WEBVTT

1
00:00:00.080 --> 00:00:02.680
<v Speaker 1>Okay, let's unpack this, let's do it. Our mission today

2
00:00:03.000 --> 00:00:06.679
<v Speaker 1>is a deep dive into extended reality XR. We're focusing

3
00:00:06.719 --> 00:00:10.679
<v Speaker 1>specifically on how user experience design. You know, UX is

4
00:00:10.720 --> 00:00:12.800
<v Speaker 1>tackling some of the industry's biggest hurdles.

5
00:00:12.880 --> 00:00:15.279
<v Speaker 2>Yeah, they're really tough stuff like adoption.

6
00:00:15.000 --> 00:00:19.719
<v Speaker 1>Problems exactly, everything from the physical reaction, the motion sickness,

7
00:00:19.960 --> 00:00:24.480
<v Speaker 1>right to the trickier cultural side like social acceptance. Basically,

8
00:00:24.600 --> 00:00:27.199
<v Speaker 1>UX designers are kind of writing the rule book for

9
00:00:27.280 --> 00:00:28.800
<v Speaker 1>this new spatial computing world.

10
00:00:28.879 --> 00:00:31.359
<v Speaker 2>That's a great way to put it. They're defining the interactions,

11
00:00:31.760 --> 00:00:33.840
<v Speaker 2>and our sources really map this out. If you look

12
00:00:33.880 --> 00:00:36.960
<v Speaker 2>back that decade twenty ten to twenty twenty, that's when

13
00:00:37.000 --> 00:00:40.240
<v Speaker 2>modern XR really started to take shape for consumers. But

14
00:00:40.399 --> 00:00:43.640
<v Speaker 2>now now we're entering what Tim cook Over at Apple

15
00:00:43.759 --> 00:00:45.600
<v Speaker 2>called the spatial computing.

16
00:00:45.200 --> 00:00:47.799
<v Speaker 1>Era, right, I remember that quote. His prediction was pretty.

17
00:00:47.520 --> 00:00:50.920
<v Speaker 2>Bold, was Oh yeah, he said, augmented reality AR will

18
00:00:50.920 --> 00:00:54.640
<v Speaker 2>basically pervade our entire lives, like within the next five

19
00:00:54.640 --> 00:00:55.399
<v Speaker 2>to ten years.

20
00:00:55.439 --> 00:00:58.560
<v Speaker 1>Wow. And for that to happen, the tech needs to

21
00:00:58.560 --> 00:01:00.920
<v Speaker 1>feel well, in visible.

22
00:01:01.280 --> 00:01:04.040
<v Speaker 2>Effortless, which brings us right back to UX. It has

23
00:01:04.079 --> 00:01:04.879
<v Speaker 2>to be seamless.

24
00:01:05.120 --> 00:01:08.319
<v Speaker 1>It's funny, you know, thinking back the actual job title

25
00:01:08.480 --> 00:01:11.920
<v Speaker 1>UX designer, it barely existed before what two thousand and nine.

26
00:01:11.959 --> 00:01:15.120
<v Speaker 2>It really didn't. It was niche. But then Apple they

27
00:01:15.200 --> 00:01:19.719
<v Speaker 2>went all in on UX for the iPhone, almost obsessively.

28
00:01:19.120 --> 00:01:21.519
<v Speaker 1>And that kind of proved its value, right, showed everyone

29
00:01:21.519 --> 00:01:22.959
<v Speaker 1>else how critical it was totally.

30
00:01:23.599 --> 00:01:28.079
<v Speaker 2>It demonstrated that amazing user experience could be this massive

31
00:01:28.159 --> 00:01:30.719
<v Speaker 2>competitive edge. I mean, look what it did for them,

32
00:01:30.760 --> 00:01:33.439
<v Speaker 2>helped make them the most valuable public company out there.

33
00:01:33.840 --> 00:01:36.439
<v Speaker 1>And it's not just about pretty icons on a screen.

34
00:01:36.959 --> 00:01:41.079
<v Speaker 1>The design guru Don Norman pointed this out. UX is

35
00:01:41.120 --> 00:01:42.319
<v Speaker 1>holistic exactly.

36
00:01:42.359 --> 00:01:44.799
<v Speaker 2>It covers all the ways a user interacts with a company,

37
00:01:44.840 --> 00:01:47.359
<v Speaker 2>its products, its services, everything.

38
00:01:47.640 --> 00:01:50.280
<v Speaker 1>That definition feels even more important when we move from

39
00:01:50.280 --> 00:01:52.879
<v Speaker 1>flat screens into well three D space.

40
00:01:52.680 --> 00:01:56.319
<v Speaker 2>Oh absolutely, because it stops being just about the software design,

41
00:01:56.599 --> 00:01:59.439
<v Speaker 2>and so it's being about designing the entire human experience

42
00:01:59.519 --> 00:02:02.480
<v Speaker 2>within them, like digital layer on reality.

43
00:02:02.799 --> 00:02:05.280
<v Speaker 1>So for you listening, the context shift here is key.

44
00:02:05.560 --> 00:02:09.199
<v Speaker 1>We're still designing for these flat rectangles, right, laptops.

