Let's go over some of the unique
capabilities, constraints
and opportunities in AR.
We've established
that half of augmented reality
is reality.
A.K.A the real world,
and it's important to make pieces
that respond to the real world.
That's what makes AR unique.
And there are lots of different ways
to do this.
Context is a really important
tool in AR.
Site specific artwork
has long
known the power of context,
but now we have this new opportunity
to use context in many different ways,
much more easily.
Image anchors are images
that are linked to a digital layer.
So, for example,
you could create a painting
or illustration
that has digital
animations and 3D objects
that float on top of it.
This means you can augment
physical objects in the real world.
Things like T-shirts,
art prints and even packaging.
As you may have noticed,
we all have bodies.
Yes, it's true.
Each our very own
and because of this,
our brains
are actually built
to understand the world
in terms of our bodies.
We inherently understand
the size of objects around us as well.
As how near or far they are
because we are comparing them
to our own body in space.
This makes scale and proximity
two really powerful tools
when developing augmented reality,
we can leverage these things
to create more compelling,
more directive and more
immersive experiences.
Location is yet another
great way of using context.
Certain AR experiences can be located
at specific GPS coordinates.
This opens up
all sorts of possibilities
for site specific work.
Imagine designing
a walking tour for travelers,
or even providing historical context
for certain city buildings.
The possibilities are endless.
AR experiences created with Adobe
Aero will be viewed through
a mobile device, either
a phone or a tablet
And these devices
only have a certain amount
of screen real estate.
So it's essential to keep that in mind
when you're designing.
First off,
it's important to think about framing
especially the initial framing.
I like to set a focal point
a few feet in front of the participant.
Then I adjust positioning and scale
until they can easily
see the whole composition,
or at least the part
I want them to focus on.
Remember, this will be the first thing
that your audience sees.
You want to make sure
that they can actually see it.
Otherwise,
if it's too close or too large,
it can feel disorienting
and they won't really know
where to start.
Keep in mind
that phones
and tablets are small devices,
so they have limited processing power.
When we create
AR experiences,
we're asking these little computers
to do a lot.
They have to track surfaces
in real
time, manage 3D
objects, juggle numerous triggers
and even animations.
In order to keep a smooth experience
you really need to optimize your files.
I'll cover
specific optimization
techniques more in depth later,
but in general,
try to keep your file sizes
and frame rates as low as possible while
maintaining fidelity.
One thing to keep
in mind is that designing
for 3D
is fundamentally different
than designing for 2D.
Since we are creating
spatial experiences,
we have to consider
how to direct the eye in space.
Luckily, there are a ton of preexisting
visual design principles
that we can leverage and customize
for our AR experiences.
Scale, proximity color,
movement, and negative space
are all wonderful
tools for directing the eye,
and I'll go into specific details
about how to use these techniques
in later videos.
When creating spatial experiences,
one of our biggest tasks
is leading the participant.
It's often overlooked,
but audio is a really powerful tool
for this.
It's a great way to direct attention,
to give additional information
about objects
or an environment
to respond to participants
when they interact
or of course, it's a great way
to bring emotion to a piece.
Audio is a shortcut to the heart.
Musicians and filmmakers
have known this
for a long, long time,
but we need to bring those lessons
into spatial design as well.
In later
videos, I'll go over different techniques
for creating spatial audio
using Adobe Aero.
Interaction creates
an opportunity for deeper connections
with your audience.
It's one of the key
things that makes AR different
from other passive mediums like film.
So as you can imagine,
it's incredibly important.
In future videos, I'll go over the ins
and outs of designing interactions
in augmented reality.
I'll cover best practices
as well as go over behaviors, triggers,
and how to use them.
Now that I've laid down the groundwork
for what AR is
and what it can uniquely do,
I'll leave you with a final question,
which is something
that I ask myself
at the beginning of every project.
Why AR?
It's always important to question
why AR is the right fit
for a particular project.
What are the unique capabilities
or features of AR that you can utilize
to better communicate with your audience?