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Body language in AR: Designing socially aware interactions

Ruoyong (Eli) Hong
UX Collective
Published in
11 min readOct 10, 2024

The image shows two figures interacting in the dark, leaving colorful light trails as they move. The light creates dynamic patterns, emphasizing their gestures. The title “Greeting” suggests the scene captures a meeting or interaction between the two figures.
A personal exploration on how hands movements are for social greeting (Thanks for Justeen Lee’s help)

AR as a self-centered disruptor

The image shows Pikachu and Eevee in an outdoor AR scene, interacting with real-world objects and people. The caption highlights Niantic’s occlusion technology, which makes the virtual characters appear naturally integrated into the environment.
Niantic’s AR gaming technical demo for Pokémon (Source)
The image shows a group of people outdoors, engaging in AR gameplay while wearing headsets. They appear to be interacting with virtual elements not visible in the photo.
Niantic’s AR gaming technical demo (Source)

““We disturb others when we use AR — and they unknowingly disturb us too.””

Body movements break the peace

The image shows someone holding a smartphone and taking a photo of a group of people outdoors.
Photo by Dung Anh on Unsplash

Body movements shape social etiquette

The diagram shows four zones of personal space: 1. Intimate Space (0–1.5 ft) 2. Personal Space (1.5–4 ft) 3. Social Space (4–12 ft) 4. Public Space (12–25 ft) These circles represent increasing distances for different types of interactions.
A chart depicting Edward T. Hall’s interpersonal distances of man, showing radius in feet and meters (Wiki)
The image appears to show a street scene with computer vision technology identifying pedestrians. Boxes, color-coded in red and green, highlight two people, possibly tracking their movement or detecting potential hazards
Pedestrian intention with a vehicle, from its dashcam, in the Daimler dataset (Source)

Designing body movement for social etiquette in AR

Use minimum body movements

The image shows a close-up of a person’s wrist wearing a wristband as a gesture detect device. The person is making a thumbs-up gesture.
The EMG band from Meta Orion (Celso Bulgatti/CNET)

Allow users to define space before using

The image is a simple diagram showing a person in a room using a virtual reality (VR) setup. The person stands on a blue area, holding VR controllers, with sensors positioned around the room. A computer and monitor display content related to the VR experience.
Setting up a room-scale play area (HTC Vive Support)

React to body movements like in the physical world

The image shows a group of people working around a table with laptops, drinks, and paper. A digital overlay of white dots or markers is visible across the table, suggesting the use of augmented reality or some form of 3D scanning technology in this collaborative workspace.
Placing my coffee in the corner carefully, I cleared some space to work in the crowded café.

a space type creates a social expectation

Jessica Outlaw

The image shows a person in a black outfit standing in a minimalist, white background. The person is gesturing with their hands, and red graphic elements are superimposed over the image, radiating outwards from their hand in stylized shapes. This suggests the use of gesture-based interaction or visualization, possibly related to augmented reality or gesture control technology.
Limb movements claim temporary space authority (Model: Harry Teng)
The image shows a person walking in a minimalist space with overlapping blue rings superimposed over their body. The rings seem to represent the direction of walking with an invisible digital layer.
Trunk dynamics signal spatial intentions(Model: Maya Friedman)
The image shows a person sitting on a chair in a minimalistic setting. Yellow rectangular shapes are superimposed over the person, creating a digital or abstract visual effect.
Sustained physical presence establishes space occupation(Model: Demi Lan)

Ultimately, design from a third person point of view

The image shows a man sitting on a chair on stage, performing in front of a dark background with a spotlight focused on him. He appears to be in motion, possibly acting or miming. The scene suggests a theatrical performance, with the man dressed casually in a vest and white shirt.
Mr. Bean’s iconic performance in “The Invisible Drums” is renowned worldwide. His body movements are crafted for the audience’s engagement, not for his own amusement.

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Written by Ruoyong (Eli) Hong

Design Lead and Interaction Designer & Prototyper at Bosch. Turning emerging technology into respectful products in digital and mobility industry

Responses (3)

I am blown away by reading this article.
It is when we designers take the broader initiative to shape other designer's view, will we be able to turn our ideas into the reality of tomorrow.

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I agree that AR's potential is vast, but its integration into public spaces needs careful consideration. Balancing immersive interactions with social awareness is key. Designers must ensure that AR enhances, rather than disrupts, the shared experiences we have in these spaces.

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