Holographic & Mixed Reality Design
This futuristic course introduces students to the field of Spatial Computing, specifically Mixed Reality (MR) and Augmented Reality (AR). Students will learn to design interfaces that exist in the real world, blending digital holograms with physical environments. The curriculum covers spatial mapping, gesture control, and the unique UX challenges of designing for headsets like the HoloLens or Vision Pro.
§ 01 By the end you can
- Differentiate between VR, AR, and MR (The XR Spectrum)
- Design spatial user interfaces (UI) that respect the physical environment
- Implement natural input methods: Gaze, Gesture, and Voice control
- Understand "Spatial Mapping" and object persistence in 3D space
- Prototype MR experiences using industry-standard engines (Unity/Unreal)
§ 02 Sixteen sessions
The whole semester.
- 01Introduction to XR & Spatial Computing
- 02The Human Factor: Ergonomics & Field of View
- 03UI Patterns for Holographic Interfaces
- 04Input Systems I: Gaze & Dwell
- 05Input Systems II: Hand Tracking & Gestures
- 06Input Systems III: Voice Commands
- 07Typography & Readability in 3D Space
- 08 · MidtermMidterm Examination
- 09Spatial Mapping & Scene Understanding
- 10Sound Design for MR: Spatial Audio
- 11Prototyping: Unity & MRTK Basics
- 12Anchors & Persistence (World Locking)
- 13Multi-User Shared Experiences
- 14Designing for Passthrough (Video AR)
- 15Ethical Considerations in AR/MR
- 16Final Project: The Mixed Reality Prototype
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: The Mixed Reality Prototype
Recommended reading
- The Fourth Transformation: How AR & AI Will Change Everything by Robert Scoble
- Spatial Computing by Shlomo Berkovsky
- Augmented Human by Helen Papagiannis
- Unity 2020 Virtual Reality Projects by Jonathan Linowes
- Microsoft Mixed Reality Design Guidelines (Online Resource)
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