Abstract: This intermediate course deepens AR interaction design skills with a focus on spatial interaction patterns, ergonomics, structured user testing, and multi-anchor scenes. Students work with ARKit/ARCore (via Unity AR Foundation or 8thWall) and tackle a cultural mediation or educational AR project. Outline: Spatial UX patterns → Ergonomics & comfort → Multi-anchor scenes → Spatial audio → Structured user testing → Iteration based on data → Visual design in AR → Portfolio project (cultural mediation).
Learning Objectives
By the end of this course, students will be able to:
- Analyze (analyzing) an existing AR experience against criteria of affordance, comfort, and spatial coherence.
- Design (creating) advanced interaction patterns: near/far interaction, dwell, voice, body-locked vs world-locked UI.
- Implement (applying) a multi-anchor AR scene with spatial audio and state transitions.
- Conduct (applying) structured user tests and extract actionable insights.
- Iterate (evaluating + creating) a prototype based on real test data.
- Produce (creating) a documented, presentable, and testable AR cultural mediation project.
Module 1 — Spatial Interaction Patterns (2h)
Concept
AR interaction patterns differ from 2D interface patterns through their spatial dimension and physical constraints.
Fundamental patterns:
| Pattern | Definition | Use |
|---|---|---|
| Tap-to-place | Place an object on a detected surface | Initial AR object placement |
| Pinch-to-scale | Two fingers to enlarge/reduce | Object manipulation |
| Drag | Move an anchored object | Repositioning |
| Dwell | Hold gaze for N seconds to select | Hands-free, accessibility |
| Raycasting | Project a ray from hand/head to target | Far interaction, HMD |
| Voice | Voice command | Hands occupied, accessibility |
| Spatial tap | Touch the space in front of you (air tap) | HoloLens, Vision Pro |
Reference: Apple Human Interface Guidelines — Spatial UI: https://developer.apple.com/design/human-interface-guidelines/spatial-ui
Lab 1.1 — Pattern Inventory
Steps:
- Choose 2 known AR applications (Pokémon GO, IKEA Place, Google Lens, or other)
- For each, list all interaction patterns present (5 min of active testing)
- For each pattern: name it, describe the trigger, describe the feedback
- Compare the two apps: which patterns does one have that the other lacks?
Mini-exercise: Design on paper the interaction flow (user flow) for an AR experience of your choice — 5 steps max, each step with its main pattern.
Module 2 — AR Ergonomics and Comfort (2h)
Concept
AR imposes specific physical constraints. Ignoring them leads to tiring or painful experiences.
Main problems and solutions:
| Problem | Description | Solution |
|---|---|---|
| Gorilla arm | Arm raised > 2 min = pain | Place interactions in the lower zone (waist-height), not above the shoulders |
| Vergence-accommodation | Ocular conflict → fatigue | Short sessions (< 20 min), content at > 50 cm |
| Limited FoV | Objects leaving the field | Off-screen direction indicators, human-scale design |
| Sunlight / brightness | AR display unreadable | Alternative auditory/haptic feedback, test in daylight |
| Motion sickness (rare in AR) | Lag between movement and tracking | Latency < 20ms, tracking stabilization |
Visual comfort zone: between 0.5 m and 10 m from the user, at eye level (±30°).
Source: Caudell, T., & Mizell, D. (1992). Augmented Reality: an application of heads-up display technology to manual manufacturing processes. HICSS, pp. 659–669.
Lab 2.1 — Ergonomic Audit
Steps:
- Take the Level 1 prototype (or an existing prototype)
- Have 2 people test it for 5 minutes each
- Measure: at what height does the user hold their phone? Do they raise their arms? Do they move their feet?
- Identify 1 ergonomic problem and propose a design correction
Mini-exercise: Draw the "sweet spot" of your AR experience: where in physical space is the interaction optimal? At what distance, at what height?
Module 3 — Advanced Spatial UI (2h)
Concept
In AR, the graphical interface must coexist with the real world. The four types of spatial UI (covered in the Bible) have distinct use cases.
