Level 3

AR Interaction Design — Level 3: Advanced

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Abstract: This advanced course targets production-level AR experience design. Students build complex multi-user AR systems using Unity AR Foundation, integrate cloud anchors for persistent shared AR, apply spatial AI for scene understanding, optimize for performance, and complete an exhibition-ready project with full documentation. Outline: Unity AR Foundation architecture → Cloud anchors & persistence → Multi-user AR → Performance optimization → Spatial AI & generative AR → Accessibility & ethics at scale → Research methods → Exhibition project.

Learning Objectives

By the end of this course, students will be able to:

  1. Architect (creating) a multi-user AR experience with persistence via cloud anchors.
  2. Optimize (applying) the performance of a Unity AR scene (draw calls, texture compression, occlusion culling).
  3. Integrate (applying) spatial AI capabilities (object detection, semantic segmentation) into an AR experience.
  4. Design (creating) for accessibility and ethics at the scale of a large, diverse audience.
  5. Conduct (evaluating) a rigorous AR evaluation (usability + presence + engagement) and publish the results.
  6. Produce (creating) an exhibition-level AR experience: deployable, documented, and maintainable.

Module 1 — Unity AR Foundation Architecture (2.5h)

Concept

Unity AR Foundation is the Unity abstraction layer that unifies ARKit (Apple) and ARCore (Google) under a single API. One project → iOS + Android.

Documentation: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@latest

Key components:

Recommended architecture (separation of concerns): ARController (session management) ├── PlacementController (tap-to-place, raycasting) ├── AnchorController (creation, persistence, restoration) ├── UIController (UI states according to tracking state) └── ContentController (AR prefab instantiation and management)

Lab 1.1 — Tap-to-Place in Unity

Steps:

  1. Create a Unity project (Unity 2022 LTS recommended) + import AR Foundation
  2. Configure the scene: ARSession Origin, AR Camera, ARPlaneManager, ARRaycastManager
  3. Write a PlacementController: tap → raycast → instantiate prefab at the hit position
  4. Add a visual indicator (ring on the ground) that follows the placement cursor before confirmation
  5. Build to iOS or Android device and test

Mini-exercise: Add a constraint: only one object can be placed at a time. If the user taps again, the existing object moves. Implement it.


Module 2 — Cloud Anchors and AR Persistence (2.5h)

Concept

Cloud anchors allow storing an anchor's position on a server and restoring it in a future session or on another device. This is the foundation of persistent and shared AR.

Technical options in 2026:

https://developers.google.com/ar/develop/cloud-anchors
https://learn.microsoft.com/azure/spatial-anchors/
https://immersal.com

Cloud anchor lifecycle:

  1. Host scans the surface → local map → upload → receives anchor ID
  2. Guest receives anchor ID → re-localizes in the same room → AR objects appear in the right place

Lab 2.1 — Persistent Anchor Between Two Sessions

Steps:

  1. Configure ARCore Cloud Anchors in Unity AR Foundation
  2. Implement: HOST mode (scan → upload → copy the ID) and RESOLVE mode (enter the ID → restore the anchor)
  3. Test: session 1, place an object and note the ID. Close the app. Session 2, enter the ID → the object must reappear in the same place.
  4. Test at distance in the same room with two phones

Mini-exercise: What happens if the surface has moved between sessions? Write a fallback UX (error message + re-placement option).


Module 3 — Multi-User AR (2.5h)

Concept

Shared multi-user AR allows multiple people to see and interact with the same virtual objects in the same physical space.

Typical architecture:

Popular stack 2026:

Specific problems:

Lab 3.1 — Shared AR Session for 2

Steps:

  1. Configure Photon Fusion (free account: https://www.photonengine.com) in a Unity AR Foundation project
  2. Implement: Room creation/join + synchronized NetworkObject (position, rotation)
  3. Test with 2 smartphones in the same room: do both see the same object?
  4. Simulate a conflict: both try to move the object simultaneously

Mini-exercise: Design the multi-user AR signage: how does each user see the other's presence (avatar, cursor, annotation)? Paper prototype.


Module 4 — AR Performance (2.5h)

Concept

AR apps run on mobile with strict constraints: battery, thermal, memory. Excess polygons or draw calls overheat the phone and drain the battery in 15 minutes.

Target metrics (mobile AR):

Unity optimization tools:

Lab 4.1 — Profiling and Optimization

Steps:

  1. Take a Unity AR scene with 5+ objects
  2. Build to device + open Unity Profiler (USB connection)
  3. Measure: average framerate, peak draw calls, texture memory
  4. Apply 2 optimizations (GPU instancing + LOD or texture compression)
  5. Re-measure: documented performance gain

Mini-exercise: For your capstone project, establish a "performance budget": max number of active meshes, target texture resolution, guaranteed minimum framerate.


