Augmented Reality (AR) offers audiences the ability to interact with the world in totally new ways. Why is this important and how is it achieved?
There are over 90 million AR capable devices in the pockets of audiences around the world, and with Mixed Reality headsets already gaining traction, it’s the acceleration of accessibility that makes it such a powerful area for exploration.
As with all new technology, understanding its affordances can unlock the potential for mainstream adoption.
We’ve created this guide to consolidate our experimentation within this space. The patterns detailed here are embryonic and will continue to evolve through our R&D and client project work.
Manipulation
Interactions offering the ability to manipulate the digital world, through physical movements of the device or headset. Pure and simple interactions spark curiosity, and encourage audiences to explore more deeply, thus increasing engagement with the experience.
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Manipulation
Move around object
Looking at a single object, exploring it from different angles.
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Manipulation
Object/marker manipulation
(Dynamics) manipulate an object or a marker to affect the AR world.
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Manipulation
Manipulate using rotate
The orientation of the device affects the AR world.
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Manipulation
Move/Panning within an area
Move around and change your pov to uncover new things out of frame.
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Manipulation
Adjust distance to change state
Moving closer to something could reveal extra information, for example you see an AR house but if you move closer you can see into it like x-rays.
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Manipulation
Manipulate using tilt
Tilt the device to affect the AR world.
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Manipulation
World space colliders
There are invisible (potentially visible) AR colliders that map to the real world, if the device intersects them they can trigger something.
Perspective
These interactions are categorised by their specific ability to trigger multiple perspectives. Offering new ways of viewing our world and the objects within it extend our audience's perception of reality.
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Perspective
Asymmetric information per point of view
By looking at a single object or area from different angles different information is displayed.
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Perspective
Gaze
There is an invisible line shooting out from the camera into AR space, this can be used as an input.
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Perspective
Portals
Trigger portals and step into 360 dioramas.
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Perspective
Asymmetric information per device
By looking at a single object or area from different connected devices it shows different information.
Input
Input interactions which offer additional methods for the audience to engage with the experience. Physical interaction with the world, through immersive technologies, opens up opportunities for creativity, decision-making, and other forms of self-expression.
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Input
Manipulate using gesture
Gestures on the screen affect something already represented in AR, for example a box flipping in the direction of a swipe, or a character jumping.
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Input
Add/Create using gestures
Add things to the world using touch. (ie. draw on it, throw objects into it).
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Input
Audio as input
The AR world reacts to real world audio input.
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Input
Area obstruction as input
The system recognises part of an area is being obstructed, for example a finger covering a hole to stop a leak.
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Input
Combine trackers
The device can recognise more than one tracker at the same time, different combinations have different results.
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Input
Facial recognition
By recognising its looking at a face additional AR experiences are possible, for example a ‘who am I?’ type of game.
Shared
Patterns which exploit AR’s innate capability to bring people together around a shared experience. These examples explore different variations of social play.
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Shared
Freestanding device as viewport
Forward facing camera is initialised, allowing all players to interact with physical space simultaneously.
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Shared
Synchronous tilt
Players work together to tilt the device, manipulating AR elements.
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Shared
Synchronous rotate
Players work together to rotate the device, manipulating AR elements.
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Shared
Multi-device network
Multiple devices are linked together through a network, enabling synchronous play across devices.
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Shared
Pass and Play
Player’s take it in turns, passing the device amongst themselves. Game UI/UX would reinforce this.
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Shared
Games master
Single device is used by a player to direct other players in the physical space.
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Shared
Synchronous tap
A simple one touch interaction using a virtual controller where multiple players can use a single device simultaneously.
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Shared
Synchronous look
Players work together to move the device around the world space, looking together.
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Shared
Synchronous drag
Players work together to use drag gestures, manipulating AR elements.
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Shared
Synchronous flick
Players work together to use flick gestures, manipulating AR elements.