45
00:02:08.639 --> 00:02:10.719
<v Speaker 2>Phones, Yeah, predictable frames.

46
00:02:10.599 --> 00:02:14.280
<v Speaker 1>But now we're designing for potentially infinite three dimensional space.

47
00:02:14.840 --> 00:02:16.639
<v Speaker 1>It demands a completely new playbook.

48
00:02:16.759 --> 00:02:20.120
<v Speaker 2>It's a huge leap. Designers were comfortable in those frames.

49
00:02:20.159 --> 00:02:22.240
<v Speaker 2>Horizontal monitor, vertical phone screen.

50
00:02:22.520 --> 00:02:25.520
<v Speaker 1>XR just shatters that and introduces all these new ways

51
00:02:25.520 --> 00:02:26.520
<v Speaker 1>to interact.

52
00:02:26.159 --> 00:02:31.800
<v Speaker 2>Spatial interaction, physical gestures, voice commands. These become the core elements.

53
00:02:31.840 --> 00:02:35.599
<v Speaker 1>And remember responsive design making things look good on different

54
00:02:35.599 --> 00:02:38.520
<v Speaker 1>screen sizes. That nightmare just got way worse than three D.

55
00:02:38.759 --> 00:02:42.479
<v Speaker 2>Oh, it scales up massively. Our sources highlight a really

56
00:02:42.520 --> 00:02:46.400
<v Speaker 2>specific tricky detail here about consistency.

57
00:02:46.599 --> 00:02:47.319
<v Speaker 1>What's the issue.

58
00:02:47.400 --> 00:02:49.479
<v Speaker 2>Well, it comes down to applying that old two D

59
00:02:49.599 --> 00:02:53.080
<v Speaker 2>thinking to a spatial problem. Imagine tapping an AR object

60
00:02:53.120 --> 00:02:55.439
<v Speaker 2>on your tablet Okay, a little menu pops up, maybe

61
00:02:55.439 --> 00:02:57.919
<v Speaker 2>floats near the object on the screen. Fine, no problem

62
00:02:57.960 --> 00:03:01.360
<v Speaker 2>on a handheld display. But take that exact same UI

63
00:03:01.599 --> 00:03:04.439
<v Speaker 2>floating the same relative distance and put it in ar glasses.

64
00:03:04.719 --> 00:03:07.439
<v Speaker 1>Ah, Suddenly it's right in your face exactly.

65
00:03:07.479 --> 00:03:10.639
<v Speaker 2>It has a devastating effect. As one source put it,

66
00:03:10.639 --> 00:03:14.080
<v Speaker 2>it's not just slightly annoying, it's physically disruptive.

67
00:03:13.800 --> 00:03:17.520
<v Speaker 1>Because with the glasses, the stereoscopic display makes it feel

68
00:03:17.520 --> 00:03:20.280
<v Speaker 1>like it's maybe a foot away blocking your view.

69
00:03:20.400 --> 00:03:23.919
<v Speaker 2>Precisely, it can completely obscure what you're trying to look at,

70
00:03:23.960 --> 00:03:27.000
<v Speaker 2>maybe even make your eyes strain or cross trying to focus.

71
00:03:27.400 --> 00:03:30.159
<v Speaker 2>The design has to account for that huge perceptual difference.

72
00:03:30.520 --> 00:03:32.120
<v Speaker 2>Focal distance becomes critical.

73
00:03:32.199 --> 00:03:35.599
<v Speaker 1>It really shows the stakes. Bad UX and XR isn't

74
00:03:35.680 --> 00:03:39.560
<v Speaker 1>just inconvenient yea, it can kill adoption entirely. And we

75
00:03:39.599 --> 00:03:41.960
<v Speaker 1>saw a perfect example of this, not really a technical

76
00:03:41.960 --> 00:03:45.439
<v Speaker 1>failure but more cultural Google Glass back in twenty thirteen.

77
00:03:45.599 --> 00:03:49.159
<v Speaker 2>Oh Google Glass textbook case as sociocultural disaster.

78
00:03:49.319 --> 00:03:51.080
<v Speaker 1>Really the tech worked more or less.

79
00:03:51.240 --> 00:03:54.719
<v Speaker 2>Yeah, it was functional, but the market just rejected it hard.

80
00:03:54.759 --> 00:03:57.840
<v Speaker 2>And it wasn't about the processor speed or the display qualities.

81
00:03:57.879 --> 00:03:58.439
<v Speaker 1>It's a camera.

82
00:03:58.599 --> 00:04:02.400
<v Speaker 2>It was almost entirely driven by privacy concerns that always

83
00:04:02.400 --> 00:04:03.800
<v Speaker 2>on outward facing camera.

84
00:04:03.960 --> 00:04:05.919
<v Speaker 1>People just felt weird about it, like they were being

85
00:04:05.960 --> 00:04:08.039
<v Speaker 1>recorded without knowing exactly.

86
00:04:08.080 --> 00:04:13.879
<v Speaker 2>It created this palpable social awkwardness for the person wearing

87
00:04:13.919 --> 00:04:15.439
<v Speaker 2>it and for everyone around them.

