Improved truth is no longer a technology that is growing. Here it is. You know what it is, you saw it in your daily life whether it’s a Snapchat filter or Pokemon Go, and you may have been asked to create an application for it already. If not, you’re likely to be soon–AR technology users are expected to hit the billion mark by 2020.
So how do you model an app that uses augmented reality? What are the best practices, what challenges are you going to face and, above all, how can you ensure that you get the most out of the technology, particularly in an e-commerce case? With Mobile App Development Dubai, let’s dive into it.
Why it is used in e-commerce?
Augmented reality describes the mixture of real-life sources, feedback and computer-generated surroundings. While it is often bucketed with virtual reality, VR completely replaces the analog world, while AR increases it, mixing the real and the digital to create something new. Again, in recreational or gaming applications, you’ve almost certainly seen it, but why use it in e-commerce?
AR’s most common e-commerce application remains remote, real-time product visualization— the ability to try on a pair of shoes without leaving home or see how your living room would look like that couch. AR creates a three-dimensional consumer template and overlays it through your phone, laptop, or AR / VR glasses to your surroundings in real-time.
AR design Guidelines:
Input and Output definition:
While you may have done a similar exercise while designing for some conventional UIs, identifying user experience inputs and outputs is mandatory in the AR world.
Defining the inputs and outputs of interaction leads to the problem of what components in the interface a user can and can not communicate with. This defines the boundaries between the “augment” and the “truth.”
Outputs are a bit simpler—your output is likely to be a three-dimensional product model in an e-commerce application, theoretically one with a configurable scale, color, orientation, or any of the three combinations.
The next step is to assign them functions once you have your inputs and outputs identified. How will the consumer change the product’s color? My voice? Will you shake your device? A click on your cell phone?
The software is not restricted to a static monitor in both augmented and virtual reality applications. As the user does, the viewport changes, the 3D model shifts its view in response. But while a screen size may not set a boundary, AR apps still have area constraints. Mobile App Development Company Saudi Arabia signify the areas surrounding the user:
- Public environment: The user’s entire body is involved as a controller, such as the Nintendo Wii.
- Intimate environment: User is likely to be seated, their body a few feet away from the monitor, such as in any desktop-based AR experience.
- Personal environment: Describes an AR on smartphones, tablets or other mobile devices, such as Pokemon.
- Go Private: Entirely private AR environments, such as wearable tech like G.
Every UX designer must understand the concept of user fatigue, or the product of several user-required high-effort interactions (or perhaps too many interactions with low-effort).
And while in VR experiences it is more common, some AR applications allow the whole body of the user to act as a controller. While working for augmented reality settings, UXers must be extra aware of the communication costs, often because such experiences can be practically exhausting.
This means taking special precautions to avoid repetitive, high-effort experiences that fatigue the client — mentally and physically — and positioning commonly accessed functions in easily accessible areas.
Do not be afraid at an early stage to bring sketches or wireframes into quick VR / AR prototypes. Until going too far into the forest of growth, it will help you work out any unexpected problems with your ideas.
Keeping it real:
Using tips to direct users through your interface and always provide input on each interaction so that the user is easily focused. Keep up with the best UX / UI practices and build clean, clear, user-friendly graphics, helping the users to tackle digital environments by giving them familiar reference points and visual metaphors.
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