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This eBook includes the following formats, accessible from your Account page after purchase:
EPUB The open industry format known for its reflowable content and usability on supported mobile devices.
PDF The popular standard, used most often with the free Acrobat® Reader® software.
This eBook requires no passwords or activation to read. We customize your eBook by discreetly watermarking it with your name, making it uniquely yours.
February 2022: Sketchnote Army Podcast: Renée Stevens visualizes in virtual reality - SE11/EP02
Designing Immersive 3D Experiences helps visual designers move into the fast-growing fields of 3D and extended reality (XR) design. Author Renée Stevens (Powered by Design) introduces a proven approach and an effective design-thinking process you can use to create successful immersive user experiences. The book is grounded in familiar design principles and explores how you can build on these foundations, adapting them for virtual and augmented reality environments. Designing Immersive 3D Experiences prepares visual designers to succeed with 3D and XR design in multiple environments, from mobile, to web, to wearables.
This book begins by exploring the basics of XR and 3D immersive design, how they are evolving, and how you may already be using them. It then moves into core concepts and technologies, from computer-human interaction, to spatial computing, to projection mapping and head-mounted displays.
Learn how to:
Download the sample pages (includes Chapter 1)
The tech behind the acronyms
You are already using extended reality
Prosthetic knowledge
Looking ahead
Is any of this actually new?
The world in the palm of your hand
Projection mapping
Head-mounted displays
Spatial computing
Reality check
The world in 3D
Affordances
Multimodal experiences
Experience design
Identify the why
Innovation and practicality
Outside influence
Keep it human
The answer to your questions
Fake it 'til you make it
Sketch transparently
The power of prototypes
Use what you know
Process work
Approachable design
Seamless user flow
Know thy audience
Making reality accessible
UX challenge
The z-axis
3D interface metaphors
Time and space
Microinteractions
Inspiration is all around you
Designing the whole experience
Theories of perception
Creating hierarchy in 3D
Human centered
Expecting the unexpected
Figure-ground
Location, location, location
Getting emotional
Control is overrated
Legibility and readability
Creating visual contrast
Take control
Design with purpose
Color appearance models
Light interactions
Dynamic adaptation
Reflection
Hearing what you see
Spatial sound
Augmented audio
Voice experiences
Power of sound
To code or not to code
Keep it agile
Try, and try again
User experience research
Privacy and ethical considerations
Keep it super
Where to go from here
Breaking out of rectangles
Why we need XR right now
Extend our physical space