88
00:04:15.520 --> 00:04:17.759
<v Speaker 1>Yeah, you didn't want to be that person, right.

89
00:04:17.759 --> 00:04:21.519
<v Speaker 2>So Google Glass taught the industry a huge, expensive lesson.

90
00:04:22.639 --> 00:04:25.199
<v Speaker 2>An AR device has got to be socially acceptable. You

91
00:04:25.240 --> 00:04:27.000
<v Speaker 2>need to be able to wear it in public without

92
00:04:27.079 --> 00:04:28.319
<v Speaker 2>freaking people out.

93
00:04:28.560 --> 00:04:31.600
<v Speaker 1>So you excess to think about the whole social context now,

94
00:04:32.079 --> 00:04:32.720
<v Speaker 1>not just the.

95
00:04:32.680 --> 00:04:36.560
<v Speaker 2>Wearer exactly you're designing for the wearer, their immediate environment,

96
00:04:36.639 --> 00:04:39.480
<v Speaker 2>and how other people perceive the device and interaction. It's

97
00:04:39.600 --> 00:04:40.319
<v Speaker 2>much broader.

98
00:04:40.519 --> 00:04:44.639
<v Speaker 1>Okay, So AR had that big social hurdle. Virtual reality

99
00:04:44.759 --> 00:04:48.560
<v Speaker 1>VR had more of a physiological one, sometimes quite literally,

100
00:04:48.600 --> 00:04:49.600
<v Speaker 1>like that roller coaster.

101
00:04:49.439 --> 00:04:51.120
<v Speaker 2>Dem oh the VR roller coaster.

102
00:04:51.319 --> 00:04:53.319
<v Speaker 1>Yes, I remember trying that on one of the early

103
00:04:53.360 --> 00:04:57.360
<v Speaker 1>Oculis DevKits. Wow. I think I lasted maybe thirty seconds,

104
00:04:57.480 --> 00:04:58.519
<v Speaker 1>had to tear it off you.

105
00:04:58.560 --> 00:05:01.600
<v Speaker 2>And many others. That demo really captured the core problem

106
00:05:01.680 --> 00:05:03.399
<v Speaker 2>simulation sickness.

107
00:05:02.959 --> 00:05:04.160
<v Speaker 1>Or motion sickness. Basically.

108
00:05:04.199 --> 00:05:06.519
<v Speaker 2>Yeah, early VR back in the nineties kind of failed

109
00:05:06.600 --> 00:05:09.879
<v Speaker 2>partly because it focused on the novelty, the wow factor

110
00:05:10.000 --> 00:05:13.600
<v Speaker 2>over actual usability. And even now the stats are pretty sobering.

111
00:05:13.639 --> 00:05:14.120
<v Speaker 1>What are they?

112
00:05:14.240 --> 00:05:16.720
<v Speaker 2>Something like twenty five to forty percent of first time

113
00:05:16.800 --> 00:05:19.319
<v Speaker 2>VR users get hit with simulation sickness initially.

114
00:05:19.680 --> 00:05:22.959
<v Speaker 1>That's huge, a massive barrier if you want mainstream adoption totally.

115
00:05:23.519 --> 00:05:27.079
<v Speaker 1>So when did things start to click? When did the

116
00:05:27.120 --> 00:05:30.560
<v Speaker 1>industry figure out how to make VR usable less nauseating?

117
00:05:30.920 --> 00:05:33.800
<v Speaker 2>Well, the big moment, the kind of iPhone moment for

118
00:05:33.959 --> 00:05:37.000
<v Speaker 2>VR is widely considered to be the Oculus Quest in

119
00:05:37.040 --> 00:05:37.720
<v Speaker 2>twenty nineteen.

120
00:05:37.920 --> 00:05:39.800
<v Speaker 1>Okay, the Quest. What made it different?

121
00:05:40.000 --> 00:05:43.240
<v Speaker 2>Its success was almost entirely down to a really strong

122
00:05:43.519 --> 00:05:47.759
<v Speaker 2>UX focus, user centric design. It was the first genuinely

123
00:05:47.800 --> 00:05:52.560
<v Speaker 2>consumer friendly VR solution standalone, easy to set up, and crucially,

124
00:05:52.600 --> 00:05:55.720
<v Speaker 2>it brought six degrees of freedom or SIXTYF to the

125
00:05:55.759 --> 00:05:57.360
<v Speaker 2>mainstream wireless experience.

126
00:05:57.439 --> 00:06:00.519
<v Speaker 1>Right sixty of. Let's quickly unpack that. It's key jargon.

127
00:06:00.680 --> 00:06:04.199
<v Speaker 2>Okay, simply put three degrees of freedom three DF. That's

128
00:06:04.240 --> 00:06:07.160
<v Speaker 2>like older mobile VR. You can look around up, down, left, right,

129
00:06:07.199 --> 00:06:08.519
<v Speaker 2>tilt your head, pitch y'aw.

130
00:06:08.439 --> 00:06:10.839
<v Speaker 1>Role, but you can't move your body through the space.

