POSTGRAD RESEARCH STUDY
2020
In the face of the COVID-19 pandemic, the shift to online platforms for group activities, particularly exercise classes, presented a unique challenge: how do we recreate the immersive, three-dimensional experience of an in-person class through a two-dimensional screen?
Institution
The Open Window
Study Leader
Carly Whitaker
UNDERSTANDING THE CHALLENGE
My journey began with an in-depth exploration of the challenges faced by users of group video calling platforms. Surveys revealed the frustrations of both instructors and participants. It was clear that the lack of physical presence and limited visibility were major pain points, hindering the effectiveness of online classes.
DEVELOPING THE SOLUTION
Armed with insights from user and product research, I set out to develop AR features that would address these challenges head-on. The result? The Motion Studio and Augmented Reality Assist features for Zoom, designed to bridge the gap between physical and virtual interaction.
CLOSING THOUGHTS
While my AR features show promise in enhancing group video calls, there's still much ground to cover. As AR technology evolves, considerations such as hardware limitations, long-term usage effects, and ethical implications must be carefully addressed.
As we continue to navigate the ever-changing landscape of technology, it's essential to approach innovation with responsibility and empathy, shaping a future where human connection knows no bounds.
ADDITIONAL RESEARCH CONTEXT
The theoretical component of my research involved establishing principles for designing 3D interfaces. Here are the principles I identified:
Spatial Navigation
The viewer’s location within an augmented reality system is directly linked to where they are in physical space.
Attention Hooks
When an augmented reality system requires attention on a specific part of the interface which might be out of the viewer’s field of view, it can guide them to the required location through subtle visual cues.
Environment-Responsive UI
The location of elements in an augmented reality system should be affected by the real world environment they are in.
Proximity Based Interaction
The viewer’s proximity to elements in an augmented reality system can be used as a form of input.
Distance Based Grouping
Elements can be perceived as being grouped together based on their distance from the viewer.