As we figure out this AR thing (and, really, make it up as we go along,) a number of unexpected UX challenges begin to emerge. This includes lack of boundaries and unclear expectations with augmented reality apps and experiences starting to roll in. Our first impressions from early releases may dictate how we feel about AR as a platform.
What does this lack of traditionally defined boundaries mean for designing UX for AR? What does it even mean to design ‘good UX’ for AR? In order to be effective we must review UX principles that we already know work and make them useful for AR. There is a wide variety of new considerations that will require investigation beyond anything that we currently think of as 2D UX design.
AR and its applications are broad and still being defined, but for the purpose of this article I will be touching upon what AR means within the boundaries of screens found in consumer electronics — screens users already have in their possession and will be the most widely adopted vehicle for AR.
AR has tremendous potential and solving UX problems for the platform will help us realize its potential and grow its appeal. This is in no way a definitive list and I would like it to evolve as I learn, and as AR grows. I invite feedback from the UX and mixed reality communities to contribute and improve upon my findings.
If you are looking to get started into UX Design for AR, consider what you already know and apply it to your workflow.