The Approach
My methodology followed the conceptual design as research approach over the course of the six chapters linked in the
PDF document at the beginning of this case study. Therein, I correlated fundamental design ideologies, precedents and interaction modalities from digital media and architectural/interiors design disciplines.
The synthesis of these investigations created a basis for the Mixed Reality Interiors design template along with giving birth to conceptual outcroppings for future feature or device implementation.
Design as Research Methodology
Consideration must foremost be given to the foundational organizing elements when approaching the design of Mixed Reality physical/virtual spaces. I aimed here to correlate established archetypes of development of interior design patterns and spatial strategies with digital media principles couching the most relevant aspects in terms of holistic fractal design principles. Salient concepts from the literature review as it pertains to augmented reality and interior design will also be utilized to informatively flesh out this methodology and the development of the simulated prototype.
Historical as well as modern background investigations revealed that fractal design patterns in one’s environment gives rise to positive emotive response in addition to cognitive/intellectual growth and stimulation. This occurs through pattern recognition and attendant meanings within the context of a given habitus.
I theorize that utilizing fractal elements to help the user organize, interface, navigate along with perceive patterns within these novel environments is a sound basis as well as barometer for future designers to prototype immersive augmented reality UI interior layouts.
In this vein the designer would be able to initially gauge the effectiveness of their endeavors as a precursor to testing and other research methods to fine tune at another layer of granularity.
The design goals or thematic focus of any given mixed reality environment be it residential, public or commercial will always be subject to high variability though it would behoove each layout to fundamentally embody the methodology of wholes and nested centers at its inception to ensure a basis for environmental readability regardless of the user’s virtual or physical spatial orientation.
This design concept of wholes and nested centers as elucidated by C. Alexander states that centers are coherent microcosmic focal points that support the configuration of the macrocosmic whole.
To translate, on a base level the parti, thematic or functional purpose of a living space which can be considered a whole should possess spatial arrangements and media assets (which we will consider the centers here) that support this living idea.
The creation of strong centers and wholes is sought after in nearly all compositional arrangements across the design fields and this aim should not be different when working with the mixed reality(interiors/physical) medium. Perceiving these modalities in terms of their relational co-creative aspects will achieve this end.
This concept is well known within the Interior/Architecture disciplines yet within Digital Media, this means that designers must extend their design context outside of the 2D computer screen and take into consideration the physical space beyond 3D digital assets simply being in correct physical registration with the environment. The questions of what types of media assets and information should be incorporated into these spaces in addition to where and why needs to be asked. In turn, Interior Designers must consider the presence of Digital Media in their environments as a viable compositional element as one would view furniture, lighting, decoration, structural elements etc. and modify their designs accordingly to accommodate.
Mixed Reality Interior Design Archetypes
A list of fifteen design patterns were discovered in the first book of the "Phenomenon of Life" by C. Alexander, as a basis for architectural or interior arrangements to embody strong nested centers which support the wholeness, unity or overall thematic focus of an environment. Effective centers must demonstrate their relatability to one another in their influential interactions between themselves and the larger whole of the environment. Although, patterns for sound centers are not limited to this list and many more await discovery, I have selected five of these elements which I found to correlate best with digital media principles and the overarching fractal organizing attributes.
The digital media principles as outlined by L. Manovich constitute the building blocks for digital software creations regardless of complexity and are a necessary inclusion when merging both physical and virtual paradigms of design for future mixed reality environments.
The chart below displays these correlations made between these three subjects of study to provide designers with an introductory template of the proposed relations.
| Fractal Dimension
Perception of an object or space’s fractal dimension is all determined by the scale in which it is viewed and subsequently measured. As such an object that is viewed at progressively smaller scales would have and ever an increasing fractal dimension as one is able to see more of the intricacies of the pattern or structure with the converse also being valid. The fractal dimension is one of the cornerstones of strong design system in this vein as it allows the user to perceive an infinite continuum of the creation being focused upon.
Adaptively sample the quality, quantity and type of media assets in a Mixed Reality spatial computing experiences with respect to the context of the physical environment, cognitive affordances and purpose of the interaction.
One must firstly consider the Gradients and roughness of the environmental context of the interactive application in order to move beyond the paradigm of one size fits all or always on of always off computing experiences especially within the smartphone/tablet paradigm.
Within a spatial computing landscape, different spatial localities intended for varying functions will have different layers of roughness which can be defined in this instance as levels of integration ease with respect to the user's mental and physical abilities while inhabiting the setting. In turn, the complexity gradients of the immersive media setting should change in accordance with the studied or designated roughness of the physical environment.
Pictured above is a simplistic example of how the roughness and gradients property from the architecture and interiors paradigm translates to the digital media principle of Numerical Representation.
Numerical Representation determines how all digital media assets are represented, created and translated into virtual space via binary code of 0s and 1s and in in turn subject to varying qualities as well as resolutions of sampling from high to low fidelity. This translation lends itself to multimedia assets or images and text that are both programmable and programed.
