How ar will in­flu­ence UX

Hi­lary stephen­son, Md of ux de­sign agency sigma, tells all

Web Designer - - Vr & Augmented Reality -


Mo­bile de­vices come in all shapes and sizes. De­sign­ers must con­sider that many users will be us­ing smaller screens. When de­sign­ing for smaller screens, en­sure your type­faces are clear, easy to read and em­ploy a high­con­trast colour scheme.

cog­ni­tive load

One of the main ar­gu­ments for AR in­ter­faces is that they will lessen the cog­ni­tive load for users. UX de­sign­ers must live up to this by us­ing AR spar­ingly to add value, rather than over­whelm with un­nec­es­sary in­for­ma­tion or un­clear on-screen prompts.

User com­fort

UX de­sign­ers are used to de­sign­ing for screens, mean­ing that a main de­sign con­sid­er­a­tion will be wrist/eye­strain, and de­sign­ing to min­imise this. With AR, de­sign­ers will also need to con­sider min­imis­ing other phys­i­cal dis­com­forts such as cramp, fa­tigue and mus­cu­lar strains.


Con­sid­er­ing the mo­bile na­ture of most Ar-en­abled de­vices, de­sign­ers must con­sider a user’s lo­ca­tion, with all kinds of new en­vi­ron­men­tal considerations. When de­sign­ing for this, con­sider how the tech works in dif­fer­ing light con­di­tions, weather, and whether users will be sta­tion­ary or mov­ing around.

In­clu­sive de­sign

There are more than 10 mil­lion peo­ple in the UK cur­rently liv­ing with im­pair­ments. To reach and en­gage the widest pos­si­ble user-base, UX devs must con­sider de­sign­ing for the many, not the few. You should take into ac­count com­mon is­sues such as im­paired vi­sion, hear­ing, mo­bil­ity and colour-blind­ness.

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