Designing for the future: The Evolution of App and Device Design for Augmented Reality
How can Augmented Reality influence the future of both app design and device design?
With the recent launch of Apple’s ARKit SDK (Software
Development Kit) with iOS 11, Augmented Reality is
starting to emerge as an exciting new tool on modern mobile devices, meaning it will have a greater presence moving forward. For such technology to become as
successful as predicted, both app design and device design are beginning to
evolve to account for Augmented Reality technology.
As Tim Cook (Apple CEO) said in an interview with David Phelan from the Independent in February 2017:
"I view AR like I view the silicon here in my iPhone... It's not a product per se — it's a core technology."
Both app design and device design are already beginning to accommodate Augmented Reality technology |
First thing first…what is Augmented Reality?
Many of you may be familiar with the term; these days it’s
used to describe the technology that allows you to chase Pokémon with your
phone, or transform yourself into a dancing cat thanks to Snapchat’s
‘entertaining’ filters. But in the most basic terms, Augmented Reality (also
known as AR) is the overlay of virtual, digital content onto the real-world.
How does it work?
Augmented overlay is triggered by a process of recognition and tracking.
Following the example of Snapchat, the filters appear on screen as soon as a
face has been recognized by the phone or tablet’s camera. This is an example of
object or face tracking. There are three other means of recognition that prompt AR technology: GPS tracking has been used in apps such as Pokémon Go,
where the virtual overlay is prompted to appear on screen when a device reaches
or recognizes certain GPS coordinates that have been pre-embedded within the
system. This is similar to location tracking, whereby the camera recognizes the
location before displaying the virtual object on screen. This can be
particularly beneficial to architects or property developers; AR can overlay a computer-generated
building to show what it will look like in-situ. The fourth and final method is
image or target based tracking and is perhaps the method most familiar or
recognizable when thinking about AR. Unlike the previous three methods (which
can be branded as 'markerless' augmented reality), target based AR relies on
image recognition which is encoded with the virtual image. When the camera
recognizes the unique marker, the virtual content is displayed onscreen.
Found them yet? 'Pokemon Go' uses GPS based AR |
Industry talk – Where
to next?
Although Augmented Reality has been around for quite a few
years, the technology is still in it’s infancy. The potential for AR to grow
and become fully absorbed into everyday life is possible, but there is still
much more development and research needed until we reach this this point. For
now, AR companies and developers are expected to continue to operate on a B2B
basis, expanding more into sectors such as gaming, PR & marketing,
education, and industry. There are already examples of successful AR
applications that have been developed within these industries: CGEye's CBS
app being one. The AR based application has been proved a successful sales tool
for CBS, a company that manufactures ergonomic computer arms. Instead of
lugging in their heavy products to a sales pitch, they are now able to show
ergonomic equipment digitally via the app.
"CBS are the ideal candidate for AR technology. They are forward-thinking, adventurous and innovative in their thinking. We opened up a discussion with them to find a way for their sales agents to be able to demonstrate the CBS range of monitor arms in a slick, convenient and engaging way." - Paul, Company Director of CGEye Ltd and Rise AR
Below is a video demonstrating the app:
So how does AR effect
the future of both app and device design?
For Augmented Reality to be as successful as it has the
potential to be, both app design and phone design needs to develop and evolve
to accommodate AR technology.
One of the main considerations, and perhaps challenges, when
designing an AR based application is that for AR to function the screen needs
to have little or no other clutter. In other words, app design needs to evolve
to allow a greater screen real-estate for better use and a better experience of
augmented reality. This becomes most beneficial on a smaller screen, such as a
mobile device, where the technology is expanding and where existing screen
space is minimal.
App design will also have to consider the increase of
wearable devices such as Daqri’s Mixed Reality (MR) headset, that is described
as “a visionary tool for the 21st century worker”, or Microsoft’s
HoloLens. The most likely adopters for this brand of AR are heavy industry and
education. Rather than displaying virtual content on a flat mobile or tablet
screen, an AR based app for a headset needs to be compatible over a larger
surface area and account for a greater field of vision to allow for safe and successful use
within the workplace.
The above examples of Daqri and HoloLens show how wearable
device AR technology is beginning to emerge within industry, but unfortunately it
will still be a while until wearable devices compatible with augmented reality
reaches the mainstream. This is partly down to cost; for such technology to
emerge within the consumer market, the price of wearable devices needs to
decrease significantly. But it is also down to design; it is unlikely anyone
would choose to wear a bulky headset walking down the street – the future of
wearable devices lies partly with a sleeker design. It will need to address practicality
issues while also increasing aesthetic value. For now, the technology is still fairly
inaccessible: it will be a while before you can say goodbye to your phones and
access your messages via augmented reality wearable technology.
In terms of phone design, the modern phone is pretty much guaranteed to come
complete with a front and back camera. This already makes AR much more
accessible to the consumer; without a front camera the likes of Snapchat would not have been able to develop their much-loved filters - oh how the world would
be a different place! As mentioned above, a camera fundamentally allows AR
technology to work; no camera means no AR! However, to develop and bring to the
consumer more advanced and more complex augmented reality solutions, AR would
require a dual-camera system. This has already been introduced as a feature to
the iPhone 7 Plus, and will almost certainly be a feature on the much-anticipated
iPhone 8 that is expected to be released in Autumn of this year. The benefit of a
dual-camera is that it increases tracking accuracy; software can triangulate
distances to detect corresponding points in the two images. As a result, we
would see less marker based AR systems, and an increase in 'markerless' AR. If
augmented reality is to become accessible to the consumer market going forward,
a dual-camera system would be a beneficial feature within future mobile
devices.
The Dual-Camera opens up more complex AR technology to the masses - a feature beneficial in future mobile and tablet design |
This
blog post is a part of Design Blogger Competition organized by CGTrader.
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