For designers working in augmented reality (AR), one of the most difficult challenges grappled with is spatial in nature, figuring out how best to arrange work in a 3-D scene
This challenge comes from knowing that whoever views the finished product may view it from a perspective the designer might not have intended them to.
When beginning to arrange elements of an AR experience, questions of ergonomics threaten to derail the process from the onset. Will the audience sit when they interact with my work? Will they stand? Kneel? Where will they center the experience? On a table? On the floor? On a wall?
This short list of questions should precipitate even the most conservative designers into second guessing themselves. After all, the answers to each will change how the designed experience is viewed by the audience. This also changes the requirements before we’ve defined them.
So, how do we account for these variables when we cannot control them in the moment during which the audience views our work? Because we cannot control the ergonomics of how our work is viewed, we require a flexible tool or technique for designing AR experiences that adapt to the audience, instead of the other way around.
Read More at Torch Blog
Read the rest at Torch Blog