WEBVTT

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There are five key factors in AR spatial&nbsp;
UI design that I'd like you to understand.

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The first one is designing for what I call *context&nbsp;intelligence*.

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That's the use and care for *space and place*.

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Look – the AR system is context-sensing;&nbsp;
it can tell the space around you; it's mapping it.

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So, holograms and objects must respond to or&nbsp;be context-aware.

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And it's important that you use space to organize your content and your story&nbsp;triggers.

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So, that's critical – *context intelligence*.

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The second one is *minimizing abstract&nbsp;
UIs*. So, *affordances first*.

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If it's grabbable, make it look grabbable. Don't make them discover and figure&nbsp;out

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if there's a trapdoor or secret UI.

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Remember that you have *time constraints* because you have&nbsp;more like bursts of attention with AR.

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Whereas with VR, maybe you can spend a lot of time, but these&nbsp;guidelines still apply to VR situations as well.

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*Direct manipulation* is the third one. So, natural&nbsp;interactions, simple hand gestures,

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gaze, minimizing how much they navigate, how much they flip&nbsp;through menus.

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Just minimizing that amount of playing around and closing things

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and getting&nbsp;distracted. Keep them *focused* on what they're doing on their goal with the UI,

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and let them directly&nbsp;manipulate.

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So, if there's data that they're looking at, if they're looking at a visualization of data,

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let them grab one of the variables and drag it down.

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Let them filter by pulling on a slider
 and controlling

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the back and forth of the data that they're seeing. So, let them literally get&nbsp;hands-on as they perform the task.

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The fourth one is to *respect interruption*. And what I mean by&nbsp;that is

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AR is highly interruptible, like mobile.

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Don't make it so you have to be uninterrupted –&nbsp;like, *design for interruption*.

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Like, if it's going to be interruptible, make sure that you&nbsp;have shallow entry and exit.

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If you want to make sure you're designing for interruption, take&nbsp;your headset off,

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put your phone down if it's a phone-based AR experience, and *interrupt&nbsp;yourself while you're designing*.

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And you'll be able to appreciate more of that. So, *learn from mobile&nbsp;distraction* – you know,

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The constant notifications that we get – this is another type of&nbsp;interruption that I think is bad Interruption.

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So, if you're constantly getting notifications&nbsp;
about what's going on while you're in, for example,&nbsp;

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a social VR, it might not be helpful to that person; it&nbsp;might just get them in this addictive,

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constantly checking loop that we've come to learn through&nbsp;mobile interruption.

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*Time pressures in AR should avoid dangerous contacts* like that...

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bus coming by&nbsp;or wandering around on a street.

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Look – if sensing a street, don't have people swat jewels as cars fly&nbsp;by.

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The fifth one is to *respect and enable users' spatial memory*.

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In other words, keep interactions and&nbsp;objects *shallow* – don't go down in that rabbit hole.