131
00:06:10.639 --> 00:06:14.319
<v Speaker 2>Exactly sixty of, which the Quest nailed adds movement tracking.

132
00:06:14.519 --> 00:06:17.040
<v Speaker 2>You can physically walk around forward, backwards, side to side,

133
00:06:17.040 --> 00:06:20.560
<v Speaker 2>even crouch up down. Your real body movement translates into

134
00:06:20.600 --> 00:06:21.439
<v Speaker 2>the virtual.

135
00:06:21.120 --> 00:06:24.560
<v Speaker 1>World, and being untethered wireless made that possible without tripping

136
00:06:24.600 --> 00:06:25.199
<v Speaker 1>over cables.

137
00:06:25.519 --> 00:06:30.800
<v Speaker 2>That untethered room scale movement was just transformative for immersion

138
00:06:30.879 --> 00:06:32.000
<v Speaker 2>and presence.

139
00:06:31.639 --> 00:06:35.639
<v Speaker 1>And that setup process, drawing the Guardian play area, that

140
00:06:35.680 --> 00:06:38.120
<v Speaker 1>blue grid that felt like really smart.

141
00:06:37.879 --> 00:06:41.319
<v Speaker 2>UX absolutely super intuitive. It made people feel safe moving

142
00:06:41.360 --> 00:06:44.000
<v Speaker 2>around in this new sixty UF world without you know,

143
00:06:44.240 --> 00:06:45.759
<v Speaker 2>smashing into their coffee table.

144
00:06:45.839 --> 00:06:49.800
<v Speaker 1>So it was safety easy onboarding, nice aesthetics. All Ux

145
00:06:49.839 --> 00:06:50.879
<v Speaker 1>wins all Ux.

146
00:06:51.319 --> 00:06:54.160
<v Speaker 2>But if you want the absolute gold standard for VR

147
00:06:54.240 --> 00:06:56.639
<v Speaker 2>usability in a real game, you have to look at

148
00:06:56.720 --> 00:06:59.600
<v Speaker 2>Bals Half Life. Alex came out in twenty twenty.

149
00:07:00.319 --> 00:07:03.439
<v Speaker 1>Alex heard amazing things. It really showed that you need

150
00:07:03.480 --> 00:07:06.879
<v Speaker 1>solid usability first before anything else can really land completely.

151
00:07:07.000 --> 00:07:10.480
<v Speaker 2>Graphics, story, mechanics, they all rely on the foundation of comfortable,

152
00:07:10.600 --> 00:07:14.680
<v Speaker 2>intuitive interaction, and Alex tackled the biggest usability problem head

153
00:07:14.680 --> 00:07:16.279
<v Speaker 2>on simulation sickness.

154
00:07:16.319 --> 00:07:18.240
<v Speaker 1>How did they crack it? What was the game changer

155
00:07:18.240 --> 00:07:18.920
<v Speaker 1>for locomotion?

156
00:07:19.279 --> 00:07:22.279
<v Speaker 2>The genius was realizing there wasn't one solution. The key

157
00:07:22.439 --> 00:07:25.360
<v Speaker 2>was giving the user options. They didn't force everyone into

158
00:07:25.399 --> 00:07:26.959
<v Speaker 2>a single movement style.

159
00:07:26.680 --> 00:07:29.879
<v Speaker 1>Because different people react differently to VR E motion exactly.

160
00:07:29.959 --> 00:07:33.120
<v Speaker 2>Some people get sick easily, others develop their VR legs

161
00:07:33.120 --> 00:07:35.639
<v Speaker 2>and want full control, so Alex catered to both.

162
00:07:35.800 --> 00:07:37.519
<v Speaker 1>How did they integrate that perfectly?

163
00:07:37.720 --> 00:07:41.040
<v Speaker 2>First, they offered teleportation style movement. You just point where

164
00:07:41.079 --> 00:07:43.720
<v Speaker 2>you want to go, click and instantly blink there.

165
00:07:43.680 --> 00:07:46.560
<v Speaker 1>Which avoids that mismatch between what your I see and

166
00:07:46.600 --> 00:07:48.000
<v Speaker 1>your inner ear feels no.

167
00:07:48.000 --> 00:07:51.519
<v Speaker 2>Sickness, right, But for the experienced players, they also offered

168
00:07:51.600 --> 00:07:55.279
<v Speaker 2>smooth locomotion that's the continuous movement using the thumbstick like

169
00:07:55.519 --> 00:07:56.959
<v Speaker 2>traditional games, So.

170
00:07:56.879 --> 00:07:59.360
<v Speaker 1>You choose what works for you. The UX solution was

171
00:07:59.399 --> 00:08:01.199
<v Speaker 1>accessibility essentially.

172
00:08:01.000 --> 00:08:05.000
<v Speaker 2>Precisely, it wasn't about finding one magic bullet. It was

173
00:08:05.040 --> 00:08:09.199
<v Speaker 2>about acknowledging user diversity and providing choices smart.

174
00:08:09.360 --> 00:08:12.480
<v Speaker 1>And they tackled orientation too, right, turning around.