Imbuing a digital/physical interior setting with the ability for resolution sampling is an important design pattern to be included in mixed reality environments as far as the fractal dimension is concerned.
In designing effective environmental 3D UIs, users or designers can set or dynamically adjust the quality and quantity of media in their surroundings based upon cognitive load requirements along with other factors which would lead to a more streamlined user experience. Within a given system, it’s best in most cases to create processes in that realm to support the dominant function just we stated in our introduction that centers in an interior should support the thematic goals of the space. By including as well as having control over the resolution of the fractional dimension designers are supported in this aim.
Another factor to weigh in about modulating the complexity is the research presented earlier in this case study that suggests humans have a natural proclivity for mid-range fractal dimension values. How might this preference translate into the organization and pattern expressions of Mixed Reality media assets? While the complexity is being modulated across the media landscape designers might want to consider incorporating this quality amongst other relevant factors at each zone or scale transition when appropriate.
| Self - Similarity
Fractal self-similarity refers to the quality of the perceivable shape at one level of an object being similar to the original shape at varying levels of magnification. Self-similarity ties in to the previous fractal dimension attribute in many respects as it provides more context to the quality of forms that appear while transitioning from greater to smaller dimensions. If self-similarity is present than a form at one level will have both macro and micro self-similar duplicates as well as some passive transforms thrown in to the mix. With self-similarity, changes at any level of the design pattern or shaping has a cascading effect upon the rest of the composition, it will alter itself to suit the transition.
Employing consistent elements of interaction and user interface design that function similarly across a range of resolutions and scales is crucial for accessibility.
From an arch/interiors design sense, local symmetries and deep interlock ties into this notion of self-similarity via prompting designers to question how the physical setting relates to and supports the inhabiting media and vice versa. Local symmetries in addition to deep interlock and ambiguity architectural patterns can be defined as centers in a larger whole of a design system that are made up of regularly shaped smaller pieces that are hooked into their surroundings such that they can sometimes be perceived as unified with neighboring centers and design elements around.
Within the digital media paradigm, modularity is the quality that allows for varying types of media assets be it music, pictures, text, etc. to be combined and transformed into something new or integrated into a larger entity. Everything is essentially interchangeable, can be swapped and layered.
Modularity within Mixed Reality environments could translate into users being able to either invoke or remove as wells as customize immersive media elements in their space. While they all may embody varying interactive purposes, the core user interface functionality will be self-similar across these media widgets.
The design pattern of self-similarity as it relates to digital media elements of modularity in addition to local symmetries and deep interlock architectural schemes discussed earlier gives the designer another useful roadmap for development.
It provides users with graphical indicators and tools for comprehending function and navigational frameworks between the multitude of user interface scale transitions in 3D UIs. For example, rather than having to relearn a user interface system, selection and placement techniques each time the user navigates to a new area, maximizes or minimizes information or media items, if self-similar organizational patterns are utilized in graphical aesthetics and function, the user interface readability is improved.
| Scaling
The fractal quality of a scaling shape is a driver for all other fractal properties as it controls the expression and user’s perception of the fractal dimension, self-similarity, infinity as well as recursive elements within the ecosystem of any holistic design composition.
Transparency of orientation and is crucial for information rich Mixed Reality settings to assist users in ascertaining their physical/virtual location, context and abilities.
Scaling is tied to the fractal dimension through a fundamental principle known as the scale-complexity trade-off.
This terminology which is found in complex systems literature states that when the scale of an object, surface or representation is increased, some of its complexity needs to be diminished while if one were to increase the complexity, the scale should be reduced.
Scaling enables the varying representations of self-similarity in that a scaling shape refers to a natural object, thing or design feature having similar patterns at varying ranges of scale.
However, the difference in this case is that it can sometimes operate within the context of a finite range of scales. The core principle is similar of having a tiny portion resembling the structure of the larger object. It’s also important to keep in mind that the conditions of scaling vary in application from practical function to optimization engineering as in adaptive scaling to fit the contours of different surfaces to instances of minimizing portions of a design to constrain or afford certain elements an environment, acting as a modulator in this case.
Scaling enables the varying representations of self-similarity in that a scaling shape refers to a natural object, thing or design feature having similar patterns at varying ranges of scale.
However, the difference in this case is that it can sometimes operate within the context of a finite range of scales. The core principle is similar of having a tiny portion resembling the structure of the larger object. It’s also important to keep in mind that the conditions of scaling vary in application from practical function to optimization engineering as in adaptive scaling to fit the contours of different surfaces to instances of minimizing portions of a design to constrain or afford certain elements an environment, acting as a modulator in this case.
Infinity as well as recursive fractal properties are also controlled by scaling because it allows for the examination and interpretation of a limitless range scales along with the ability to perceive reciprocal feedback loops in space.
Recall the example of the stain glass window mention in an earlier section and how the scientist noted that it resembled organic structures of the human body while also showing evidence of being beneficial for human cognition. As the saying goes by sage Trismegistus, “As above, so below, as within, so without.” scaling affords perception of these relationships.