Design rules:
- World-locked (default): best spatial coherence, avoids fatigue
- Body-locked (e.g. palette on wrist): reserved for frequently used tools
- Head-locked: avoid except for critical, transient alerts (< 3 seconds)
- Diegetic: prefer when the interface can be part of the narrative
Typography in AR:
- Minimum size: 80 pt at 1 m distance (experimentation needed per platform)
- Semi-transparent background behind text if the environment may be busy
- Contrast: white on dark background OR black on light background — avoid bright colors on variable backgrounds
Reference: Microsoft MRTK UX Guidelines: https://docs.microsoft.com/windows/mixed-reality/design/typography
Lab 3.1 — Prototyping a Spatial UI
Steps:
- Choose a scenario: AR museum guide, assembly assistance, or plant exploration
- Design 3 UI variants (world-locked / body-locked / diegetic)
- Paper prototype each in 5 minutes
- Have 2 people choose the most natural variant — note their reasons
Mini-exercise: For your capstone project, define: which UI type is most appropriate and why in 3 sentences.
Module 4 — Multi-Anchor Scenes (2h)
Concept
An AR experience can contain multiple objects anchored to different surfaces, image anchors, and objects persistent across sessions.
Multi-anchor scene architecture:
- Each anchor has a unique identifier
- Objects reference their parent anchor
- Transitions between anchors are animated (fade, movement)
- Persistence (cloud anchors) requires a backend service
With A-Frame + AR.js: html <!-- Two different markers trigger two different objects --> <a-marker type="pattern" url="pattern-a.patt"> <a-sphere position="0 0.5 0" color="blue"></a-sphere> </a-marker> <a-marker type="pattern" url="pattern-b.patt"> <a-cone position="0 0.5 0" color="red"></a-cone> </a-marker>
A-Frame marker generator: https://jeromeetienne.github.io/AR.js/three.js/examples/marker-training/examples/generator.html
Lab 4.1 — Scene with 3 Markers
Steps:
- Generate 3 custom markers (simple images)
- Create an A-Frame scene that displays a different object on each marker
- The 3 objects form a coherent narrative ensemble (e.g. 3 steps of a process, 3 states of the same object)
- Test with all 3 markers printed on the same A4 sheet
Mini-exercise: How do you indicate to the user that there are other markers to find? Design the affordance (without explicit text).
Module 5 — Spatial Audio in AR (2h)
Concept
Spatial audio (3D audio) anchors sounds in physical space. An AR object on the left emits from the left; as the user approaches, the sound grows louder.
Why spatial audio is critical:
- Compensates for the absence of haptics
- Directs attention toward off-screen objects
- Reinforces the AR object's presence
In A-Frame: html <a-box position="-2 1 -3"> <a-sound src="#mysound" autoplay="true" positional="true" rolloff-factor="1"></a-sound> </a-box>
Free audio sources (CC0): https://freesound.org · https://pixabay.com/music/
Lab 5.1 — Spatial Sound Feedback
Steps:
- Take the scene from Lab 4.1 (3 markers)
- Add a different sound to each object (3 sounds < 2 sec, CC0)
- Sounds trigger on hover of each object
- Test: does the sound come from the right place in space?
Mini-exercise: Identify 3 situations in your capstone project where sound can replace or complement visual feedback.
Module 6 — Structured User Testing (2h)
Concept
A structured user test produces comparable data across participants. Methods suited to AR:
Think-aloud protocol: the user verbalizes what they are doing and feeling in real time.
Eriksson, M., & Wiberg, M. (2003). Towards a theory of mobile work.
Structured observation grid:
- Task completed: yes/no
- Completion time
- Number of errors
- Hesitation moments (> 3 sec)
- Spontaneous comments
SUS (System Usability Scale): standardized 10-question questionnaire (Brooke, 1996) that calculates a score from 0 to 100.
Brooke, J. (1996). SUS: A "quick and dirty" usability scale. In Jordan et al. (Eds.), Usability Evaluation in Industry. Taylor & Francis. https://www.usability.gov/how-to-and-tools/methods/system-usability-scale.html
Lab 6.1 — Structured Test with SUS
Steps:
- Define 2 concrete tasks for your prototype (e.g. "Place the blue object on the table" + "Activate the red object")
- Prepare the observation grid (columns: participant / task 1 completed / time / errors / hesitations)
- Test with 3 people
- Have each tester fill in the SUS questionnaire after the session
- Calculate the average SUS score
Mini-exercise: Compare your SUS score with benchmarks (< 50 = poor, 50–70 = marginal, 70–85 = good, > 85 = excellent). Identify the most frequent problem in your data.
