This is ar

je mixe ce soir!

Wednesday, November 3rd, 2010

In honor of Facebook’s announcements today about making mobile more social, I’d like to remind you of this visionary portrayal of what it will be like when Facebook is truly mobile. Looks like we’ve got a long way to go.

orelsan-toxic

That’s right AR fans, it’s the Toxic Avenger feat. Orelsan performing last summer’s monster Internet dance hit, N’Importe Comment. So slip on your mindglasses, turn up the bass in your earplants, and prepare to “Like” this french fratboy fantasy from the future. Watch carefully, because this is a precious, fleeting snapshot of the way our connected culture felt, circa mid-2010. Someday, cyborg anthropologists are going to have a field day with this thing. Je mixe ce soir!

@ubistudio project: mobile AR layer for 2010 01SJ biennial

Wednesday, September 15th, 2010

One of the goals of the @ubistudio is to actually do projects with new media technologies, not just talk about them. In that spirit, we made a mobile augmented reality experience for the 2010 01SJ Biennial that takes place this weekend, Sept 16-19, 2010.

It’s a fairly simple layer, developed on the Layar AR browser and featuring basic points of interest (POIs) for many of the public artworks and venues of the 01SJ festival. Here’s a screen shot of our layer in action on an iPhone 3Gs:

01sj-shot-land2

Among the many artworks featured are “Play Me I’m Yours“, ~20 street pianos created by artists Luke Jerram; Poetics of Dis-communication by Patrick Manning, and ZOROP by Ken Eklund and Annette Mees. You’ll also find the major venues and outdoor performances, to say nothing of the stops where you can catch the ZOROP Mexican Party Bus!

We submitted the layer to the Layar developer program, and it was approved earlier this week. If you’re at 01SJ and have a newer iPhone or Android phone, please check it out and let us know how you like it. You’ll need to download the free Layar app for your phone if you don’t have it already. Then just search for “01SJ” and you should be able to find it easily. All of the interesting points are in the downtown San Jose area, so if you’re not in that area you won’t see much ;-) If you have questions or feedback, ping us on Twitter: @ubistudio or just get involved by coming to our next Ubiquitous Media Studio meetup.

Beyond Augmented Reality: Ubiquitous Media

Saturday, June 19th, 2010

Here are the slides I presented during my talk at ARE2010, the first Augmented Reality Event on June 3, 2010 in Santa Clara. Many thanks to all who attended, asked questions and gave feedback. For interested Bay Area folks, I will be organizing some face to face gatherings of the Ubiquitous Media Studio to explore the ideas raised here. The first one will be in July; follow @ubistudio on Twitter for further details.

ARE2010: kicking off the augmented reality summer of love

Tuesday, May 18th, 2010

ARE2010 – the Augmented Reality Event – is just around the corner on June 2-3. In case you missed the memo, this is going to be an outstanding conference! I’ll be giving a deep dive talk on Experience Design for AR, expanding on what I presented at Web2Expo earlier this month. More importantly, there will be over 80 great speakers from the AR world, including keynotes by los luminarios Bruce Sterling, Will Wright, Jesse Schell and Blaise Aguera. Don’t miss this, seriously. And when you register, use this ARE2010 special discount code: E195 to get the full 2 days for just $195. It’s a freakin’ bargain, folks. Be there.

ARE2010_conference

my talk on mobile AR experience design at Web2Expo

Tuesday, April 27th, 2010

I’m presenting a session at Web2Expo in San Francisco on May 4th, titled “Challenge, Drama & Social Engagement: Designing Mobile Augmented Reality Experiences“. Here’s the blurb:

Mobile augmented reality adds digital overlays and interactivity to the physical world using the sensors and display of your smartphone. Design of mobile AR experiences is complex and takes us well beyond the browser-based web. This session will give you a mix of practical knowledge and new ideas for creating AR experiences, drawing from web design, 3D graphics, games, architecture and stagecraft.

The next generation of mobile augmented reality applications will go well beyond simply overlaying points of interest, floating post-its and 3D models on the video display of your phone. Mobile AR is becoming a sophisticated medium for immersive games, situated storytelling, large-scale visualization, and artistic expression. The combination of physical presence, visual and audio media, sensor datastreams and social environments blended together with web services offers tremendous new creative possibilities. However, the design challenges of creating engaging, exciting and compelling experiences are quite significant.