The fractal attribute of scaling is an applicable design pattern in mixed reality environments for its abilities to aid the user in determining spatial orientation, strategies for navigation, and feature differentiation.
The concept of adaptive scaling is particularly useful when designers create media to be used in a wide array of environmental contexts. Readability of certain 3D UI elements in such cases needs to be dynamically adjusted to yield a coherent user experience with the scale-complexity trade-off principle where one can understand the interface and interactivity without having a steep learning curve with each scale transition.
Scaling affordances and constraints could be informed by human factors cognition and physical factors to spatial strategy composition principles in efforts to optimize certain environmental functions of an immersive interior composition.
| Recursion
Perception of an object or space’s fractal dimension is all determined by the scale in which it is viewed and subsequently measured. As such an object that is viewed at progressively smaller scales would have and ever an increasing fractal dimension as one is able to see more of the intricacies of the pattern or structure with the converse also being valid. The fractal dimension is one of the cornerstones of strong design system in this vein as it allows the user to perceive an infinite continuum of the creation being focused upon.
Customizable automated functionalities structured with appealing rhythm and flow should be interspersed with direct 1:1 interactions with interfaces to enable more efficiently delightful user experiences throughout an immersive spatialized media scape.
The fractal property of recursion presents the designer with a working foundation to experiment with and brainstorm varied types of automation within the context of augmented reality user interfaces for interiors.
The first application that comes to mind is for automation to be utilized for repetitive organizational tasks that the user might engage in to select, arrange and manipulate 3D assets within their working space.
For example, within an environment of one’s living space, say a person could organize their augmented reality music albums or frequently used applications by either place each asset/icon one by to position spatially or they could use programed templates to organize the assets automatically. This could be based on varying taxonomies inclusive of but not limited to size, shape, color, alphabetical order.
Additionally, designers should also think about integrating the architectural function of alternating repetition back into this digital media component of automation to create an array of user interface pattern templates that appeal to the visual sense along with being functional. As far as these templates go, each of the fractal qualities we have discussed are applicable in the design of these templates and should be considered during the prototyping phase.
| Infinity
Infinity is the property that embodies the rest of the fractal attributes. It allows for the limitless quality of a design pattern’s possibility for repetition, expression or length. As seen with some of the fractal principles already mentioned, there exist possibilities for expression in the fractal dimension, scaling, self-similarity and recursion all of which could be in a finite or unlimited range of scales.
The structure, type and visualization of immersive media should dynamically integrate seamlessly with the user's mental, virtual and physical context.
The architectural principle of not- separateness embodies the quality of connectedness to the surroundings while maintaining degree of autonomy. Spatially, this represents a building that fits in well with its surroundings not unlike the concept of nested centers and wholes discussed earlier. For architectural or interior features to embody not-separateness, there must be qualities or design elements that connect those things to neighboring elements of the composition to establish a sense of fluency.
Transcoding refers to the translation of media assets into varying formats. It interrogates the computer as well as the human cultural layer resulting in a restructuring of the media assets to conform to the common language of the computer for inter-operability.
The fractal attribute of infinity is an important factor for designers to remember in terms of affording the quality of interoperability in mixed reality layout prototypes. Augmented reality 3D UI elements should be adaptable to variable spatial compositions, user cognitive or aesthetic considerations as a part of the underlying design process.
Interior designers should also consider how to construct spatial compositions that embody this quality of infinity to dovetail the inhabiting media forms.
Spatial Strategies
It’s important to consider the spatial strategies of a design that are some of the core compositional tenants established within the interior design paradigm in tandem with considering mixed reality interior layout organization in terms of fractal principles, digital media and architectural attributes.
These principles are examined from their native physical context along withe proposition of insights on remediating these definitions into a digital media context where both can coexist with fluent exchange.
Below, a chart has been culled from I. Higgins manual for interior design spatial strategies which will be followed up by a discussion of the relevancy of each strategy and relationship regarding mixed reality interior layouts.
| Spatial Relationships
Spatial relationships can be defined as four types of arrangements that allow for two or more interiors spaces to functionally communicate within a design composition. For our purposes here, 3D UIs are included along with accompanying digital media assets as part of or an interior space itself. An experimental approach is taken to derive design solutions in this category.
These principles are self-explanatory in the physical sense yet digitally, the first way that they can be transposed is through consideration about how augmented reality assets natively can generate these compositions and in what context they could be useful in benefiting the overall user experience. Digital assets can create these interior compositions in concert with physical arrangements through AR projections and appropriate placement on certain coordinates in space.
A space within a space occurs when a smaller space within an environment is nested within a larger area. This strategy implies that some quality, object or area is existing within a larger whole, so from an organizational point of view, the smaller should resemble or be related to the larger area to support the overall function of the joint space.
The space within a space might also be useful in the context of spatially minimizing and maximizing media asset grids or templates of arrangement acting as a modulator of information relating to the fractal attribute of scaling. Ideally in a single setting, context specific information or media assets should be present in the user’s environment, instead of every single element of the UI.