175
00:08:12.319 --> 00:08:14.480
<v Speaker 2>Yeah, because if you're playing seated or just don't want

176
00:08:14.480 --> 00:08:17.600
<v Speaker 2>to physically spin one hundred and eighty degrees, smooth turning

177
00:08:17.639 --> 00:08:20.519
<v Speaker 2>with a stick can be really jarring and disorienting.

178
00:08:20.639 --> 00:08:22.160
<v Speaker 1>So that's where snap rotation came in.

179
00:08:22.360 --> 00:08:25.639
<v Speaker 2>Yes, Alex really popularized this. You can set it so

180
00:08:25.800 --> 00:08:28.720
<v Speaker 2>tapping the stick rotates your view instantly and set increments

181
00:08:28.800 --> 00:08:32.039
<v Speaker 2>like fifteen, thirty, forty five up to ninety degrees so.

182
00:08:31.959 --> 00:08:35.360
<v Speaker 1>You can quickly reorient without that dizzy and continuous spin

183
00:08:36.039 --> 00:08:38.080
<v Speaker 1>make seeded play comfortable exactly.

184
00:08:38.519 --> 00:08:43.360
<v Speaker 2>These seemingly small, granular choices about movement and rotation, they're

185
00:08:43.360 --> 00:08:46.840
<v Speaker 2>what took VR from a tech demo curiosity to something

186
00:08:46.879 --> 00:08:50.600
<v Speaker 2>people could actually use and enjoy for hours. It elevated

187
00:08:50.600 --> 00:08:51.600
<v Speaker 2>the whole platform.

188
00:08:51.720 --> 00:08:54.720
<v Speaker 1>Okay, so key hurdles like locomotion and orientation have been

189
00:08:54.799 --> 00:08:58.440
<v Speaker 1>largely solved through smart Ux. Now we need designers to

190
00:08:58.480 --> 00:09:02.039
<v Speaker 1>actually build all these new spatial experiences.

191
00:09:01.360 --> 00:09:04.679
<v Speaker 2>Right, and designing for XR is just inherently more complex

192
00:09:04.759 --> 00:09:05.840
<v Speaker 2>than mobile or web.

193
00:09:05.919 --> 00:09:07.840
<v Speaker 1>Yeah, you can't just use Figma and call it a day.

194
00:09:08.000 --> 00:09:11.039
<v Speaker 2>Not really. It often requires knowledge of three D modeling software.

195
00:09:11.159 --> 00:09:14.600
<v Speaker 2>Game engines like Unity are unreal, and our sources point

196
00:09:14.639 --> 00:09:17.559
<v Speaker 2>out that the communication, the handoff between the designer and

197
00:09:17.559 --> 00:09:21.320
<v Speaker 2>the developer, it's much blurrier than the clear processes we

198
00:09:21.399 --> 00:09:23.240
<v Speaker 2>have for our, say, mobile apps.

199
00:09:23.360 --> 00:09:26.679
<v Speaker 1>So managing that complexity requires new approaches, new ways of thinking.

200
00:09:26.399 --> 00:09:30.120
<v Speaker 2>Definitely, and designers are adopting new philosophies and toolkits. One

201
00:09:30.159 --> 00:09:33.799
<v Speaker 2>philosophy that fits spatial computing almost perfectly is object oriented

202
00:09:33.919 --> 00:09:36.480
<v Speaker 2>UX or ooux ooux.

203
00:09:36.639 --> 00:09:37.679
<v Speaker 1>Why does that fit so well?

204
00:09:37.879 --> 00:09:42.279
<v Speaker 2>Because spatial computing is fundamentally object oriented. Everything you see

205
00:09:42.279 --> 00:09:45.879
<v Speaker 2>and interact with is well an object in three D space? Okay,

206
00:09:46.000 --> 00:09:49.320
<v Speaker 2>So ooux shifts the design focus instead of starting with

207
00:09:49.519 --> 00:09:51.679
<v Speaker 2>user flows or screens, the verbs the.

208
00:09:51.679 --> 00:09:54.639
<v Speaker 1>Action like open file ors, save project.

209
00:09:54.320 --> 00:09:57.960
<v Speaker 2>Right OUX starts by identifying the core objects the nouns

210
00:09:58.559 --> 00:10:01.360
<v Speaker 2>things you find during user res search, like a document,

211
00:10:01.480 --> 00:10:03.639
<v Speaker 2>a contact, a product, an avatar.

212
00:10:04.080 --> 00:10:07.679
<v Speaker 1>So you focus on the document itself first before figuring

213
00:10:07.720 --> 00:10:09.440
<v Speaker 1>out all the things you can do with it. How

214
00:10:09.440 --> 00:10:10.080
<v Speaker 1>does that help?

215
00:10:10.279 --> 00:10:13.360
<v Speaker 2>It creates a system that's inherently modular and much easier

216
00:10:13.399 --> 00:10:16.200
<v Speaker 2>to scale. If you define the object first, its properties,

217
00:10:16.200 --> 00:10:19.759
<v Speaker 2>its behaviors, it's relationships to other objects, you define it consistently.