Research on the design of technology-mediated experiences has shown that compelling experiences often involve a mixture of physical and mental challenge or self-expression, a sense of drama, sensory stimulation, and social interaction. These elements can give us a physical “buzz” by activating the release of adrenaline, endorphins and related neurochemicals.

Mobile AR puts us “where the action is”—in motion through the physical world, surrounded by other people, in a stimulating environment. AR applications additionally provide challenges, stories, information and communication. Factors that AR experience designers need to consider include:

  • Goals of the AR experience
  • Users’ cognitive model of the system
  • Physical environment and context of the experience
  • Social context of the experience
  • Design of interaction models and experience mechanics
  • Story, goals and outcomes
  • Immersion and flow
  • Design of visual and audio assets
  • Non-player characters (“AIs”)
  • Tracking and analytics
  • Technical capabilities and limitations of the AR system
  • Managing the production process (designing an AR experience has much in common with producing a movie on location)

Should be fun, ping me if you’re going to be at the conference!

join me at the eComm firehose next week?

Wednesday, April 14th, 2010

Next week I’ll be at the Emerging Communications conference, eComm 2010 in San Francisco, and would love to connect if you are going. The organizers have pulled together an impressive roster of speakers in a rapid-fire single track format that will undoubtedly feel like a three day firehose of ideas. Of course I’m very interested in the AR-heavy Wednesday lineup, but am also looking forward to seeing folks like John Hagel, Ge Wang and Debbie Estrin. Ping me if you’re there, and keep an eye out for digital film geek @endurablegoods who will no doubt be wielding weapons of mass digitization.

If you’re in town, you may want to extend your 3-day fun pass by going to Reality Checked – What’s Next for Mobile Augmented Reality on Monday night, and the wonderful Dorkbot-SF on Wednesday night. I’m just sayin’.

experience design for locative media & AR

Thursday, December 3rd, 2009

The next generation of mobile Augmented Reality applications will go well beyond simply overlaying points of interest, floating post-its and 3D models on the video display of your phone. Mobile AR is becoming a sophisticated medium for immersive games, situated storytelling, large-scale visualization, and artistic expression. The combination of physical presence, visual and audio media, sensor datastreams and social environments blended together with web services offers tremendous new creative possibilities. However, the design challenges of creating engaging, exciting and compelling experiences are quite significant. AR experience designers will draw fruitful inspiration and practical lessons from game design, 3D graphics, architecture and stagecraft, as well as the structure, linking, protocols and openness of the web.

Some of the best research to date on experience design for locative media experiences, was done at HP Labs as part of the Mobile Bristol collaboration. You might find these papers useful and applicable to AR design, as I have.

Technology Experiences: What Makes Them Compelling? Alison Kidd, 2000

Experience Design for Pervasive Computing, Richard Hull & Jo Reid

Experience Design Guidelines for Creating Situated Mediascapes, Reid et al, 2005

Magic Moments in Situated Mediascapes, Reid et al

we’re wired to augment our world and our selves

Tuesday, December 1st, 2009

Humans are driven to augment our reality, and to augment our own capabilities. It’s the way we’re wired; it’s what we do. From the earliest cave paintings to modern day urban graffiti, we overlay our world with expressions of our inner selves. Architecture, street signs, billboards, fashions — these are all visual and functional augmentations of the physical world. We extend our sensory and cognitive capabilities as well, creating tools that allow us to perceive phenomena beyond the ken of our normal senses — at extremes of scale, distance, time, frequency, complexity, sociality. “Augmented Reality” is simply the next technological framework for expressing the natural human propensity to augment our world and our selves.

fiyo on the bayou: junaio from metaio

Friday, October 30th, 2009

In the last week I’ve been beta testing junaio, Metaio’s new mobile augmented reality app for the iphone 3gs. junaio allows you to author mixed reality scenes by adding 3D models to physical world locations, experience AR scenes on location in live video overlay mode, and share your scenes with other people on junaio and Facebook. My thoughts here are based on a pre-release version that does not include broader functionality such as online scene editing through the junaio.com website.