Allowing for this relationship affords asset modulation and therefore enhanced user experiences.
Other spatial relationship definitions such as overlapping, adjacent and spaces linked by a common space tie very much into the fractal concept of infinity.
As one media item transits from one portion of a spatial arrangement to another, designers should consider what types of transcoding would be necessary to fit within the design affordances and constraints of the neighboring spatial volume.
| Spatial Strategies
Other spatial relationship definitions such as overlapping, adjacent and spaces linked by a common space tie very much into the fractal concept of infinity.
As one media item transits from one portion of a spatial arrangement to another, designers should consider what types of transcoding would be necessary to fit within the design affordances and constraints of the neighboring spatial volume.
Linear arrangements are attributed to spaces that require a simplistic straightforward approach to layouts which could take the form of aircraft interiors, shopping malls or a host of other public venues.
Media in an environmental space should take a graphical linear format when issues of practicality and simplicity are foremost requirements.
For example, it would be useful to put AR projected text that is many paragraphs in length in a linear format either horizontally or vertically for maximizing readability. Other reasons for the linear format could be the simplicity in selecting varying icons in space or understanding where assets are located along a path easily.
Grid strategies are employed when there needs to be a high degree of precision in the functional attributes of a space. Examples of grid layout strategies include the typical workplace filled with cubicles, a concert hall with specified seating requirements among other instances.
Media in an environmental space should take Grids emphasize structure and order and this could provide a useful design pattern to implement in Mixed Reality creations where this quality is necessary. This could be executed via automated templates with varying types of grids to organize icons and user interface elements.a graphical linear format when issues of practicality and simplicity are foremost requirements.
Designers might also want to consider implementing a UI design that deviates from this structure and order if the design brief allows artistic license. Equal parts of order and chaotic or random elements often makes for the most compelling and balanced design compositions across all disciplines rather than banal repetition of in graphical digital format of the pre-existing interior scheme.
Both radial as well as centralized are what is known an extroverted versus introverted interior design arrangements.
The radial strategy employs the use of spaces known as spokes in which spaces radiate out from a common or initial starting place. Some airports, sports stadiums utilize this scheme to spatially organize pedestrian traffic in large venues for efficiency. Some airports, sports stadiums utilize this scheme to spatially organize pedestrian traffic in large venues for efficiency.
Designing digital media information streams as UI currents guiding users in the pathways of these varying radiations from the central hub would be one possible solution geared towards this layout.
Also, since it is such a large and bustling public venue, designers might also want to pay attention to the quality of information suitable for this area along with accompanying cognitive load expectations. Simplified user interface layouts and selection and manipulation controls should have a minute learning curve for ease of accessibility.
Centralized strategies conversely can be attributed to public and private spaces that cater towards introverted or relatively stationary activities. Food courts in malls, Renaissance Italian churches or even some study areas in a library utilize this interior design layout.
The user can handle a greater complexity of information in such areas from a qualitative and quantitative perspective as this area are better suited for contemplation.
Another design consideration for this region is that if users are going to be stationary for a greater percentage of the time it might be useful to employ the first person figural or rotational Panoramic mixed reality scale designation to make all the contents of the UI available from just a few vantage points without making the user traverse the spatial volume to access augmented reality media.
The last of the spatial strategies is clustered strategy which spaces are positioned in a randomized, freeform asymmetrical or even overlapping configurations as the name would suggest.
This strategy fits best for situations where informality or a relaxed setting that encourages meandering and exploration is required. Best applications for this layout could be a lounge setting, a domestic living room, a retail store that encourages shoppers to explore or even a museum environment
Digital applications and UI elements that cater to the thematic focus of discovery in leisure could be best suited for such locales in addition to 3D assets likewise being staggered throughout the environment to mirror the fundamental quality of discovery of this strategy.
| Circulation Strategies
Circulation strategies can be defined as the ways in which the transit pathways in a building are set up to allow for users to navigate the area. Along with thinking about these pathways in a purely physical sense, the strategy could also be applied to the digital objects moving within and inhabiting the space. There are four circulation strategy archetypes which include radial, spiral, grid and network.
The radial configuration much like it’s spatial strategy counterpart, allows for movement outwards from one central hub. Spiral circulation strategies lead users along a spiral trajectory along with grid layouts allowing for regimented succinct movements through space. Networked interior layouts, are concerned with how areas within a space can be connected or networked so to speak for ease of access.
Transposing these terminologies into a digital media context, the grid circulation strategy immediately comes to mind in its usefulness to aid the user in mixed reality environments to move, position, rotate and scale media assets in grid coordinate space.
In this context, the grid would be a digitally projected superficial overlay over all the environmental components in each interior setting that would be visible only during instances of manipulation if need be. More details on this grid design research concept will be discussed in the implementation chapter.
