WEBVTT

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There's a couple of key factors that I&nbsp;
want you to bear in mind with AR spatial UI design.

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One of them is related to *exploration with head&nbsp;rotation*.

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So, how much head rotation should you offer?

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And – you know – it might help with you just&nbsp;
rotating your own head and imagining a hologram here or there,

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and actually doing that and see&nbsp;
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&nbsp;maybe in adults is going to be

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probably harder to do, but this relates to *Field Of View or FOV*,

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something in AR and VR that from a UX perspective

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we need to know about. It's where you *ideally&nbsp;place the content*.

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Now, the amateur mistake is to place content everywhere and get the head&nbsp;rotating, involved and

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down here and up here, to the point where someone's dizzy or nauseous&nbsp;or about to fall over from excitement, maybe.

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What studies have shown is that our ideal&nbsp;
content area is in that

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40° range of field of view.

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And it means that you don't have to&nbsp;
worry as much about a 360 experience

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unless you're deliberately trying to hide something&nbsp;or place something in a place

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where that creates excitement and mystery or suspense or curiosity.

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But generally when someone's interacting with an AR hologram or a visualization,

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they're doing it in&nbsp;this range in front of them, almost the way you would closely talk to a colleague

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if you were at&nbsp;a conference and you'd be in the space in front.

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And the head rotation actually is recommended,&nbsp;a 30-degrees field of view

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in terms of the motion, which is about&nbsp;
a comfortable range right here

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of looking; and so, it's not this or this or this or&nbsp;this; it's a lot more comfortable&nbsp;&nbsp;

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than that, and I think knowing that that's&nbsp;
where your focal point and

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then you can start to narrow what you can do with your hologram

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and the space you have as well.

