Extended Reality (VR, AR, MR, collectively XR) promises to change, or possibly replace, the world around us, immersing us in a different “”here and now”, be it a company-controlled Metaverse, a remote location on Earth, a fictional world, or a different, augmented version of our home or of familiar places such as our workplace or our favorite supermarket.
But XR “elsewheres” are unique blends of digital and physical that introduce novel challenges and opportunities for designers, and that require knowledge and skills traditionally not associated with digital design practices. What happens when information is not conveniently bound to the 2D space of a screen but is instead disseminated and embedded into a 3D space? What if information IS what constitutes the 3D space? Where should we start?
This learn-by-doing workshop will teach attendees the basics of designing for XR environments: it first introduces the basic differences between traditional IA / UX practice and IA / UX for XR; it anchors those differences to embodiment, sense of presence, and sensory and proprioceptive input; it describes how some of the issues we have with XR design are old issues we have solved, contextually, in other mediums, such as film or video games; it provides an initial set of best practices that can be applied to the high-level design of XR environments; it presents a few techniques to low-fi prototype XR solutions using pen, paper, and a smartphone.
Pointers and references to in-depth exploration of the XR design space will be provided during the workshop.
About the speakers
Andrea Resmini is associate professor of experience design and information architecture in the Department of Intelligent Systems and Digital Design at Halmstad University.
An architect turned information architect, Andreas is a two-time past president of the Information Architecture Institute, a founding member of Architecta, the Italian Society for Information Architecture, the Editor-in-chief of the Journal of Information Architecture, and the author of Pervasive Information Architecture (2011), Reframing Information Architecture (2014), and Advances in Information Architecture (2021).
Andrea’s research focuses on the information architecture of blended spaces, placemaking, and the design of games to explore wicked problems. He knows way too much about the Whitechapel murders, Tolkien, and WWII submarine warfare for his own good.”