The radial circulation strategy could be employed from the standpoint of a possible configuration of an ambient UI menu
It could contain radial loops within loops to house varying user interface features efficiently organized and easy to access. One icon could be activated, and other radial functions could emerge from that single action.
Additionally, designers could also create radial 3D asset animations in an environmental space as a wayfinding technique to guide visitors in a large public venue towards a certain hotspot attraction.
As far as the network circulation strategy, designers might want to consider the interoperability of certain programs or UI functions as they transit from one area in the interior to the next.
It would be useful to think about what the nature of adaptability to the spatial, conceptual and cognitive constraints and affordances could be for UI and systems layout.
In terms of the spiral circulation archetype, designers might want to consider how to conceptually incorporate the metaphor of a nonlinear spiral into their augmented reality UI media layouts.
Spirals typically indicate progression of either backwards or forwards movements through time and space. As far as system controls go in a UI, gestural spiral movements can be utilized to control certain interface elements orientation, scaling or rotation in space.
Additionally, spiral design elements can be used as a mechanism to allow user to visually see new media items, messages or assets in que for interaction or conversely functions that have previously been executed. Think of this concept as the mixed reality spiral of life displaying graphically, past, present of future systems of interaction in any given augmented reality digital/physical space.
A design research framework is presented for organizing physical and digital space mixed augmented reality 3D user interface layouts. Readers were first introduced with the raw building blocks of these hybrid interiors through the fractal archetypes correlated with architectural design patterns along with digital media principles. We utilized fractals as the organizing archetype for these environments for their potential psychological benefits upon the user in addition to naturally intuitive pattern recognition purposes which would be an asset in these multilayered media rich mixed reality environments where organization and readability is paramount.
After introducing the fractal archetype building blocks, spatial strategy concepts were introduced as a means for designers to use these building blocks within interiors spaces. This translates into mapping out spatial relationships and circulation strategies from which the fractal building blocks can be nested inside or work in concert with in these layouts based on thematic goals.
Spatial Scale
The concept of spatial scale is remediated from the field of geography to assist in the modulation of media expression within Mixed Reality environments.
Geographers Egenhofer and Freundschuh distilled schemes for classifying these scales into six distinct categories which media researcher Barba found relevant to couch in terms of a mixed augmented reality spatial scale framework. This is useful because it helps designers to organize, prioritize along with begin development of the design and interaction goals best suited for each of the scale classifications. These spatial scale classifications include:
Another scale to be factored in addition to this frame work in MAR is semantic scale which refers to the way that media assets can be assembled together to generate new lexicons of meaning for users.
| Figural + Global + Map Space
The concept of spatial scale is remediated from the field of geography to assist in the modulation of media expression within Mixed Reality environments.
Figural - akin to human proportions
Global – spaces that cannot be directly experienced and therefore require a map or model as a means for representation
Map space – projection of higher scale spaces onto lower scale spaces which provides symbolic representations of compressed information
Figural, Global and Map space all occupy the same figural perspective view within the context of virtual media. This stems from the inability for users to perceive elements in space at such a large scale as with Global or Map space. Therefore, world in miniature visualization of such geography can be perceived at this miniature figural scale.
| Panoramic
This spatial orientation fosters a sense of immersion by placing the user directly in the middle of the actionable environment, being at one with the interactions in the media scape through participatory exchange.
Panoramic – larger than the human body, yet capable of being perceived from a solitary location by means of rotation, or panning
Panoramic scale which encompasses the user’s ability to rotate around and perceive the environment from a single point in space is illustrated above.
Panoramic space could bring a whole new dimension to tabbed browsing which is currently utilized in most modern web browsers by allow users to distribute their media assets across space. Another reason why this orientation is useful that lie outside the scope of this research project relates to human factors considerations with the individual able to exercise the full range of body motion in interactions with the environmental user interface rather than staying seated all day at a computer workstation which might be a detriment to one’s health unless necessitated by a disability.
| Vista
Vista scale is useful when a user is relegated or needs to focus on only an area of space.
Vista – a subsection within panoramic scale that allows individual to perceive one vantage point without any movements of rotations
| Environmental
The largest scale aside from global and map scale that can still be perceived via locomotion is environmental scale and this applies within the context of mixed reality interiors as being an indoor building with many sections that requires traversal on foot to experience.
Environmental – larger than the human body and viewable only by means of translation through space, walking or a traveling motion
Asset Gradients & Modulators
Previously, it was discovered that one of the earliest instances of digital media in an architectural sense were billboards, electronic signs in retail spaces among other venues. These displays were static mobility, structurally and content wise and were either always on or off. As a culture, we have fashioned most of our modern computing experiences in somewhat like fashion. While our smart devices are mobile, the general trend to is have them powered up and on our persons at all times with status alerts on or off.