218
00:10:20.000 --> 00:10:22.600
<v Speaker 1>Ah So in a spatial world where that document might

219
00:10:22.639 --> 00:10:24.600
<v Speaker 1>show up on a virtual desk, or as a tiny

220
00:10:24.840 --> 00:10:28.360
<v Speaker 1>icon on an ar notification or projected onto.

221
00:10:28.159 --> 00:10:31.639
<v Speaker 2>A wall, exactly defining the object ensures its appearance and

222
00:10:31.679 --> 00:10:35.960
<v Speaker 2>core functions stay consistent across all those wildly different contexts.

223
00:10:36.240 --> 00:10:38.399
<v Speaker 2>It avoids redesigning the same thing over and over.

224
00:10:38.759 --> 00:10:41.399
<v Speaker 1>That modularity makes so much sense when you're not stuck

225
00:10:41.440 --> 00:10:44.960
<v Speaker 1>on a flat page anymore. Okay, And since building happens

226
00:10:45.000 --> 00:10:48.519
<v Speaker 1>in game engines, designers need tools to speed things up.

227
00:10:49.159 --> 00:10:53.519
<v Speaker 2>Frameworks, Yes, frameworks and two kits are crucial for rapid prototyping.

228
00:10:53.960 --> 00:10:57.879
<v Speaker 2>Microsoft's Mixed Reality Toolkit MRTK is a prime.

229
00:10:57.679 --> 00:10:59.720
<v Speaker 1>Example, often used with their HoloLens.

230
00:10:59.759 --> 00:11:04.039
<v Speaker 2>Right especially Hollins too. MRTK is fascinating because it's really

231
00:11:04.080 --> 00:11:08.240
<v Speaker 2>exploring the future of spatial interaction. It heavily supports direct

232
00:11:08.240 --> 00:11:09.240
<v Speaker 2>hand tracking.

233
00:11:08.960 --> 00:11:12.000
<v Speaker 1>So using your actual hands, no controllers needed.

234
00:11:11.840 --> 00:11:14.759
<v Speaker 2>Right, And it uses interaction metaphors that feel natural because

235
00:11:14.799 --> 00:11:18.279
<v Speaker 2>they mimic the real world grabbing, pushing, pulling, even throwing

236
00:11:18.360 --> 00:11:21.399
<v Speaker 2>virtual objects, but with added digital affordances.

237
00:11:21.440 --> 00:11:23.399
<v Speaker 1>And it's not just about function. They focus on making

238
00:11:23.399 --> 00:11:26.360
<v Speaker 1>it feel good. The sources mentioned delightful.

239
00:11:25.919 --> 00:11:29.440
<v Speaker 2>Interaction, Yes, moving beyond just making it usable to making

240
00:11:29.480 --> 00:11:34.159
<v Speaker 2>it emotionally engaging. MRTK has modules for things like elastic

241
00:11:34.200 --> 00:11:39.159
<v Speaker 2>interaction plastic like bounce Yeah, think bouncy physics based anomations.

242
00:11:39.720 --> 00:11:42.559
<v Speaker 2>When a menu pops up instead of just appearing instantly

243
00:11:42.639 --> 00:11:44.799
<v Speaker 2>like a harsh two D panel, it might sort of

244
00:11:44.799 --> 00:11:48.080
<v Speaker 2>spring into place with a little overshoot and bounce. Huh.

245
00:11:48.480 --> 00:11:50.480
<v Speaker 1>That sounds subtle, but I can see how it would

246
00:11:50.480 --> 00:11:52.480
<v Speaker 1>feel more organic, less jarring.

247
00:11:52.919 --> 00:11:55.759
<v Speaker 2>It adds a bit of forgiveness, maybe even fun, like

248
00:11:55.799 --> 00:11:59.240
<v Speaker 2>a playful little signal or Another example is their pressible

249
00:11:59.360 --> 00:12:02.679
<v Speaker 2>three D wireframe button. Okay, it's a virtual button that

250
00:12:02.799 --> 00:12:05.200
<v Speaker 2>visibly squishes or deforms when you push it. With your

251
00:12:05.279 --> 00:12:08.279
<v Speaker 2>virtual finger, and it often gives haptic feedback if you're

252
00:12:08.360 --> 00:12:12.000
<v Speaker 2>using controllers. It adds this tactile satisfaction.

253
00:12:11.559 --> 00:12:14.799
<v Speaker 1>Making digital interactions feel more physical and playful.

254
00:12:14.919 --> 00:12:17.879
<v Speaker 2>Exactly, it's about adding that layer of polish and fun

255
00:12:18.000 --> 00:12:21.120
<v Speaker 2>that's crucial for keeping people engaged in these immersive worlds,

256
00:12:21.399 --> 00:12:23.559
<v Speaker 2>moving beyond just basic task completion.

257
00:12:23.720 --> 00:12:25.840
<v Speaker 1>Okay, so let's pull this all together look ahead a bit.

258
00:12:26.039 --> 00:12:29.159
<v Speaker 1>It really sounds like UX design isn't just like a

259
00:12:29.240 --> 00:12:33.120
<v Speaker 1>nice to have for spatial computing. It's fundamental the activator.

