Elements of XR Prototyping: Characterizing the Role and Use of Prototypes in Augmented and Virtual Reality Design
Authors
Document Title
Elements of XR Prototyping: Characterizing the Role and Use of Prototypes in Augmented and Virtual Reality Design
Document Information
- Subject Area: Research on design and prototyping tools for Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (XR)
- Keywords: Prototyping, Augmented Reality, Virtual Reality, Cross-Reality (XR), Creation Tools, Interaction Design, Interface Design
Research Background and Issues
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Identified Problems or Challenges:
- The XR design field lacks tools suitable for both technical and non-technical designers, particularly during the prototyping phase.
- Extensive research focuses on novice designers, while experienced industry practitioners are often overlooked.
- Current XR toolchains, development processes, and design practices remain unstandardized.
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Significance:
- As XR hardware and software rapidly evolve, the design industry requires tools and processes that can adapt to these changes.
- A better understanding of prototyping practices in the XR field can contribute to designing more effective support tools.
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Research Motivation and Related Work:
- While there is substantial research on novice designers, there is insufficient study on the experiences and challenges faced by professional practitioners.
- Prototyping has been proven as a critical method for exploring design problems in interaction design research, but theoretical and practical gaps remain in the XR domain.
Solution
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Proposed Method or Solution:
- Conduct interviews with 17 industry practitioners to analyze their experiences with prototyping in XR projects.
- Develop a taxonomy of XR prototypes, exploring different types, representations, and design elements.
- Identify key issues for future research on XR tools.
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Innovations:
- Defined dimensional elements of XR prototypes (e.g., spatiality, control, interactivity).
- Revealed the complex nature of XR prototypes through structural and semantic analysis, aiding the design of tools better suited for XR.
- Proposed a model for transitioning prototypes from low fidelity to high fidelity and examined its practical applications in various projects.
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Implementation Steps and Key Techniques:
- Interviewed professionals from Europe and North America to discuss their projects and prototyping processes.
- Collected prototype samples and conducted structured analysis, summarizing eight forms of prototype representation and ten dimensional design elements.
- Data collection tools included video interviews, shared screen demonstrations, and virtual whiteboards for concept mapping discussions.
Research Findings
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Specific Findings:
- Summarized prototype usage across 23 XR industry projects.
- Proposed a taxonomy of XR prototypes, categorizing them into offline, online, and hybrid types, further subdivided into eight forms of representation.
- Extracted ten key design elements of XR prototypes, such as spatiality, interactivity, and control.
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Advantages Compared to Existing Solutions:
- Provides an industry-based perspective on prototyping practices, complementing research focused on novice designers.
- Offers specific recommendations to address challenges in current design practices, including tool design and method selection.
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Experimental or Evaluation Results:
- Interviews revealed that practitioners employ various prototyping methods in their work, such as low-fidelity prototypes for initial concept design and high-fidelity prototypes for client communication.
- Demonstrated the importance of prototypes in communicating design intent, evaluating technical feasibility, and fostering knowledge sharing.
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Limitations and Future Directions:
- Limitations:
- The study sample primarily consists of designers from Europe and North America, lacking a global perspective.
- Some projects were restricted by confidentiality agreements, limiting data availability.
- The interview method may be subject to self-report bias; observational studies are recommended for future research.
- Future Directions:
- Develop XR design tools that support "thinking" and "creating."
- Investigate better ways to decompose and represent various design elements in XR prototypes.
- Explore community-based design tool libraries to enhance interactive design solutions.
- Limitations:
In conclusion, this study provides practical insights into prototyping practices within the XR tools and design community, offers suggestions for improving applicable tools, and lays the groundwork for further research.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- How can XR prototypes be classified, and what types, representations, and design elements do they have?Category: XR Toolkits, Platforms, and Prototyping TaxonomySimilar questionsarrow_forward
- What specific challenges do practitioners face in XR prototype design?Category: XR Toolkits, Platforms, and Prototyping TaxonomySimilar questionsarrow_forward
- What roles and uses do prototypes play in XR projects?Category: XR Toolkits, Platforms, and Prototyping TaxonomySimilar questionsarrow_forward
Practical Problems
1- XR designers lack standardized tools and processes suited to dynamic needs.Category: XR Toolkits, Platforms, and Prototyping TaxonomySimilar questionsarrow_forward
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