The horizon of spatial computing has afforded designers and developers the possibility to consider a wider context of media expression and flow control parameters to move beyond one-off types of applications for augmented reality by creating interface ecosystems around such programs and accompanying media assets. I aim to address this topic in relation to the individual's experience and perception of space in the built environment. Part of creating and effective mixed reality interface is including the aspect of gradients as well as modulators to control them.
| Gradients
Gradients in an augmented reality refer to the quantity as well as type and quality of virtual media present in an environment. A few types of virtual media could be a specific programs or applications, movie, music or a collection there of. Gradients of these items could refer to where they are placed in space, in what quantity and quality and modulation refers to how the user or automatic components of the system organize these media stores.
Below, I have devised a gradient density chart to give creators and introductory means to begin devising development briefs for these types of experiences
This table lists a general media gradient applications chart for mixed reality interiors UIs based on location or spatial volume type ranging from diffuse to concentrated densities. These environment types encompass a medley of interior design layouts, yet it is ultimately the spatial strategies employed in each of these spaces that determine the dominant media gradient concentration.
Although, it is possible for a single environment to contain all three density types across the layout of the building. For example, a sports stadium could contain circulation pathways along the perimeter of the building and stadium seating areas in addition to a Café for patrons, an annexed gym for the athletes along with work offices for corporate employees. The dominant density of this sports center is still diffuse because it mainly caters to the patrons yet throughout the layout of the structure all densities are accounted but some to a lesser degree.
The density can refer to the quantity of certain applications as well as the complexity of interface options and interaction techniques available in and environmental 3D UIs. The composition of media densities can be homogenous or variable. For instance, one gradient could contain a collection of music while another on the same density level could contain music play back in addition to video recording, gameplay or drawing/design related functions.
| Modulators
Mixed Reality media asset modulators can be interior specific, fixed or mobile and personalized to an individual’s custom AR user interface.
Spatial
Spatial Modulators are fixed to a specific area of an augmented interior and comprise an integral part of the aesthetics of the interior’s ecosystem as they modulate the gradient of user interface complexity and asset density in accordance with the room’s spatial strategy affordances.
The purpose of the spatial volume is to dictate the expression of this modulator function. For example, as a user is entering an augmented reality clothing store, there might be augmented reality displays detailing information about new product arrivals, promotions or sales scaled large at the front of the store. However, as the user transitions to the back of the store the gradient of scale and quantity of these displays diminishes to being small and inconspicuous price tags with product information extruding out from display stands. In this example the advertising display banners utilized the Spatial modulator because their media gradient had been modified in accordance with where they were placed in space to account for the area’s design goals and spatial strategies.
On a domestic front, spatial modulators could be used within the context of the menu system alterations when transitioning from an office/study to a hallway. The user interface within the office would have a higher media gradient of complexity and options than when the user goes into the transit pathway where the interface might be optimized for simplicity based on the cognitive constraints of a user already being engaged in the activity of walking. The is another area ripe for more user study tests, however these basic designations prove useful during this initial prototyping phase.
Spatial Membranes, closed (left) and semi open(right) make up volumes of space or physical items/architectural features of interiors acting as digital media asset particle modulators like the swarm entity. However, it has a more permanent immobile quality as it also serves to define the spaces physical as well as digital volumes.
For example, in a living room with wall or spatial feature membranes, they can be either closed showing the user no media or partially open allowing some of the user’s media assets to decorate the setting as ornament in one respect but also containing inherent functionality. When it opens to display the media assets, they are not confined to the wall space but are 3 dimensionally augmented and can occupy any space in the room 2D or 3D. If the user wanted to display picture frames of family on the wall, for instance they could summon them up from the wall’s selectively permeable membrane and position the images somewhere in the room. Besides these frames serving as decoration and nostalgia, they could also double as a messaging or communication beacon with that individual along with housing any additional contact information.
Swarm
Swarm entities are the mobile types of gradient modulators and this form of modulation is especially relevant when a user transits outside of their domestic or familiar customized mixed reality environment that has already been setup with the static spatial modulators. It affords the user with the ability to enter different mixed reality interior layouts and still retain some of their personalized functions much like a smartphone device except in the form of an augmented reality companion of sorts.
If the user purchases or adds to their media collection, the correspondent entity will grow and pulse a radiant glow on that section of their body as an indicator of a recent edition.
The swarm entity is mobile as is can move, jump, flip, fly, glide or perform kart wheels. around the user’s interior space to visually indicate certain status messages or interactive functions. It can also disperse itself or maximize and minimize at the user’s behest to build digital media structures for ease of access to interactive content. For example, if the entity’s sole purpose is to house their musical collection, instead of a physical album shelf, the being can construct an augmented reality one on the fly wherever you summon it and will stay expanded until you ask for it to contract back into its mobile form to perform other tasks if need be. Albums will appear on the walls or in the thick of the air before you to choose from.
The above figure depicts a stylized humanoid swarm modulator which is comprised of the user's media assets in minimized form. This augmented reality entity can morph and expand the contents of it’s being into preset templates of any shape size or geometric configuration to allow the user to easily select their chosen form of media to access akin to a user opening a folder saved with media on a traditional computer system. However, when the virtual assets expand for interaction in augmented reality environments they occupy 3D space rather than a 2D plane.
