1/10 This is a knowledge dump about mobile #AR #opensource #XR etc. To get this look at mutiny.org.uk/portfolio/elea…
1 The state of #AR for public works often focusses on images
2 More interesting experiences (walking) focus on spatial audio
3 Building in web has limits, but pays off
2/10
4 The client will want exact tracking of 3d spatial #AR objects
5 GPS variability across devices won't allow exact tracking
6 Open source strategies introduce adaptability & immediate testing on site
7 App stores are dead ends for dead apps (18 month cycle) @closeandremote
3/10
8 The sweet spot for 'locative' media is integration of the senses, in Eleanor as you walk along the River Wensum the boats & oars are panned left @SandyNuttgens
9 Sound design for software is a potential growth area, it needs people who get software & sound
4/10
10 Building interface for web creates problems across devices (iOS/Android)
11 But the native app will be dead after a short cycle, the web app is extensible
12 The key goal for web app is seamless experience but this needs a dev layer for devices @MatthewUsher
5/10
13 The weakest points for outdoor experiences are the user battery & the expectation
14 Battery pull from #AR & GPS is heavy
15 User wants to flick from #AR camera to sound and other pages seamlessly
16 Apple iOS devices prohibit seamless approaches without hacks
6/10
17 Multiple camera devices (Androids) need hacks for #AR
18 Timing of sound/audio to outdoor experience is critical, this needs to be responsive to walking speed & mobility
19 Blingy images look good on social media, but do not maketh the creative experience
7/10
20 A web app can be a story @MarcusRomer
21 The story can retrack or imagine the space the user is in @NetParkZone
22 We can go back in time, or forward
23 We can hack the physical & virtual together
24 Good writing is integral to great locative experiences @UEALitFest
8/10
25 Locative experiences need a curatorial strategy, a method of engagement. Otherwise, how will people find them? @hannah_redler
26 Great software requires frequent testing with novice users
27 Software can be replatformed for at home use easily
9/10
28 Work with a mixed team, make sure they understand the whole picture
29 Allow no one to spend days in a silo on software
30 Talk to people who have no-idea of what you are doing
31 Make them a part of the dev
10/10
32 Create a testing/versioning strategy
33 Expect people to want more & not listen to the technical restraints
34 Focus on a rounded creative experience
35 See the project as a moving platform, never finished
36 Focus on creative making, always

Web >mutiny.org.uk

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