260
00:12:33.279 --> 00:12:36.000
<v Speaker 2>As one source put it, it really is the activator

261
00:12:36.320 --> 00:12:39.639
<v Speaker 2>because good UX solves that core problem of user retention.

262
00:12:40.360 --> 00:12:45.559
<v Speaker 2>People won't stick with confusing, uncomfortable, or nauseating technology. UAX

263
00:12:45.600 --> 00:12:49.159
<v Speaker 2>applies these proven principles from gaming from e commerce to

264
00:12:49.279 --> 00:12:52.440
<v Speaker 2>make this emerging tech actually usable and desirable.

265
00:12:53.000 --> 00:12:56.879
<v Speaker 1>And you mentioned delightful interaction. It's partner seems to be gamification,

266
00:12:57.080 --> 00:12:58.960
<v Speaker 1>especially for getting new users comfortable.

267
00:12:59.080 --> 00:13:04.000
<v Speaker 2>Absolutelyification using game mechanics like points, badges, progress bars in

268
00:13:04.120 --> 00:13:07.519
<v Speaker 2>non game context is essential for XR onboarding.

269
00:13:08.240 --> 00:13:10.200
<v Speaker 1>Why specifically for XR.

270
00:13:10.200 --> 00:13:12.960
<v Speaker 2>Because the tech is still unfamiliar to many. Interacting with

271
00:13:13.000 --> 00:13:16.279
<v Speaker 2>your hands in empty air using voice commands. It can

272
00:13:16.279 --> 00:13:19.600
<v Speaker 2>feel awkward or intimidating at first. Users might feel anxious

273
00:13:19.720 --> 00:13:20.879
<v Speaker 2>unsure what to do.

274
00:13:20.840 --> 00:13:22.559
<v Speaker 1>So gamification helps guide them.

275
00:13:22.679 --> 00:13:25.559
<v Speaker 2>It acts like an invisible helping hand. It directs attention,

276
00:13:25.879 --> 00:13:28.919
<v Speaker 2>lowers the cognitive load, and provides reassurance. Can you give

277
00:13:28.919 --> 00:13:31.879
<v Speaker 2>an example, Think about apps like Oculus Zone first Steps.

278
00:13:31.879 --> 00:13:34.200
<v Speaker 2>It doesn't just dump you in VR. It guides you

279
00:13:34.240 --> 00:13:38.240
<v Speaker 2>through simple fun activities, catching virtual blocks, shooting paper airplanes,

280
00:13:38.320 --> 00:13:39.759
<v Speaker 2>dancing with a robot.

281
00:13:39.519 --> 00:13:41.480
<v Speaker 1>Right with little rewards and clear feedback.

282
00:13:41.759 --> 00:13:46.679
<v Speaker 2>Exactly, That positive reinforcement loop helps users overcome any initial anxiety,

283
00:13:46.919 --> 00:13:50.080
<v Speaker 2>builds confidence, and make sure that first experience is positive.

284
00:13:50.600 --> 00:13:53.399
<v Speaker 2>It helps turn that potential forty percent drop off from

285
00:13:53.440 --> 00:13:56.679
<v Speaker 2>simulation sickness into engaged long term users.

286
00:13:56.799 --> 00:14:02.360
<v Speaker 1>Okay, but as XR becomes more widespread, more immersive, we

287
00:14:02.440 --> 00:14:05.559
<v Speaker 1>need to think beyond just engagement and usability. Right there

288
00:14:05.600 --> 00:14:06.399
<v Speaker 1>are new risks.

289
00:14:06.639 --> 00:14:11.639
<v Speaker 2>Definitely deeper immersion brings potential downsides, addiction, health concerns, safety

290
00:14:11.679 --> 00:14:14.679
<v Speaker 2>issues if you're not aware of your physical surroundings.

291
00:14:14.159 --> 00:14:16.200
<v Speaker 1>Which leads to this idea of mindful design.

292
00:14:16.480 --> 00:14:20.600
<v Speaker 2>Yes, a necessary focus on responsible design choices things like

293
00:14:20.639 --> 00:14:24.600
<v Speaker 2>being extremely transparent about data collection and privacy, especially with

294
00:14:24.639 --> 00:14:27.960
<v Speaker 2>all the complex geospatial data needed for the persistent AR cloud,

295
00:14:28.240 --> 00:14:30.440
<v Speaker 2>users need to know what's being tracked.

296
00:14:30.080 --> 00:14:32.960
<v Speaker 1>And also building in features for the user's well being,

297
00:14:33.080 --> 00:14:35.159
<v Speaker 1>like we see now with screen time limits on phones.

298
00:14:35.320 --> 00:14:39.720
<v Speaker 2>Precisely, mindful design means offering digital well being tools, letting

299
00:14:39.799 --> 00:14:43.720
<v Speaker 2>users easily set usage limits, take breaks, control notifications, giving

300
00:14:43.759 --> 00:14:46.159
<v Speaker 2>them agency over how and when they engage with these

301
00:14:46.200 --> 00:14:47.799
<v Speaker 2>powerful immersive environments.

