Design Do’s And Don’ts For Great AR
summary
Practical AR design rules: prefer 3D objects with animation, give clear affordances so users can touch to manipulate layers, and strip traditional mobile chrome for pixel economy around a live camera view. Test touchless flows using a reticle-based gaze selection plus a short progress-bar confirmation and audio/haptic feedback. Notes include mobile-first (smartphones/tablet viewers), examples like Google Cardboard and Zapr, and an engineer-built open-source test app for trying these patterns.
AI-written summary · about
chapters (9)
- 0:00Introduction to AR design
- 1:28AR vs mixed vs virtual reality
- 3:14AR platforms overview
- 5:44Focus on mobile AR design
- 6:29Designing digital objects in AR
- 9:17Interface design principles for AR
- 13:33Indicating interactivity in AR
- 16:05Interaction design in AR
- 20:23Best practices and testing in AR








