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Apress

UX for Xr: User Experience Design and Strategies for Immersive Technologies

UX for Xr: User Experience Design and Strategies for Immersive Technologies

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Chapter 1: The history and future of XR- 1.1 XR: From early experiments to the fourth transformation- 1.2 VR: A rollercoaster ride into the future- 1.3 AR: Handheld AR success stories, prototypes and the AR cloud- 1.4 A new era of XR gamification: UX and user engagementChapter 2: The rise of UX and how it drives XR user adoption- 2.1 UX and the macroeconomics of the next big thing- 2.2 Key lessons from three decades of VR experiences- 2.3 User agency and storytelling- 2.4 HCI, usability and UXChapter 3: UX and experience design: From screen to space- 3.1 Creative solutions for the XR friction funnel- 3.2 The fundamentals of designing spatial experiences- 3.3 Immersive interaction: Senses, haptics, gestures, audio and voice- 3.4 XR and mindful designChapter 4: Pioneering platforms and UX learnings- 4.1 Handheld AR breakthroughs- 4.2 VR: The Oculus ecosystem- 4.3 Magic Leap and Microsoft Hololens: Entertain, inform, assist and inspire- 4.4 VR, AR, MR: The evolution of prototypesChapter 5: Practical approaches: XR UX in the real world- 5.1 Tools and techniques for prototyping- 5.2 Narrative mechanics, UI, 3D personas and story flow- 5.3 UX Strategy, analytics and data acquisition- 5.4 Effective UX audits for XR projects


Author: Cornel Hillmann
Publisher: Apress
Published: 06/29/2021
Pages: 255
Binding Type: Paperback
Weight: 0.87lbs
Size: 9.21h x 6.14w x 0.59d
ISBN: 9781484270196

About the Author
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).

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