302
00:14:48.000 --> 00:14:52.200
<v Speaker 1>So UX designers have this added layer of ethical responsibility now.

303
00:14:52.039 --> 00:14:55.679
<v Speaker 2>They really do mitigating the potential harms of a medium

304
00:14:55.759 --> 00:14:58.480
<v Speaker 2>that is, by its very nature designed to capture and

305
00:14:58.519 --> 00:14:59.200
<v Speaker 2>hold our attention.

306
00:14:59.320 --> 00:15:02.720
<v Speaker 1>That ethical to make is huge. And speaking of future impacts,

307
00:15:03.360 --> 00:15:07.799
<v Speaker 1>our sources surface this really provocative idea about where AR

308
00:15:07.919 --> 00:15:12.000
<v Speaker 1>might take our economy, something with potentially massive consequences.

309
00:15:12.039 --> 00:15:15.600
<v Speaker 2>Ah, yes, the AR reskinning economy. It's a fascinating concept.

310
00:15:15.720 --> 00:15:17.120
<v Speaker 1>What's the core idea?

311
00:15:17.200 --> 00:15:21.759
<v Speaker 2>It suggests that maybe, just maybe we can redirect some

312
00:15:21.879 --> 00:15:25.679
<v Speaker 2>of our human impulse for compulsive shopping for acquiring new

313
00:15:25.720 --> 00:15:28.919
<v Speaker 2>things towards digital goods instead of physical ones. And if

314
00:15:28.960 --> 00:15:31.279
<v Speaker 2>we do that, maybe we can significantly cut down on

315
00:15:31.600 --> 00:15:35.559
<v Speaker 2>resource consumption, waste shipping or whole carbon footprint.

316
00:15:35.720 --> 00:15:38.399
<v Speaker 1>WHOA, So instead of buying a new thing, yeah, you

317
00:15:38.440 --> 00:15:40.639
<v Speaker 1>buy a digital look for an existing thing.

318
00:15:40.840 --> 00:15:43.639
<v Speaker 2>That's the idea. Imagine like, you have an old, ugly

319
00:15:43.720 --> 00:15:45.799
<v Speaker 2>dresser you hate. Instead of throwing it out and buying

320
00:15:45.840 --> 00:15:49.200
<v Speaker 2>a new one involving wood manufacturing shipping right, you just

321
00:15:49.279 --> 00:15:53.240
<v Speaker 2>buy a digital AR skin for it. Through your AR glasses,

322
00:15:53.320 --> 00:15:58.399
<v Speaker 2>that ugly dresser looks like a beautiful antique cabinet, perfectly mapped, photorealistic.

323
00:15:58.840 --> 00:16:01.519
<v Speaker 2>Maybe only you see it, or maybe you can share

324
00:16:01.559 --> 00:16:03.000
<v Speaker 2>that view with others wearing glasses.

325
00:16:03.120 --> 00:16:06.159
<v Speaker 1>Huh. The physical object doesn't change, but your perception, your

326
00:16:06.200 --> 00:16:08.240
<v Speaker 1>stetic satisfaction does exactly.

327
00:16:08.360 --> 00:16:11.320
<v Speaker 2>The desire for novelty or a different look is fulfilled.

328
00:16:11.639 --> 00:16:15.200
<v Speaker 2>An economic transaction might happen buying the skin, but no

329
00:16:15.320 --> 00:16:18.639
<v Speaker 2>trees were cut down, no factories fired up, no container

330
00:16:18.679 --> 00:16:21.919
<v Speaker 2>ships crossed the ocean for that specific satisfaction.

331
00:16:22.080 --> 00:16:27.240
<v Speaker 1>The implications are wow profound. Selling digital AR skins for

332
00:16:27.279 --> 00:16:28.200
<v Speaker 1>our physical world.

333
00:16:28.399 --> 00:16:31.639
<v Speaker 2>It raises fundamental questions, doesn't it? Can we actually decouple

334
00:16:31.679 --> 00:16:35.000
<v Speaker 2>that feeling of newness and consumer satisfaction from physical production

335
00:16:35.120 --> 00:16:35.559
<v Speaker 2>and waste?

336
00:16:35.639 --> 00:16:39.399
<v Speaker 1>Can a digital appearance be convincing enough, satisfying enough to

337
00:16:39.480 --> 00:16:41.440
<v Speaker 1>replace the urge for a physical.

338
00:16:41.080 --> 00:16:45.240
<v Speaker 2>Object if the digital overlay looks perfect and it provides

339
00:16:45.279 --> 00:16:48.879
<v Speaker 2>that same dopamine hit of having something new and beautiful.

340
00:16:49.639 --> 00:16:52.639
<v Speaker 2>Have we essentially bought a new item without the environmental cost.

341
00:16:52.960 --> 00:16:56.360
<v Speaker 2>That's the really fascinating, maybe even world changing question for

342
00:16:56.399 --> 00:16:58.559
<v Speaker 2>you to think about as UX continues to shape this

343
00:16:58.639 --> 00:16:59.679
<v Speaker 2>next era of computing
