
Best Practices for Augmented Reality Blended Experiences at Live Events
Although there were only two people taking part in the experience at any given time, we had four additional devices ready. This was extremely helpful when a device crashed and, instead of rebooting and reconfiguring, we could simply hand the user a “fresh” device with the experience already running. This significantly reduced the potential negative user experience.
To improve the process of device handling, set up a process for arranging the devices in a pre-defined order. Then when users enter the event briefly explain what is what. Have an additional person who checks, restarts, and cleans the devices.
To further enhance the experience for the user, the physical space where a person started their journey was arranged in patterns and colors that matched the virtual world. People appreciated the immersion. They started in a room with a wallpaper, then slowly geared for VR in augmented reality, and only then faced VR full-on.
At the start of the experience, some people played with the Guardian (the safe zone in Quest to prevent injury). But if a user wasn’t familiar with the Quest device, they didn’t know what the Guardian was, which didn’t provide a sense of safety at all.
Balancing Performance with Graphics Quality
With XR experiences that depend on the visuals, it might be tempting to put a lot of emphasis on keeping that high quality. However, Quest devices have limited computing power. In other words, complex patterns and high-quality visuals can put a strain on performance, leading to potential pixelation, screen jumping, and jittery effects.
That’s why you should score visual objects present in the experience according to their importance. Those objects that are the core elements of the experience can retain their high quality. But with less important elements, you can play around with quality, proportion, and size to save the visual experience and still find a clever way to save performance.
This content was originally published here.