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===Design=== AR systems rely heavily on the immersion of the user. The following lists some considerations for designing augmented reality applications: ====Environmental/context design==== Context Design focuses on the end-user's physical surrounding, spatial space, and accessibility that may play a role when using the AR system. Designers should be aware of the possible physical scenarios the end-user may be in such as: * Public, in which the users use their whole body to interact with the software * Personal, in which the user uses a smartphone in a public space * Intimate, in which the user is sitting with a desktop and is not really moving * Private, in which the user has on a wearable.<ref name="Wilson-2018">{{Cite web|url=https://uxdesign.cc/the-principles-of-good-user-experience-design-for-augmented-reality-d8e22777aabd|title="The Principles of Good UX for Augmented Reality β UX Collective." UX Collective|last=Wilson|first=Tyler|date=30 January 2018|access-date=19 June 2019}}</ref> By evaluating each physical scenario, potential safety hazards can be avoided and changes can be made to greater improve the end-user's immersion. [[User experience|UX designers]] will have to define user journeys for the relevant physical scenarios and define how the interface reacts to each. Another aspect of context design involves the design of the system's functionality and its ability to accommodate user preferences.<ref name="blog.google-2017">{{Cite web|url=https://blog.google/products/google-vr/best-practices-mobile-ar-design/|title=Best Practices for Mobile AR Design- Google|date=13 December 2017|website=blog.google}}</ref><ref>{{Cite web|url=http://www.eislab.fim.uni-passau.de/files/publications/2014/TR2014-HCIwithAR_1.pdf|title=Human Computer Interaction with Augmented Reality|website=eislab.fim.uni-passau.de|archive-url=https://web.archive.org/web/20180525000513/http://www.eislab.fim.uni-passau.de/files/publications/2014/TR2014-HCIwithAR_1.pdf|archive-date=25 May 2018|url-status=dead|df=dmy-all}}</ref> While accessibility tools are common in basic application design, some consideration should be made when designing time-limited prompts (to prevent unintentional operations), audio cues and overall engagement time. In some situations, the application's functionality may hinder the user's ability. For example, applications that is used for driving should reduce the amount of user interaction and use audio cues instead. ====Interaction design==== [[Interaction design]] in augmented reality technology centers on the user's engagement with the end product to improve the overall user experience and enjoyment. The purpose of interaction design is to avoid alienating or confusing the user by organizing the information presented. Since user interaction relies on the user's input, designers must make system controls easier to understand and accessible. A common technique to improve usability for augmented reality applications is by discovering the frequently accessed areas in the device's touch display and design the application to match those areas of control.<ref>{{Cite web|url=https://theblog.adobe.com/basic-patterns-of-mobile-navigation/|title=Basic Patterns of Mobile Navigation|date=9 May 2017|website=theblog.adobe.com|access-date=12 April 2018|archive-date=13 April 2018|archive-url=https://web.archive.org/web/20180413044751/https://theblog.adobe.com/basic-patterns-of-mobile-navigation/|url-status=dead}}</ref> It is also important to structure the user journey maps and the flow of information presented which reduce the system's overall cognitive load and greatly improves the learning curve of the application.<ref>{{Cite web|url=https://www.thinkwithgoogle.com/marketing-resources/experience-design/principles-of-mobile-app-design-engage-users-and-drive-conversions/|title=Principles of Mobile App Design: Engage Users and Drive Conversions|website=thinkwithgoogle.com|archive-url=https://web.archive.org/web/20180413185621/https://www.thinkwithgoogle.com/marketing-resources/experience-design/principles-of-mobile-app-design-engage-users-and-drive-conversions/|archive-date=13 April 2018|url-status=dead}}</ref> In interaction design, it is important for developers to utilize augmented reality technology that complement the system's function or purpose.<ref>{{Cite web|url=https://www.uxmatters.com/mt/archives/2009/08/inside-out-interaction-design-for-augmented-reality.php|title=Inside Out: Interaction Design for Augmented Reality-UXmatters|website=uxmatters.com}}</ref> For instance, the utilization of exciting AR filters and the design of the unique sharing platform in [[Snapchat]] enables users to augment their in-app social interactions. In other applications that require users to understand the focus and intent, designers can employ a [[reticle]] or [[Ray casting|raycast]] from the device.<ref name="blog.google-2017" /> ====Visual design==== In some augmented reality applications that use a 2D device as an interactive surface, the 2D control environment does not translate well in 3D space, which can make users hesitant to explore their surroundings. To solve this issue, designers should apply visual cues to assist and encourage users to explore their surroundings.<ref name="Wilson-2018" /> It is important to note the two main objects in AR when developing VR applications: 3D [[volumetric]] objects that are manipulated and realistically interact with light and shadow; and animated media imagery such as images and videos which are mostly traditional 2D media rendered in a new context for augmented reality.<ref name="Wilson-2018" /> When virtual objects are projected onto a real environment, it is challenging for augmented reality application designers to ensure a perfectly seamless integration relative to the real-world environment, especially with 2D objects. As such, designers can add weight to objects, use depths maps, and choose different material properties that highlight the object's presence in the real world. Another visual design that can be applied is using different [[computer graphics lighting|lighting]] techniques or casting shadows to improve overall depth judgment. For instance, a common lighting technique is simply placing a light source overhead at the 12 oβclock position, to create shadows on virtual objects.<ref name="Wilson-2018" />
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