My overall impression is that junaio is a fun, interesting app that is very different from other mobile GPS+compass AR apps. Popular mobile AR apps like Layar, Wikitude, Robotvision, GeoVector and so on are mostly information centric, focused on finding and presenting geoweb and POI data about the world. In contrast, junaio is about personal augmentation of the world with visual models — it’s essentially a storytelling environment where users can express themselves through 3D world-building and share their creations with a social community.

A slight disturbance on the stanford quad

A slight disturbance on the stanford quad

I found the creative authoring process surprisingly absorbing and satisfying, much more so than experiencing the scenes through the live “magic lens” for example. I was also impressed at how much could be done with a few finger gestures on a tiny device out in the world. Here’s an example scene I created while driving up Alpine Road last night (definitely not a recommended authoring process!):

kids, don't try this at home

kids, don't try this at home

Although junaio is a unique and engaging application with great ambition, I will warn you that it suffers somewhat from its high aspirations. junaio proposes to make 3D environment authors of us all. It does a reasonable job of simplifying a complex process and making it possible on a mobile device, but as a result it takes shortcuts that reduce the effectiveness of the end experience. For example the live camera overlay mode was a disappointment, because you do not experience the 3D scene that the author intended. I understand the technical reasons for this — limited GPS accuracy, lack of true 3D placement of objects, lack of camera pose data, physical world changes, etc — but my expectations were implicitly set that my scenes would turn out exactly the way I created them. Also, the user interaction model for the app is still rough in places, and I think many people will find it confusing and difficult to learn.

Despite the significant limitations of this first release, I actually think I will continue to use junaio. I really enjoy its creative aspects, and I think there is a lot of potential in the social community interaction as well. It’s not going to be everyone’s cup of tea, but I see it as a lovely way to live a few extra seconds into the future. Looking forward to the final release in the next few days.

In case you’re wondering, “Fiyo on the Bayou” is a song by the great Neville Brothers. Got a bit of New Orleans on the brain today, or maybe I’m hoping for a nice model of animated flames that I can place out on the Bay. Okay, mostly I just like the way it rhymes with “junaio from metaio”. YMMV as always. Cheers all.

thinking about design strategies for 'magic lens' AR

Tuesday, September 1st, 2009

I love that we are on the cusp of a connected, augmented world, but I think the current crop of magic lenses are likely to overpromise and underdeliver. Here are some initial, rough thoughts on designing magic lens experiences for mobile augmented reality.

The magic lens

The magic lens metaphor [1] for mobile augmented reality overlays graphics on a live video display from the device’s camera, so that it appears you are looking through a transparent window to the world beyond. This idea was visualized to great effect in Mac Funamizu’s design studies on the future of Internet search from 2008. Many of the emerging mobile AR applications for Android and the iPhone 3GS, including Wikitude, Layar, Metro Paris, robotvision, Gamaray and Yelp’s Monocle, are magic lens apps which use the device’s integrated GPS and digital compass to provide location and orientation references (camera pose, more or less) for the overlay graphics.

The idea of a magic lens is visually intuitive and emotionally evocative, and there is understandable excitement surrounding the rollout of commercial AR applications. These apps are really cool looking, and they invoke familiar visual tropes from video games, sci-fi movies, and comics. We know what Terminator vision is, we’re experienced with flight sim HUDs, and we know how a speech balloon works. These are common, everyday forms of magical design fiction that we take for granted in popular culture.

And that’s going to be the biggest challenge for this kind of mobile augmented reality; we already know what a magic lens does, and our expectations are set impossibly high.

Less-than-magical capabilities

Compared to our expectations of magic lenses, today’s GPS+compass implementations of mobile AR have some significant limitations:

* Inaccuracy of position, direction, elevation – The inaccuracy of today’s GPS and compass devices in real world settings, combined with positional errors in geo-annotated data, mean that there will generally be poor correspondence between augmented graphical features and physical features. This will be most evident indoors, under trees, and in urban settings where location signals are imprecise or unavailable. Another consequence of location and orientation errors is that immediately nearby geo-annotations are likely to be badly misplaced. With typical errors of 3-30 meters, the augments for the shop you are standing right in front of are likely to appear behind you or across the street.

* Line of sight – Since we can’t see through walls and objects, and these AR systems don’t have a way to determine our line of sight, augmented features will often be overlaid on nearby obstructions instead of on the desired targets. For example, right now I’m looking at Yelp restaurant reviews floating in space over my bookshelf.

