This is an overview of my typical
AR workflow.
I start by setting up goals.
Then I move on to sketching
and storyboarding.
Once my plan is in place,
I create a prototype
and then test it
in physical space
to make sure my plan will work.
Next, I design
and create my actual assets.
I lay them out in 3D space
using Adobe Aero.
Then I add interactions and animations.
Finally,
I test everything
to make sure it's working,
and then it's time to share with others.
Whenever you start a project, it's
important to establish
goals,
your goals,
as well as the audiences goals.
This will bring clarity to your decision
making throughout
the development process.
After
you have your goals established,
the next step is to ideate.
Honestly,
this is one of my favorite parts
of the process.
It's the part
where you get to let your imagination
run wild
without having to figure out
the nitty gritty, practical,
how to details.
I'm an illustrator,
so I always start withdrawing.
I typically create
an inspiration
illustration that encapsulates
the vibe or esthetic.
And then some of the main
characters are objects
that will be within a scene
and then use this as a guiding document
as I move into the rest
of the development process.
Once you've done
that, it's time to storyboard.
This is your experience blueprint.
It's the phase of the project
where you sketch out
all of the key moments.
The overall story arc
planning out how the participant
will get from point A to point B,
as well
as any important interactions
or animations
that might occur in between.
These don't need to be polished.
The idea is to get it done
quickly and effectively
so you can iterate.
Once you're happy with your storyboard,
it's time to test your plan
through prototyping.
You could easily create prototypes
with basic shapes,
and luckily enough, Adobe Aero comes
with a bunch of great built in assets.
I typically lay out my key elements
and then attach their interactions.
Then it's time to test that skeleton
of an experience on a mobile device
in physical space with my own body.
I found that you can't really intuit
what the
spatial experiences will feel like,
so you really have to try them in space.
Once you've tested your experience
and you're happy
with how the basic composition
and the interactions are working,
it's time
to actually design
and create your assets.
This could be done in Fresco,
Photoshop, Illustrator, After Effects,
Substance 3D Modeler,
Painter, or Dimension.
Honestly,
there are tons and tons of options.
Here is a list of the current
supported file types.
Now that your assets
have been created, it's
time to import them
and lay them out in a 3D scene
using Aero.
To import,
simply drag and drop the files
right on to your 3D workspace,
or use the plus button
in the upper left hand corner.
The next tool in your toolbar
is your cursor,
which you'll use to select things.
Below that is the MOVE tool,
which allows you to position
your objects along specific axes
using these arrows.
Next is the rotation tool,
which is pretty self-explanatory.
Then the scale tool
which allows you to control size.
Alternatively,
you can control
all of those things in the Properties
panel in the lower right hand corner.
The next three tools in your toolbar
allow you to navigate
your 3D environment.
Orbit
allows you to pivot around the scene, PAN
allows you to move up and down
or side to side
and last Dolly lets you zoom in and out.
Personally,
I always start my layouts
on the desktop version of Aero
because it allows for easy importing
and a whole lot of precision.
Then I test them
and the real world from multiple angles
using the mobile version.
This workflow
allows for efficiency, easy
precision, and ensures
that it's reading properly in
the physical world.
Now that you've created your layout
and you've tested it
to make sure that your composition
looks like you want it to.
It's time to add
interactivity and animations.
Both of these are created
using the behavior builder in Aero.
On the desktop
version, it's in the lower left
hand corner.
I'll go into more detail
about how to use this powerful tool
in later videos.
So be sure to check the description below
for those links.
Now that you have the entire composition
laid out with interactions
and animations.
It's time to test it and test it well.
As I mentioned,
I typically check the compositions
from all angles.
If it's a non-linear experience,
I will change the order of interactions
just to ensure that no matter
how the participant uses the experience
it will make sense.
I also test on
multiple phones and tablets
if I can, to ensure that it will run
well, even on older models.
Then I perform user testing
I ask my very kind
and patient
friends and family
to test it for me while I watch.
Other people's
perspectives are often
surprising and insightful.
You've been looking at this project
for a long time
by this point,
so a fresh pair of eyes is invaluable
and illuminating.
Now your hard work is paid off
and it's time to share it
with other people.
In Aero,
simply go up to the little share icon.
Then you can choose to either export,
which will create a dot real file
that you can store in your hard drive,
or you can select create a link
which will let you create
both a URL and a QR code.
And if you ever need to access that link,
click on Manage shared links.