The growth of the XR market has been accompanied by attempts to expand the usage scenarios for XR applications and devices. The offer of applications with XR versions for productivity use scenarios is understood as the new frontier of technology and presented as a strategy to increase the number of consumers. The evolution of UX processes to develop experiences for XR technologies depends on criticizing previous processes and practices and developing new methodologies. The exploratory studies carried out at the Sidia institute have identified a fundamental aspect of the experiences of using XR technologies is their narrative character, that is, their ability to insert the user within a narrative, in which he/she participates directly through of gestures related to 3D objects and other elements of the environment, which make up the immersive environment. Hand gestures are a fundamental part of the user experiences for XR technologies, as in addition to reinforcing the constructed narratives, they function as interactions that make experiences more efficient and intuitive. The topic of gestures is a field yet to be explored through experimentation and research considering, especially, aspects related to comfort, ergonomics and affordance. The article presents the development of a methodology to study and choose the most interesting gestures to be incorporated into user experiences developed in projects. The development and collection of information on this topic makes it possible to incorporate improvements in XR experiences also in areas other than gestures, such as: mobility/movement within the scene, manipulation of objects in a direct and indirect way, use of inputs, in a more associative way with the physical and real world as a reference. The methodology has been consolidated and replicated in different projects with the aim of enhancing the repertoire of potential interactions to be incorporated by UX for XR.

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Process of Identifying and Conceptualizing Gestures for Creating Experiences of Use in Mixed Reality (XR)

  • Alef Santos,
  • Najara Paixão,
  • Marcos Silbermann

摘要

The growth of the XR market has been accompanied by attempts to expand the usage scenarios for XR applications and devices. The offer of applications with XR versions for productivity use scenarios is understood as the new frontier of technology and presented as a strategy to increase the number of consumers. The evolution of UX processes to develop experiences for XR technologies depends on criticizing previous processes and practices and developing new methodologies. The exploratory studies carried out at the Sidia institute have identified a fundamental aspect of the experiences of using XR technologies is their narrative character, that is, their ability to insert the user within a narrative, in which he/she participates directly through of gestures related to 3D objects and other elements of the environment, which make up the immersive environment. Hand gestures are a fundamental part of the user experiences for XR technologies, as in addition to reinforcing the constructed narratives, they function as interactions that make experiences more efficient and intuitive. The topic of gestures is a field yet to be explored through experimentation and research considering, especially, aspects related to comfort, ergonomics and affordance. The article presents the development of a methodology to study and choose the most interesting gestures to be incorporated into user experiences developed in projects. The development and collection of information on this topic makes it possible to incorporate improvements in XR experiences also in areas other than gestures, such as: mobility/movement within the scene, manipulation of objects in a direct and indirect way, use of inputs, in a more associative way with the physical and real world as a reference. The methodology has been consolidated and replicated in different projects with the aim of enhancing the repertoire of potential interactions to be incorporated by UX for XR.