Muutke küpsiste eelistusi

E-raamat: Designing Immersive 3D Experiences: A Designer's Guide to Creating Realistic 3D Experiences for Extended Reality

  • Formaat: 400 pages
  • Sari: Voices That Matter
  • Ilmumisaeg: 05-Jul-2021
  • Kirjastus: New Riders Publishing
  • Keel: eng
  • ISBN-13: 9780137282920
Teised raamatud teemal:
  • Formaat - PDF+DRM
  • Hind: 38,60 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 400 pages
  • Sari: Voices That Matter
  • Ilmumisaeg: 05-Jul-2021
  • Kirjastus: New Riders Publishing
  • Keel: eng
  • ISBN-13: 9780137282920
Teised raamatud teemal:

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

A Designer's Guide to Creating Realistic 3D Experiences For Extended Reality

Designing Immersive 3D Experiences helps visual designers move into the fast-growing fields of 3D and extended reality (XR) design. Author Renée Stevens (Powered by Design) introduces a proven approach and an effective design-thinking process you can use to create successful immersive user experiences. The book is grounded in familiar design principles and explores how you can build on these foundations, adapting them for virtual and augmented reality environments. Designing Immersive 3D Experiences prepares visual designers to succeed with 3D and XR design in multiple environments, from mobile, to web, to wearables.

This book begins by exploring the basics of XR and 3D immersive design, how they are evolving, and how you may already be using them. It then moves into core concepts and technologies, from computer-human interaction, to spatial computing, to projection mapping and head-mounted displays.

Learn how to:

  • Adapt ideation strategies for new XR and 3D projects while incorporating design-thinking strategies, balancing innovation with practicality, and keeping it all human
  • Build seamless, multi-modal, and accessible user experiences and interfaces in three dimensions
  • Harness the power of visual perception and ways to activate the senses using XR technology
  • Augment typography and create hierarchy in physical spaces that are dynamic and uncontrollable
  • Enhance the user experience using spatial audio and voice
  • Explore next steps in the industry and consider the ethical implications that come with advancement


A Designer's Guide to Creating Realistic 3D Experiences For Extended Reality

Designing Immersive 3D Experiences helps visual design students move into the fast-growing fields of 3D and extended reality (XR) design. Author Renée Stevens (Powered by Design) introduces a proven approach and an effective design-thinking process they can use to create successful immersive user experiences. The book is grounded in familiar design principles and explores how students can build on these foundations, adapting them for virtual and augmented reality environments. Designing Immersive 3D Experiences prepares visual design students for success with 3D and XR design in multiple environments, from mobile, to web, to wearables.

This book begins by exploring the basics of XR and 3D immersive design, how they are evolving, and how students may already be using them. It then moves into core concepts and technologies, from computer-human interaction, to spatial computing, to projection mapping and head-mounted displays.

Students learn how to:

  • Adapt ideation strategies for new XR and 3D projects while incorporating design-thinking strategies, balancing innovation with practicality, and keeping it all human
  • Build seamless, multi-modal, and accessible user experiences and interfaces in three dimensions
  • Harness the power of visual perception and ways to activate the senses using XR technology
  • Augment typography and create hierarchy in physical spaces that are dynamic and uncontrollable
  • Enhance the user experience using spatial audio and voice
  • Explore next steps in the industry and consider the ethical implications that come with advancement
Acknowledgments vi
Foreword vii
About this Book viii
Chapter 1 Pick your Reality
1(20)
The tech behind the acronyms
2(8)
You are already using extended reality
10(8)
Prosthetic knowledge
18(2)
Looking ahead
20(1)
Chapter 2 Technology Check
21(30)
Is any of this actually new?
22(5)
The world in the palm of your hand
27(9)
Projection mapping
36(3)
Head-mounted displays
39(5)
Spatial computing
44(5)
Reality check
49(2)
Chapter 3 The Immersive Experience
51(32)
The world in 3D
52(16)
Affordances
68(4)
Multimodal experiences
72(9)
Experience design
81(2)
Chapter 4 Ideation
83(24)
Identify the why
84(8)
Innovation and practicality
92(2)
Outside influence
94(8)
Keep it human
102(3)
The answer to your questions
105(2)
Chapter 5 Creating the Prototype
107(28)
Fake it 'til you make it
108(3)
Sketch transparently
111(3)
The power of prototypes
114(14)
Use what you know
128(3)
Process work
131(4)
Chapter 6 The Ux of Xr
135(34)
Approachable design
136(14)
Seamless user flow
150(5)
Know thy audience
155(5)
Making reality accessible
160(6)
UX challenge
166(3)
Chapter 7 The Ui of Xr
169(26)
The z-axis
170(6)
3D interface metaphors
176(10)
Time and space
186(2)
Microinteractions
188(4)
Inspiration is all around you
192(3)
Chapter 8 Human Factors
195(28)
Designing the whole experience
196(9)
Theories of perception
205(7)
Creating hierarchy in 3D
212(8)
Human centered
220(3)
Chapter 9 The Uncontrollable Background
223(22)
Expecting the unexpected
224(6)
Figure-ground
230(7)
Location, location, location
237(3)
Getting emotional
240(3)
Control is overrated
243(2)
Chapter 10 Augmented Typography
245(30)
Legibility and readability
246(13)
Creating visual contrast
259(6)
Take control
265(6)
Design with purpose
271(4)
Chapter 11 Color for Xr
275(26)
Color appearance models
276(8)
Light interactions
284(10)
Dynamic adaptation
294(5)
Reflection
299(2)
Chapter 12 Sound Design
301(24)
Hearing what you see
302(5)
Spatial sound
307(6)
Augmented audio
313(4)
Voice experiences
317(6)
Power of sound
323(2)
Chapter 13 Bringing it to Life
325(34)
To code or not to code
326(5)
Keep it agile
331(6)
Try, and try again
337(2)
User experience research
339(10)
Privacy and ethical considerations
349(8)
Keep it super
357(2)
Chapter 14 Up Next
359(19)
Where to go from here
360(5)
Breaking out of rectangles
365(7)
Why we need XR right now
372(4)
Extend our physical space
376(2)
Glossary 378(5)
Designer Index 383(2)
Index 385(5)
About the author 390
Renée Stevens is an interactive and immersive designer, educator, author, and speaker. Her creative work focuses on innovative ways that design can help overcome learning disabilities and create more accessible and inclusive learning environments. She is the founder of the XR tech startup, tagAR. For more than a decade she has run her own interactive design studio consulting and designing on XR projects and working as a motion designer for Forbes. You can find her teaching at the S. I. Newhouse School of Public Communications at Syracuse University, where she is the Associate Chair of the Visual Communications Department, overseeing the undergraduate and graduate design programs. She was named an Educator to Watch by Graphic Design USA (GDUSA). She has been invited around the world to speak about her research and design work in XR, including TEDx, SXSW, Sundance, VR/AR Association, and AIGA. She is the author of the book Powered by Design. She lives in New York with her husband and two children who keep her creating every day.

You can learn more at www.reneestevens.design.