR.

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Whereas with VR, maybe you can spend a lot of time, but these guidelines still apply to VR situations as well.
*Direct manipulation* is the third one. So, natural interactions, simple hand gestures,
gaze, minimizing how much they navigate, how much they flip through menus.
Just minimizing that amount of playing around and closing things
and getting distracted. Keep them *focused* on what they're doing on their goal with the UI,

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and let them directly manipulate.
So, if there's data that they're looking at, if they're looking at a visualization of data,
let them grab one of the variables and drag it down.
Let them filter by pulling on a slider and controlling
the back and forth of the data that they're seeing. So, let them literally get hands-on as they perform the task.
The fourth one is to *respect interruption*. And what I mean by that is

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AR is highly interruptible, like mobile.
Don't make it so you have to be uninterrupted – like, *design for interruption*.
Like, if it's going to be interruptible, make sure that you have shallow entry and exit.
If you want to make sure you're designing for interruption, take your headset off,
put your phone down if it's a phone-based AR experience, and *interrupt yourself while you're designing*.
And you'll be able to appreciate more of that. So, *learn from mobile distraction* – you know,

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The constant notifications that we get – this is another type of interruption that I think is bad Interruption.
So, if you're constantly getting notifications about what's going on while you're in, for example,
a social VR, it might not be helpful to that person; it might just get them in this addictive,
constantly checking loop that we've come to learn through mobile interruption.
*Time pressures in AR should avoid dangerous contacts* like that...

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bus coming by or wandering around on a street.
Look – if sensing a street, don't have people swat jewels as cars fly by.
The fifth one is to *respect and enable users' spatial memory*.
In other words, keep interactions and objects *shallow* – don't go down in that rabbit hole.