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Experience Design for Mobile
Augmented Reality
Gene Becker
May 2011
“You are the world’s first
pure play experience designers”
        - Bruce Sterling
what makes a compelling experience?
                           Physical / Mental   Self-Expression
                              Challenge         & Creativity




   Physical Stimulation                                                   Competing
(sights, sounds, touch…)                                                  with others

        Mental / Emotional                                     Bonding, Sharing &
     Stimulation, Imagination                                    Cooperation
                                                        ref: Hull, Reid “Experience Design for Pervasive Computing”
                                                                                                                      © 2010, Layar B.V.
mobile AR experience design practices

1. Zero-click experiences

2. Narrative elements

3. Magic moments

4. Immersion & flow vs. literal positioning

5. AR as social photography




                                             © 2010, Layar B.V.
We’re still in the
silent film era of
the AR medium
Historic Market Street layer by bigBigBang
Quadmented by Adriano Farano @farano
Quadmented by Adriano Farano @farano
Quadmented by Adriano Farano @farano
Quadmented by Adriano Farano @farano
PhillyHistory.org
AR by Deb Boyer & Josh Marcus
@azavea
Berlin Wall layer by Marc Rene Gardeya
tiananmen squARed

johncraigfreeman.com
virtualpublicartproject.com
@vpublicart
freespace by spacelib
Tweeps around by TAB




http://www.tabworldmedia.com
Instaphotos by TAB Worldmedia
mobile AR experience design practices

1. Zero-click experiences

2. Narrative elements

3. Magic moments

4. Immersion & flow vs. literal positioning

5. AR as social photography




                                             © 2010, Layar B.V.
Discuss.
Gene Becker
tw: @genebecker
skype: gene.becker
web: www.layar.com
mail: gene@layar.com

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AR Experience Design @ ARE2011