UX for XR
Apress (Verlag)
978-1-4842-7019-6 (ISBN)
This book defines, identifies, and analyzes UX practices for XR environments and reviews the techniques and tools for prototyping and designing XR user interactions. You'll approach the design for experiential state and spatial cognition, using established UX key performance indicators, while taking into account the social dynamics, emotional framework and wider industry context.
UX design and strategy for the XR space is a new frontier, so UX for XR focuses on case studies and industry research to illustrate the relationship between UX design and the growth of immersive technologies. Practical examples will demonstrate how you should apply UX design principles using designing interactions in XR by identifying the importance of spaces, senses and storyboarding.
What You'll Learn
Explore the challenges and opportunities of designing for XR
See how spatial interaction is revolutionizing human computer interaction
Examine sensory input and interaction beyond the screen
Work with 3D Interaction Design and build a strong 3D UX
Understand VR and augmented reality essentials for emotion-rich user experiences
Apply UX research techniques for the XR space
Who This Book Is For
This book is primarily for UX designers, consultants, and strategists; XR developers; and media professionals
Cornel Hillmann is a media designer and CG artist with over 20 years of experience in the media and entertainment, advertising and design industry. He has worked with brands including Panasonic, Jaguar, The Future is Wild, The Singapore International Film Festival, Razor and many others. Cornel has lectured masterclasses for immersive media post-production, advanced 3D-, VR- and media design-courses at Limkokwing University and is the author of “Unreal for Mobile and Standalone VR” (Apress, 2019).
Chapter 1: Introduction.- Chapter 2: The History and Future of XR.- Chapter 3: The Rise of UX and How it Drives XR User Adoption.- Chapter 4: UX and experience design: From screen to 3D space.- Chapter 5: Pioneering platforms and UX learnings.- Chapter 6: Practical approaches: UX and XR in the real world.
Erscheinungsdatum | 21.06.2021 |
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Reihe/Serie | Design Thinking |
Zusatzinfo | 75 Illustrations, color; 2 Illustrations, black and white; XXIV, 255 p. 77 illus., 75 illus. in color. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Kunst / Musik / Theater ► Design / Innenarchitektur / Mode |
Mathematik / Informatik ► Informatik ► Grafik / Design | |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
Schlagworte | 3D Interaction Design • AR • augmented reality • Digital transformation • Extended Reality • mixed reality • MR • prototyping for immersive technologies • Spatial design • UNITY • unreal • UX Strategy • Virtual Reality • VR • VR/AR interface design • XR |
ISBN-10 | 1-4842-7019-3 / 1484270193 |
ISBN-13 | 978-1-4842-7019-6 / 9781484270196 |
Zustand | Neuware |
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