Week 8

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games

This study presents design patterns in Handheld Augmented Reality Games by adopting the lens of embodied interaction.  By identifying the underlying human factors, this study bridges the gap between interaction and game design.

This study found nine design patterns as follows.

Device Metaphors :  Using different metaphor in interfaces like “desktop” or “ folder” we present physical objects that imply the function of digital objects.  We need some device metaphor to guide players action in the AR environment.

Control Mapping: Projection from screen to space, physical object manipulation, and device manipulation are some actions to be mapped to the action in the game.

Seamful Design: Designers must explicitly design for the seams by limiting the action to a range of in a natural way for example.

World Consistency:  the hybrid world must follow the rule of actual world.

Landmarks:  Using landmark as a point of reference helps to reinforcing the connection between digital-physical space

Personal Presence:  The way that a player is represented in the game decides how much they feel like living in the digital game world

Living Creatures:  Game characters that are responsive to physical, social events that mimic behaviors of living beings

Body constraints:  Movement of one’s body position constrains another player’s action

Hidden information: The information that can be hidden and partially revealed can foster emergent social play

 

 The Task Gallery: A 3D Window Manager

The paper presents a 3D task management tool called task gallery. Tasks are placed on the walls, floors, and ceiling and users are able to click, move, and view the tasks in multiple windows. The art gallery pattern was chosen due to the familiarity of users and also animation techniques to strengthen the spatial metaphor. Rather than a general ergonomic mechanism, a few simple controls were provided to make the navigation tasks easier. In addition, access to commonly used tools and documents, some menus were provided as well.

A user experiment study was conducted to evaluate the system. It was found that users had a strong sense of front to back ordering of their tasks, rarely confusing that ordering in memory. One of the challenges was to build a 3D window manger in 3D environment without changing them or recompiling them.

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