Module 7 — Data-Driven Iteration (2h)
Concept
Iteration in AR design follows the classic cycle: prototype → test → analyze → correct → re-test. The AR-specific feature is that corrections may touch visual design, interaction logic, AND the target hardware simultaneously.
Prioritizing corrections:
- Blockers (error preventing task completion): fix immediately
- Major friction (confusion, delay): fix before the next test
- Cosmetic (preferences, aesthetics): defer
AR design sprint: 1 week to test an interaction hypothesis — inspired by Jake Knapp, Sprint (2016).
Lab 7.1 — One Documented Iteration
Steps:
- Take the results from Lab 6.1
- Identify problem #1 (most frequent/blocking)
- Propose 2 different solutions on paper (2 variants)
- Implement the chosen solution in the prototype
- Re-test with 1 person: is the problem resolved?
Mini-exercise: Document the correction cycle: observed problem → solution hypothesis → change made → re-test result. 1 paragraph, factual.
Module 8 — Visual Design in AR (2h)
Concept
AR objects coexist with real, variable, and unpredictable photographic environments. AR visual design must be robust to this variability.
Principles:
- Adaptive contrast: AR objects must remain legible on both light and dark backgrounds
- Drop shadow: simulating a shadow beneath the AR object significantly reinforces depth perception
- PBR materials (Physically Based Rendering): respond to estimated ambient lighting → visual coherence
- Avoid pure white and pure black: too much contrast with natural environments
In A-Frame, reflective material: html <a-sphere material="color: #888888; metalness: 0.5; roughness: 0.2; envMap: #envmap"></a-sphere>
Accessibility check: WCAG 2.1 AA-compliant colors (contrast ratio ≥ 4.5:1 for text).
Lab 8.1 — Visual Prototype Review
Steps:
- Test your prototype in 3 different environments (indoor artificial light, indoor by window, outdoor in shade)
- Photograph each situation: are the AR objects legible?
- Identify visual failures (crushing brightness, loss of contrast)
- Apply 2 visual corrections: simulated drop shadow + less saturated material
Capstone Project — "AR Cultural Mediation"
Brief
Design and prototype an AR cultural mediation experience for an existing space (museum, library, public space, classroom). The experience must enrich understanding of an object, a place, or a concept.
Constraints
- Technology: A-Frame + AR.js or 8thWall (WebAR)
- Target duration: 3–5 minutes for a user
- At least 2 different interaction types (tap-to-place + spatial audio, or marker + dwell)
- Tested with a minimum of 3 users (SUS + observation grid)
- Iterated at least once based on test results
Deliverables
- Functional prototype (link or files)
- Design report (3–5 pages): concept, user journey, 5 design decisions with justification, test results (raw data + analysis)
- Presentation (10 min): demo + test results + reflection on what worked / didn't work
Evaluation Rubric
| Criterion | Insufficient (1) | Satisfactory (2) | Good (3) | Excellent (4) |
|---|---|---|---|---|
| Interaction richness | 1 pattern only | 2 patterns | 2 patterns + coherent feedback | 3+ patterns, fluid journey |
| Ergonomics | Problems undetected/uncorrected | Problems identified | Problems corrected | Ergonomics optimized + tests prove it |
| Spatial audio | Absent | Sound present but not spatial | Spatial audio | Spatial audio + coherent sound design |
| User testing | < 2 testers | 3 testers, partial data | 3 testers, SUS + grid | 3+ testers, iteration documented |
| Design report | Absent | Descriptive without justification | Decisions justified | Decisions + alternatives + data |
Readings & Resources
- Apple HIG — Spatial UI: https://developer.apple.com/design/human-interface-guidelines/spatial-ui
- Microsoft MRTK Design: https://docs.microsoft.com/windows/mixed-reality/design/
- Brooke, J. (1996). SUS: A "quick and dirty" usability scale. https://www.usability.gov/how-to-and-tools/methods/system-usability-scale.html
- Freesound.org (CC0 sounds): https://freesound.org
- AR.js docs: https://ar-js-org.github.io/AR.js-Docs/
- 8thWall: https://www.8thwall.com
- Knapp, J. (2016). Sprint. Simon & Schuster.
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