* Lat/long is not how we experience the world – By definition, GPS+compass AR presents you with geo-annotated data, information tied to geographic coordinates. People don’t see the world in coordinate systems, though, so AR systems need to correlate coordinate systems to world semantics. The quality of our AR experience will depend on how well that translation is done, and today it is not done well at all. Points Of Interest (POIs) only provide the barest minimum of semantic knowledge about any given point in space.

* Simplistic, non-standard data formats – POIs, the geo-annotated data that many of these apps display, are mostly very simple one-dimensional points of lat/long coordinates, plus a few bytes of metadata. Despite their simplicity there has been no real standardization of POI formats; so far, data providers and AR app developers are only giving lip service to open interoperability. Furthermore, they are not looking ahead to future capabilities that will require more sophisticated data representations. At the same time, there is a large community of GIS, mapping and Geoweb experts who have defined open formats such as GeoRSS, GeoJSON and KML that may be suitable for mobile AR use and standardization. I’ll have more to say about AR and the Geoweb in a future post. For now, I’ll just say that today’s mobile AR systems are starting to look like walled gardens and monocultures.

* Public gesture & social ambiguity – Holding your device in front of you at eye level and staring at it gives many of the same social cues as taking a photograph. It feels like a public gesture, and people in your line of sight are likely to be unsure of your intent. Contrast this with the head down, cradled position most people adopt when using their phone in a private way for email, games and browsing the web.

* Ergonomics - Holding your phone out in front of you at eye level is not a relaxed body position for extended viewing periods; nor is it a particularly good position for walking.

* Small screen visual clutter – If augmented features are densely populated in an area, they will be densely packed on the screen. A phone display with more than about 10 simultaneous augments will likely be difficult to parse. Some of Layar’s layer developers propose showing dozens of features at a time.

Design strategies for practical magic

Given these limitations, many of the initial wave of mobile AR applications are probably not going to see great adoption. The most successful apps will deliver experiences that take advantage of the natural technology affordances and don’t overreach the inherent limitations. Some design strategies to consider:

* Use augments with low requirements for precision and realism. A virtual scavenger hunt for imaginary monsters doesn’t need to be tied to the exact geometry of the city. A graphic overlay showing air pollution levels from a network of sensors can tolerate some imprecision. Audio augmentation can be very approximate and still deliver nicely immersive experiences. Searching for a nearby restroom may not need any augments at all.

* Design for context. The context of use matters tremendously. Augmenting a city experience is potentially very different from creating an experience in an open, flat landscape. Day is a different context than night. Alone is different than with a group. Directed search and wayshowing is different from open-ended flaneurism. Consider the design parameters and differences for a user who is sitting, standing, walking, running, cycling, driving and flying. It seems trivially obvious, but nonetheless important to ask who is the user, what is their situation, and what are they hoping will happen when they open up your app?

* Fail gracefully and transparently. When the accuracy of your GPS signal goes to hell, reduce the locative fidelity of your app, or ask the player to move where there is a clear view of the sky. When you are very close to a POI, drop the directional aspect of your app and just say that you are close.

* Use magic lens moments sparingly. Don’t make your player constantly chase the virtual monsters with the viewfinder, give her a head-down tricorder-style interaction mode too, and make it intuitive to switch modes. If you’re offering local search, consider returning the results in a text list or on a map. Reserve the visual candy for those interactions that truly add value and enhance the sense of magical experience.

* Take ownership for the quality of your AR experiences. Push your data providers to adopt open standards and richer formats. Beat the drum for improved accuracy of devices and geo-annotations. Do lots of user studies and experiments. Create design guidelines based on what works well, and what fails. Discourage shovelwARe. Find the application genres that work best, and focus on delivering great, industry-defining experiences.

We are at an early, formative stage of what will eventually become a connected, digitally enspirited world, and we are all learners when it comes to designing augmented experiences. Please share your thoughts in the comments below, or via @genebecker. YMMV as always.


[1] The idea of a metaphorical magic lens interface for computing was formulated at Xerox PARC in the early 1990′s; see Bier et al, “Toolglass and Magic Lenses: The See-Through Interface” from SIGGRAPH 1993. There is also a substantial body of previous work in mobile AR including many research explorations of the concept.