这是《设计乘数》播客的第一期,这一期由我独自录制的节目。

这一期分享了我最近看的一些论文和调研。新的技术自然的催生更好的设计,2017年6月6日苹果WWDC发布ARKit,让我们可以基于 iPhone 更便捷的开发AR程序,且它呈现出不错的视觉效果。

在此之前,AR的效果仅仅是使用者通过手机看到被叠加在屏幕面前的虚拟影像,即使用户的手机镜头是对着天空,虚拟对象也在屏幕正中,它不会踏踏实实的放在真实空间中。如Pokemon Go,它不能算一款严格意义上AR游戏,更多算LBS游戏 。

在ARKit发布后,宜家和苹果合作开发出了室内设计的AR软件,室内设计可能是现在最适合AR展示的产品形态,不过我觉得它也是最没有想象力的形态,我们只是在面前叠加了更逼真的家具,设备只作为基础的取景器来使用

Alone Together,群体性孤独。其实这个才是我最关注的问题:不管是在线上还是线下,我们每个人都拿着一个手机关注自己手机里的事情。非常不礼貌的把身边别人忽略,我觉得现在的社交模式不是社交的最终形态,更有价值的是我们既能共享当下,又能互相交流。

但是AR程序的时候会强制我们共享当下的实景。设想一下,我们不仅能够共享真实世界影像,也能够共享我们彼此都看到的AR虚拟影像并互相交互,这种体验将会大大区别于现在的每个人盯着屏幕的状态。

现有研究的收获:

  • 空间对参与者的影响
  • 与屏幕交互的区别
  • 越高的参与度并不代表越高的满意度

现有研究的缺失:

  • 前置社交关系对实验的影响
  • 手机不仅仅作为观察设备,还应该作为交互工具
  • 多人参与,考虑旁观者(Spectator的研究)
  • 可触道具(Tangible props)与桌面装饰的影响
  • 虚拟物品与设备持有者的交互
  • 协作类AR社交游戏的可能性与机制设计
  • 大桌面、立桌面增强现实社交游戏的可能性
  • 用户的线上线下社交关系的延续、退出机制

AR设计目标:

交互:AR场景下手持设备新的交互方式,可触道具的发挥空间
社交:一种区别于传统纯线下社交、区别于纯线上社交的,适用于不同社交目的、用户角色和关系的增强现实线下社交设计范式

参考文献:

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