The first column depicts the user’s assets transforming into a diamond geometric pattern with nesting interactive functionality to access varying tiers of media. (Scaling + Self-Similarity)
The second column has media assets that have expanded into a rotating pentagonal form that has automation features which can further transform it into a virtual media lattice like freeform plant trellises that occupy the user’s interior. (Fractal Dimension +Self-Similarity+Scaling)
The last column comprises media assets in the wallpaper linear tiling format. The user can choose to occupy portions of the aerial spatial volume, its walls or support structures with their virtual items conformal mapping to environmental features like setting up shelving to store belongings on in the traditional sense. (Infinity)
Hardware Considerations
The setup and overall functionality of a mixed reality 3D user interface is predicated upon the types of input and output modalities utilized. Therefore, these designations should be addressed foremost with the layout and interaction functions following suit.
The intention is to provide insight into possible design research paths and to suggest varying input/output modalities for Mixed Reality environmental implementation.
Inputs refer to the types of devices or technologies that enable the user to interact with a computer system. Outputs in turn are the devices that display single or multi-sensory feedback from these systems.
Above is listed an abbreviated chart of the chosen 3D UI output types to be incorporated into the conceptual mixed reality environment that have been culled from J. LaViola’s manual for 3D User Interfaces. When thinking in terms of output modalities, visual devices may first come to mind although this category is applicable to the full gamut of sense perceptions. The sense of sight, hearing and touch will be included in this conceptual space to lay simplistic framework however, a plethora of other possibilities exist for designers moving forward.
Both optical as well as video see-through head worn displays are the chosen medium for visual exchange in this space. A head worn display is defined as an eyewear device that enables the user to see virtual imagery either in a purely digital environment or as superimposed 3D or 2D imagery in registration with the physical space.
Location specific environmental audio as well as ground haptics which are context sensitive sound and physical vibration are important base components to include in a mixed reality design system because they increase the user’s sense of immersion through identification with more sensory components along with providing feedback substitution to the human’s sensory system when virtual objects can’t be directly touched or experienced as one would a physical object.
Another realm of haptics is Passive Haptic Displays which matches the form and likeness of a digital object with the shape of a physical one that has been imbedded with sensors so that the user can have a real world feeling and visual reference for the virtual object. Passive haptics provides the benefit of this tactile augmentation which increases the ease of interaction and immersion into the mixed reality world while also having a minimal learning curve.
Mixed reality environments are not relegated to one type of input or output within any given space. It is encouraged to make use of multiple sensing modalities to provide the system with the most accurate data to perform intended functions.
The input technologies for 3D UIs in mixed reality environments can be divided into multiple categories however, we will discuss both traditional and 3D spatial input for this conceptual space.Traditional devices can be likened to the common computer input peripherals such as a mouse and keyboard however not all such devices would be suitable in an augmented reality interface.
For example, the traditional mouse or game controller would severely limit the user’s ability to walk around and interact within the environment because it requires a surface for interaction. A handheld wireless trackball mouse as well as game controller has been created to compensate for this limitation by enabling users the freedom of mobility. Within 3D UIs, another essential traditional feature is the use of a keyboard and much like the previous description, the standard full-size keyboard suffers from this limitation of mobility. Miniature handheld along with natively virtual keyboards are adaptations that have been developed to approach a solution for is.
Passive Haptic feedback props have been covered in the previous output section, however it’s worth noting that they are a physical and somewhat traditional form of input as well even though sizing and shape can vary. I would also suggest an addendum to the established definition of a passive haptics object to include the control of virtual objects and user interface features that don’t necessarily correspond to exactly to the shape of the object as in having a digital counterpart. Sometimes, varied forms of environmental control devices are called form and the user should be given the freedom to select from a wide range of input modalities to control their system. This notion could give rise to a new line of interior goods that serve both decorative and function aims.
Interiors as Interfaces
| Holistic Design
The way that the human mind processes information from environmental stimuli influences the individual’s actions in the creation, design and arrangement of the same elements of the built environment in accordance to culture. Cognition is also molded via naturally occurring processes of the human body as much as it is by the conventions of culture. Culture and cognition are reciprocal as they perpetually reproduce one another.
Given consideration of this notion, it is the task of designers to reflect these cultural conventions in the structures, processes and interactions of the built environment along with introducing complementary elements based upon societal or developmental trajectories, the design goals of specific clientele and psychological factors reflective of instorative elements of the natural world.
It's important to not just design Mixed Reality apps to accomplish varying aims but rather to think about the cultivation of experience that the interactions would bring and how it might affect their physical/mental environment along with culture. In this vein, developers can map out a framework to visualize the holistic effects of interactive touch points while mitigating unintended consequences of a design that may need revision.