Module 5 — Spatial AI and Generative AR (2.5h)

Concept

Spatial AI allows AR to understand what it "sees" (not just detect flat surfaces) and adapt content accordingly.

Capabilities available in 2026:

CapabilitySDKDescription
Object detectionML Kit (Google), Vision (Apple)Identify objects in the scene (chair, plant, face)
Scene understandingARKit scene geometry, ARCore Depth APISemantic mesh of the space
SegmentationARKit person segmentationIsolate people from the background
3D object generationLuma AI, Shap-E, TripoSRGenerate a 3D mesh from a description or image

Generative AR — emerging use: The user verbally describes an object → a 3D diffusion model generates the mesh → it appears in AR space. Experimental in 2026 but demonstrated by Luma AI, Block, Adobe.

Ethical considerations: Detecting people and facial recognition in public AR raises serious regulatory questions (GDPR article 9, EU AI Act 2024).

Lab 5.1 — Object Detection in an AR Scene

Steps:

  1. Integrate ML Kit Object Detection in a Unity project (or native Swift/ARKit)
https://developers.google.com/ml-kit/vision/object-detection
  1. At each frame, send the camera image to the detector
  2. If an object of the "plant" category is detected → place an AR label on it ("Plant detected")
  3. Test with 5 different objects: what detection rates?

Mini-exercise: Imagine 3 concrete use cases for generative AR in your application domain (cultural heritage, education, industry). Identify the ethical risks of each.


Module 6 — Accessibility and Ethics at Scale (2.5h)

Concept

An AR experience designed for a large audience must anticipate very diverse user profiles. Accessibility is not cosmetic — it is a design constraint from the very beginning.

AR accessibility checklist:

GDPR in AR:

Lab 6.1 — Accessibility Audit

Steps:

  1. Take your Level 2 prototype or capstone project
  2. Go through the checklist above: how many boxes are checked?
  3. Identify 2 points to improve
  4. Implement at least 1 improvement (non-visual alternative OR color-blind mode)
  5. Re-test with a user who has never seen the app

Module 7 — Advanced Research Methods (2.5h)

Concept

For complex or published AR projects, more rigorous research methods validate design choices.

Methods suited to AR:

MethodUseDuration
Wizard of OzSimulate capabilities not yet implemented (AI, advanced tracking)1–2 days
Experience Sampling Method (ESM)Survey users at random moments during use1–2 weeks
Presence Questionnaire (PQ)Measure the feeling of presence/immersion (Witmer & Singer, 1998)Post-session
iGroup Presence Questionnaire (IPQ)Alternative to PQ, freely availablePost-session
Eye trackingAnalyze what the user looks at (HMD with eye tracking)Requires hardware
A/B testingCompare two interaction variants on a large number of users> 30 participants
Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence, 7(3), 225–240. https://doi.org/10.1162/105474698565686

Lab 7.1 — Evaluation with Presence Questionnaire

Steps:

  1. Download the PQ or IPQ (freely available: http://www.igroup.org/pq/ipq/index.php)
  2. Test your prototype with 3 people
  3. Administer the IPQ after each session
  4. Calculate average scores on the 3 subscales (general presence, spatial presence, involvement)
  5. Interpret: which aspects of presence are strong/weak in your experience?

Module 8 — Exhibition-Level Project (2.5h workshop)

Concept

An exhibition-level AR project must be robust, maintainable, documented, and accessible to a non-technical audience without supervision.

"Production readiness" criteria:

Lab 8.1 — Production Readiness Review

Steps:

  1. List all "failure modes" of your project (tracking lost, network cut, low battery, object out of frame)
  2. For each: what currently happens? What should happen?
  3. Implement the 2 most critical ones
  4. Write the operator README (1 A4 page max): startup, restart, common issues

Capstone Project — Exhibition-Level AR Experience

Brief

Design, develop, test, and document an AR experience presentable in a professional context: art gallery, digital festival, public space, professional training, or heritage site.

Constraints

Deliverables

  1. Deployable build (APK/IPA file or WebAR link)
  2. Design research report (8–12 pages): context, technical choices, architecture, test results (data + analysis), iterations, limitations
  3. Operator README (1 page)
  4. Presentation (15 min + 10 min Q&A): live demo + data + critical reflection

Evaluation Rubric

CriterionInsufficient (1)Satisfactory (2)Good (3)Excellent (4)
Technical complexity1 pattern, no persistence2 patterns + anchors3 patterns + cloud anchor3+ patterns + multi-user or spatial AI
Robustness (production)Frequent crashesWorks 1hWorks 4h, handles 2 errorsHandles all documented failure modes
Testing (rigor)< 3 testersSUS only, 3 testersSUS + PQ, 5 testersSUS + PQ + documented iteration, 5+ testers
ReportDescriptiveDecisions justifiedData + critical analysisPublication-ready: reproducible method
AccessibilityNot considered1 point addressedPartial checklistFull checklist + test with specific profile

Readings & Resources


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