COMP08185 2021 Augmented UX/UI Design

General Details

Full Title
Augmented UX/UI Design
Transcript Title
Augmented UX/UI Design
Code
COMP08185
Attendance
N/A %
Subject Area
COMP - Computing
Department
COEL - Computing & Electronic Eng
Level
08 - NFQ Level 8
Credit
10 - 10 Credits
Duration
Semester
Fee
Start Term
2021 - Full Academic Year 2021-22
End Term
9999 - The End of Time
Author(s)
Diane O'Brien, Adrian Durcan
Programme Membership
SG_KAPPL_H08 202100 Bachelor of Arts (Honours) in Computing in Application Design and User Experience
Description

The Augmented UX/UI Design module challenges the learner to apply UX/UI skill-sets to research and design innovative digital products by harnessing augmented reality (AR).

AR, a set of technologies that superimpose digital data on the physical world is transforming how we learn, make decisions and interact with the physical world and is the new interface between humans and machines, bridging the digital and physical worlds. The learner shall deploy an AR based product to the cloud enhanced by UX/UI design.

Learning Outcomes

On completion of this module the learner will/should be able to;

1.

Describe the user centred challenges posed by augmented reality.

2.

Implement UI design principles and patterns.

3.

Create and develop augmented reality content.

4.

Instruct and guide a user through augmented reality.

5.

Apply UX to aid user interaction with augmented reality.

6.

Deploy an augmented reality product to the cloud.

7.

Deliver handover documents for product development.

Teaching and Learning Strategies

A practical student-centric approach to teaching and learning shall be applied to this module. Syllabus shall be taught through a variety of instructional techniques used to move students progressively toward stronger understanding and, ultimately, greater independence in the learning process.

Module Assessment Strategies

A 100% continuous assessment strategy of all module phase deliverables shall be employed, afforded to the successful completion of three sequential design phase tasks worth 30%, 30% and 40%, throughout the semester.

Repeat Assessments

Repeat assessment requires the learner to fulfil a project brief, involving the successful completion of sequential design phase tasks, culminating in a final presentation to staff.

Indicative Syllabus

1. Describe the user centred challenges posed by augmented reality.

  • Introduction to Augmented Reality.
  • What are the complexities posed by integrating UX/UI into AR?
  • Augmented Reality UX/UI case studies.
  • Understanding project tasks when combining UX to AR.

2. Implement UI design principles and patterns.

  • Visual design.
  • Typography.
  • Interaction design principles.
  • Information architecture.

3. Create and develop augmented reality content.

  • Conceptualising 2D data into appropriate AR content.
  • Learn to create and upload simple 3D AR content.
  • Critiquing design intent and functionality.
  • Amending augmented reality content.

4. Instruct and guide a user through augmented reality.

  • Designing an interactive print with 3D AR content.
  • Developing an augmented reality prototype.
  • Assessing the design for development purposes.
  • Enhancing and evolving the design.

5. Apply UX to aid user interaction with augmented reality.

  • Researching stakeholder’s interaction with prototypes.
  • Fine tune the user's interface.
  • Cyclical prototyping and testing.
  • Concept iteration.

6. Deploy an augmented reality product to the cloud.

  • Launching the product to the cloud.
  • Graphically collating product research and development.
  • Presenting product design.
  • Defending design decisions.

7. Deliver handover documents.

  • Style guides.
  • Asset folders.
  • Video presentation.
  • Wireframes.

Coursework & Assessment Breakdown

Coursework & Continuous Assessment
100 %

Coursework Assessment

Title Type Form Percent Week Learning Outcomes Assessed
1 Present augmented UX conceptual designs. Project Project 40 % Week 5 1,2,3,4,5
2 Illustrate developed user-centred designs. Project Project 30 % Week 9 2,3,4,5,6
3 Launch and defend the design. Project Project 30 % Week 12 4,5,6,7

Full Time Mode Workload


Type Location Description Hours Frequency Avg Workload
Design Projectwork Studio Augmented UX/UI 5 Weekly 5.00
Independent Learning Not Specified Augmented UX/UI 6 Weekly 6.00
Total Full Time Average Weekly Learner Contact Time 5.00 Hours

Required & Recommended Book List

Recommended Reading
2016-09-08 Practical Augmented Reality Addison-Wesley
ISBN 0134094239 ISBN-13 9780134094236

The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence-accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems.

Recommended Reading
2013 Understanding Augmented Reality Morgan Kaufmann
ISBN 0240824083 ISBN-13 9780240824086

Details all the elements that are required to create compelling augmented reality experiences. Original.

Recommended Reading
2015-08-03 The VR Book Morgan & Claypool Publishers-ACM
ISBN 1970001127 ISBN-13 9781970001129

Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. With extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references, The VR Book will bring a strong foundation for anyone and everyone involved in creating VR experiences."

Recommended Reading
2016-12-11 Augmented Reality
ISBN 1602355568 ISBN-13 9781602355569

Offers a wide-ranging exploration of the implications, challenges, and promises of augmented reality.

Recommended Reading
2017-04-26 Augmented Reality Springer
ISBN 3319545019 ISBN-13 9783319545011

This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.

Recommended Reading
2015-08-06 Augmented Reality Addison-Wesley Professional
ISBN 0321883578 ISBN-13 9780321883575

Today's Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today's most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Hllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction-from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.

Module Resources

Non ISBN Literary Resources
Journal Resources
URL Resources

https://www.ideo.com/eu

https://ixda.org

https://www.usability.gov

http://www.uxbooth.com

Other Resources

Digital camera

Smart phone

Laptop

Digital scanner

Printing facilities

Additional Information