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AR design: harnessing the magic, mitigating the danger

Guineafowl Lab
UX Collective
Published in
19 min readMay 16, 2023

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Siberian shaman, by the Dutch explorer Nicolaes Witsen, late 17th century
Siberian shaman, by the Dutch explorer Nicolaes Witsen, late 17th century
A colorful futuristic AR world
Could the world look like this? The Lotos © PAACADEMY. Studio Mariana Cabugueira / META-Fluid Studio / Group 7 — Davide Tessari -Jan Wilk
Digital entities in a physical environment

What’s augmented reality?

A man demonstrating snapchat filters
Snapchat filters (Credit: Snapchat)

What’s immersive technology?

Four essential conditions for an immersive AR experience

Location-based AR and the race to map the world

From Shay Segal’s YouTube channel
From Resight’s YouTube channel

Between wonder and harm

The wonder: an ancient world come to life

Peruvian artist Pablo Amaringo’s work
Peruvian artist Pablo Amaringo’s work
Mickey Mouse in Fantasia — The Sorcerer’s Apprentice, Disney
Fantasia — The Sorcerer’s Apprentice, Disney

The harm: using magic for selfish ends

A frame from Hyper-Reality, Keiichi Matsuda
Hyper-Reality, Keiichi Matsuda
From Shay Segal’s YouTube channel

Responsible AR design principles

Responsible AR design principles

First Rule: Distinguishing digital content from the physical environment

How to distinguish realistic digital content

Second Rule: Breaking AR’s transparency

Don Ihde’s four relations

Third Rule: Aiming for non-realism

From Resight’s YouTube channel

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Written by Guineafowl Lab

We are an interdisciplinary lab working on technology and design philosophy and practice. Headed by Shay Segal and Nadav Neuman

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