#3:浅谈设计赋能

《设计乘数》播客#3:浅谈设计赋能...


#2:设计师如何选择创业方向

《设计乘数》播客#2:设计师如何选择创业方向...


#1:增强现实中的设计机会

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: [1]Xu Y, Gandy M, Deen S, et al. BragFish:exploring physical and social interaction in co-located handheld augmented reality games[C]// International Conference on Advances in Computer Entertainment Technology, Ace 2008, Yokohama, Japan, December. DBLP, 2008:276-283. [2]Ducheneaut, N., Yee, N., Nickell, E. and Moore, R.J. ” Alone together?”: exploring the social dynamics of massively multiplayer online games. Proceedings of CHI (2006), 407-416. [3]Szentgyorgyi, C., Terry, M. and Lank, E. Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system, Proceedings of CHI (2008) [4]] Salen, K. and Zimmerman, E. Rules of play: game design fundamentals. MIT Press, 2003. [5]Short, J.A., Williams, E., & Christie, B. The social psychology of telecommunications. New York: John Wiley & Sons (1976). [6]Henrysson, A., Billinghurst, M. and Ollila, M. Face to Face Collaborative AR on Mobile Phones. ISMAR 2005. [7]Pokémon Go http://www.pokemongo.com/ [8]IKEA teams with Apple to create a “game-chaning”AR-based shopping app https://www.dezeen.com/2017/06/21/ikea-apple-collaboration-ar-shopping-app/ [9]ARkit https://developer.apple.com/arkit/ [10]Mulloni A, Wagner D, Schmalstieg D. Mobility and social interaction as core gameplay elements in multi-player augmented reality[C]// International Conference on Digital Interactive Media in Entertainment and Arts. ACM, 2008:472-478. [11]Szentgyorgyi C, Terry M, Lank E. Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system[C]// Sigchi Conference on Human Factors in Computing Systems. ACM, 2008:1463-1472. [12]Bartle R. HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS[J]. 1996. [13]Nardi B, Harris J. Strangers and friends:collaborative play in world of warcraft[C]// ACM Conference on Computer Supported Cooperative Work, CSCW 2006, Banff, Alberta, Canada, November. DBLP, 2006:149-158. [14]Reeves S, Benford S, O’Malley C, et al. Designing the spectator experience[C]// Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2005:741-750. [15]Xu Y, Barba E, Radu I, et al. Pre-patterns for designing embodied interactions in handheld augmented reality games[C]// IEEE International Symposium on Mixed and Augmented Reality–Arts, Media, and Humanities. IEEE Computer Society, 2011:19-28. [16]Schell J. The Art of Game Design: A Book of Lenses[M]. Elsevier/Morgan Kaufmann, 2014. [17]Starner T, Leibe B, Singletary B, et al. MIND-WARPING: towards creating a compelling collaborative augmented reality game[C]// International Conference on Intelligent User Interfaces. ACM, 2000:256-259. [18]Huynh D N T, Raveendran K, Xu Y, et al. Art of defense:a collaborative handheld augmented reality board game[C]// Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games. ACM, 2009:135-142. [19]Björk S, Falk J, Hansson R, et al. Pirates! Using the Physical World as a Game Board[J]. Proceedings of Interact, 2001:9–13. [20]Lee W, Woo W, Lee J. TARBoard: Tangible Augmented Reality System for Table-top Game Environment[J]. International Workshop on Pervasive Gaming Applications, 2005, 5:0-4. [21]Gabbard J L, Ii J E S. Usability Engineering for Augmented Reality: Employing User-Based Studies to Inform Design[M]. IEEE Educational Activities Department, 2008.