Participatory culture, a dominant cultural developmental trajectory aligns with the ideals of techno morphism which entails developers and designers modeling systems of design in our environments after the inherent logic of our computing practices. Smartphone devices, and interactive applications have become an everyday computing practice in our society and this interactivity should be reflective in our interior surroundings as well. This is where mixed reality design processes come to the forefront as it’s not merely replicating what the interface on these devices can do but it is also affording the user with an additional layer of immersion to participate by operating inside of the system rather than outside. This serves to enhance certain programmatic functions while also reaping some of the benefits of operating in the physical to maximize the relevant affordances of both worlds.
Another important cultural factor to weigh into consideration when designing these interfaces for everyday use is the research projection that by the year 2030, most of the population in urban metropolis settings will have increasingly seldom opportunities to encounter living elements such as green acres and the accompanying flowers, plants along with other types of natural geographic features. As relayed in previous sections, natural features of our living environments many of which exhibit fractal properties are the root of instorative psychological benefits of clear and enhanced thought processes as well as emotional well-being along with accelerated recovery times for hospital patients. Besides, pure functionality, the visual culture of mixed reality environments must be considered in terms of modeling the physical/virtual features and interactions of these spaces in the likeness of biomorphic or fractal properties. Benefits of this organic form language can be reaped even in the manmade or graphical artistic sense. It would behoove designers and developers to incorporate these elements as a baseline standard for Mixed Reality interface compositions as it is ethically sound while also mirroring the reciprocal influence nature has on the built environment as researchers and designers alike have always investigated the natural world to solve problems in every facet of life. As Harris notes,
“A similar phenomenon occurs when humans are exposed to objects structured according to fractal geometry. The neural circuitry of the scaled self-similar structure in each object causes similar neural pathways to be used, which cause analogous physical, cognitive and emotional effects.”
As mentioned in previous sections, scale is one of the driving components of all other properties on the fractal Mixed Reality framework. The built environment can determine which scales of the user experience are incorporated along with the user's cognitive tolerances with respect to this setting among a multiplicity of other factors.
A user's cultural framework along with attendant thinking processes can influence the expression and creation of elements in the virtual and physical immersive environments. It is also capable of being influenced just like the other elements.
The geometries, intention and designation of the space affect how individuals perceive, emote and interact with that setting.
The loop illustrates the perpetual cycle of how varying elements of the Mixed Reality setting can influence each other to create an immersive physical/mental/virtual experience.
| Mixed Reality Layout
Step: 1
Ascertaining the thematic focus of an interior is the first step in deciding the layout of a mixed reality environment. This orientation plays an important role in determining the overall spatial attributes, along with the look, feel and the physical/virtual functions of the devices best suited for that space.
Is the space residential, retail, museum public access, an educational institution, research laboratory or corporate workplace? Answering this critical question will give the designer initial parameters to draft a functionality and aesthetics framework for the interior.
For instance, the design aims of a mixed reality residential interior or research lab would differ from a public access spaces most notably in the fact that the designer would tailor the public space to have less specialized functions of interactivity. Users perusing public space interiors have generally less time to devote to learning how to interact with a new interface. The amount of user interface options along with the learning curve to utilize the system should be kept simplistic to enable a low bar of entry.
Conversely, in less public spaces, users can allocate greater time and mental resources towards discovery and interaction training. In a lab for instance, specialized tools enabling precise interaction possibilities would be beneficial whereas general gesture-based selection techniques or simple passive haptic feedback objects would be more suitable in a public space for ease of usage.
Step 2:
Once the public or private, commercial or residential classification along with the thematic focus of the environment has been decided, now is the time to either acquire the spatial maps or concept a new space via roughing out the basic shape of the interior along with its zones. This also includes spatial relationships of activity in addition to interaction methodologies for the user to acquire spatial knowledge.
Step 2:
If this were a mall type setting, the orientation is public, and the general theme would be shopping and leisure. There would be areas demarcated for travel, dining, special events along with public rest and utilities. At this point it would be useful to apply the information already presented about spatial strategies and the fundamental building blocks of mixed reality environments to organize the space in terms of thinking about the variability of this area and scaling fractal properties and spatial relationships along with circulation strategies. These two properties, along with spatial strategies enable a user to gain a sense of location and orientation in an interior along with impetus to travel around and discover elements of the space. Designers should refer to the spatial strategies in chapter two as a guideline for concepting the physical/virtual relationships and strategies of their space in development.
With the example mall environment, designers should consider the virtual as well as physical means that would entice a user to patronize certain establishments in accordance to their needs as well as swarm augmented reality animation sequences and virtual scaled maps of the interior to help the user with virtual/physical navigation.
Step 3:
During the conceptual phase of 3D interfaces for mixed reality interiors, it’s crucial to decide upon some basic input/output modalities that will enable a user to function effectively in the environment. Context, purpose as well as public or private orientation determine what types of specialized devices are needed for the user and interior.
For specifics designers can refer to the full list of device recommendations and considerations for mixed reality interiors mentioned in the first part of this chapter. However, a few core implements are necessary for each hybrid environment to function which include rgb/depth sensor cameras, mobile head worn displays, and handheld or user worn controllers along with speakers for sound and portable environmentally placed haptic feedback devices.