Augmented Reality Design Resources

Many people have asked how I design for augmented reality. This is still a very new area and future experts will come from very diverse backgrounds bringing something unique from their perspective.

My professional background is a colourful mix of psychology, anthropology, copywriting, marketing, digital content production, international aid work, and general sci-fi geekiness. In other words, I’m a self-taught Augmented Reality Designer.

I’ve listed below some references that I have personally found valuable. I’ll revisit this page from time to time and update with new resources. If you know of any other useful material, let me know.

ONLINE

Apple. Human Interface Guidelines.

Apple. Human Interface Guidelines for Augmented Reality.

Google. Best Practices for Mobile AR Design.

Leap Motion. Designing Intuitive Interactions.

Microsoft. Windows Mixed Reality Design.

NON-FICTION

Very few of the titles I have listed below, refer explicitly to AR/MR/VR/XR.

Most topics are around general design or technology design because I believe that fundamental design principles are still applicable even for emerging technology. Moreover, it’s important to at least revisit and consider existing paradigms, before attempting to redesign the future (or reinvent the wheel).

I’ve also listed a few other seemingly random topics because they’re actually very relevant:

  • Game design principles for understanding user behaviour, game mechanics and reward systems as well as navigating and displaying complex structures of information.
  • Mapping and cartography, especially navigation, exploration and location based content.

Brathwaite

Brathwaite, Brenda and Schreiber, Ian. (2008). Challenges for Game Designers. Cengage Learning.

Coates.jpg

Coates, Nigel. (2003) Ecstacity. Laurence King Publishing.

Follett

Follett, Jonathan (editor). (2014) Designing for Emerging Technologies. O’Reilly Media.

GameDesignWorkshop

Fullerton, Tracy. (2010) Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Taylor & Francis Ltd.

Harston

Hartson, Rex. (2012) The UX Book: Process and Guidelines for Ensuring a Quality User Experience. Elsevier Science & Technology.

Map_Phaidon

Hessler, John. (2015) Map: Exploring the World. Phaidon Press.

DesignForHackers

Kadavy, David. (2011) Design for Hackers. John Wiley & Sons.

Koster

Koster, Ray. (2014). A Theory of Fun. O’Reilly Media.

Krug

Krug, Steve. (2014) Don’t Make Me Think. Pearson Education.

Norman_Don

Norman, Don. (2013) The Design of Everyday Things. The Perseus Books Group.

Oconnell

O’Connell, Kharis. (2016) Designing for Mixed Reality. O’Reilly Media. (Free ebook.)

Voice

Pearl, Cathy. (2016) Designing Voice User Interfaces: Principles of Conversational Experiences. O’Reilly Media.

Schell

Schell, Jesse. (2008) The Art of Game Design: A Book of Lenses. Taylor & Francis Inc.

ShelIsrael

Scoble, Robert and Israel, Shel. (2016) The Fourth Transformation: How Augmented Reality & Artificial Intelligence Will Change Everything. Patrick Brewster Press.

DesignInterface

Tidwell, Jennifer (2015). Designing Interfaces. O’Reilly Media.

FICTION

Last but definitely not least, if you’re going to design the future I strongly recommend that you learn about visions of the future from people who have already imagined it: science fiction authors. Novels are so much better than movies because writers aren’t restricted by special effects and CGI – they build worlds with words. And the very best imagine not only future technology but how people will use it and it’s impact on society. These are some of my favourite authors.

  • Douglas Adams
  • Margaret Atwood
  • Ray Bradbury
  • Philip K Dick
  • Cory Doctorow
  • William Gibson
  • Aldous Huxley
  • Richard Morgan
  • George Orwell
  • Alistair Reynolds
  • Mary Shelley
  • Neal Stephenson
  • Charles Stross
  • Tad Williams

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