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Location Based Experience 
Design Workshop 
Mark Melnykowycz 
ISMAR 2014 Sept. 9th 2014 
1
Story 
Structure 
Prototyping 
User 
Experience 
Story Location 
A/MR 
Technology 
Mark Melnykowycz mark@idezo.ch 
Location 
Hero’s 
Journey 
Changing 
structures 
Books, 
movies, 
ebooks, 
games 
IxD / UX 
Fundamentals 
of IxD 
Consumption 
Patterns 
User Journey 
Game 
Mechanics 
Metaio 
SDK 
Tracking / 
Positioning 
AR / MR 
Teaching 
Users How 
to Play 
Fundamental 
differences 
Technology 
World 
Building 
Game 
Space 
Rules 
2014 ISMAR Workshop: 
Location based experience design 
Ghosts of Venice 
Mixed-reality film 
Lost In Reality 
Mobile storytelling 
2
Location 
Mark Melnykowycz mark@idezo.ch 3
Generic Location App Use Case 
User goes to a 
location 
Content or 
interaction is 
triggered 
Mark Melnykowycz mark@idezo.ch 4
Designing Location Experiences 
Why is the 
person in that 
location? 
How are they 
interacting with 
the location? 
Why are they motivated 
to engage in this 
experience? 
How are 
experiences 
planned? 
What 
technologies 
are available? 
Mark Melnykowycz mark@idezo.ch 5
Key Physical Elements 
Location 
Position / 
Orientation 
Interaction 
Content 
Mark Melnykowycz mark@idezo.ch 6
Sketching out user flows / 
prototyping / product definition 
Technology 
trends 
User motivations 
/ immersion 
Communication 
patterns 
Building interaction / 
defining app world 
Mark Melnykowycz mark@idezo.ch 7
Tech and Society Trends 
IoT/M2M 
Devices 
Device Fragmentation Evolving Communication 
Mark Melnykowycz mark@idezo.ch 8
Technology and Device 
Trends 
Mark Melnykowycz mark@idezo.ch 9
Connected Device Evolution 
50 Billion! 
By 2020*! 
Location 
Interaction 
Connected City 
Quantified User! 
Quantified Self! 
IoT! 
Large 
connected 
ecosystem 
http://share.cisco.com/internet-of-things.html 
Mark Melnykowycz mark@idezo.ch 10
Location 
Time 
Heart Rate 
Quantified User 
Sensor Fusion User State 
Mark Melnykowycz mark@idezo.ch 11
Defined UX in Closed Systems 
Interaction Device 
Interaction and consumption patterns are learned making the 
transition to new devices easy 
Mark Melnykowycz mark@idezo.ch 12
Fragmented UX Patterns 
Distributed UX 
Ubiquitous Computing 
Defined UX 
Space 
Mark Melnykowycz mark@idezo.ch 13
Location as a Device Experience 
How are users trained to interact with locations? 
Maps 
Mark Melnykowycz mark@idezo.ch 14
Determine orientation 
in location using 
navigation aids 
Maps 
Identify physical 
anchor points to 
define position 
Use technology to 
identify information 
around you 
Future actions based on 
understanding where you are 
and what you can explore 
Mark Melnykowycz mark@idezo.ch 15
Communication Trends 
Mark Melnykowycz mark@idezo.ch 16
Short Evolution of Communication 
Face to Face 
Copier 
Printing 
Writing 
Web 
Location Services 
Email 
Static HTML 
Blogging 
Instant Messaging 
Fragmented Lines! 
Push/Pull! 
Transmedia 
Social Networks 
Telephone 
Mobile SMS 
MMS 
Mark Melnykowycz mark@idezo.ch 17
Content Container Consumption Velocity 
Mark Melnykowycz mark@idezo.ch 
User Experience Design 
The User 
18 
Consumption Concepts
Consuming Media 
Content 
The User 
Information transferred between 
containers and consumed by people 
Mark Melnykowycz mark@idezo.ch 19
Physical Container 
The User 
A real, tangible thing used 
to hold, and through which 
content can be consumed 
Has been designed, has 
structure and fills up 
physical space 
Mark Melnykowycz mark@idezo.ch 20
The User 
Virtual Container 
A virtual thing used to 
hold, and through which 
content can be consumed 
Has structure, fills up 
space and can scale 
Defined through graphic 
design and UI engineering 
Mark Melnykowycz mark@idezo.ch 21
Consumption 
The User 
Vocabulary 
Content 
Understand/Retain information 
Make it part of your knowledge base 
How fast is this? 
Velocity 
Mark Melnykowycz mark@idezo.ch 22
Consumption Patterns 
Print Web Mobile 
Landing Page Grid 
Content Home 
Linear 
progression 
Pull out bits 
of information 
Scan - look 
for anchors 
Save an idea 
and move on 
Mark Melnykowycz mark@idezo.ch 23
Push/Pull Consumption 
Mark Melnykowycz mark@idezo.ch 
Patterns 
24
Digital Consumption 
App/Webpage Social Media Video Augmented Reality 
Push/Pull Curator 
Audience 
Mark Melnykowycz mark@idezo.ch 25
SnowFall 
New York Times / http://www.nytimes.com/projects/2012/snow-fall/ 
Scroll page, easy to pull out bits of the story and be 
immersed in graphics, story, characters. 
Mark Melnykowycz mark@idezo.ch 26
Text, animations, videos, different 
themes, consistent narrative 
Pull-based consumption and 
reading of content 
Mark Melnykowycz mark@idezo.ch 27
Parallax, easy to explore 
Pull consumption 
Easy to design/prototype 
https://www.scrollkit.com 
Mark Melnykowycz mark@idezo.ch 28
Easy to integrate, drag/drop 
images, embedded media (video/ 
audio/iframes) 
Custom URL or publish on 
scrollkit.com 
Mark Melnykowycz mark@idezo.ch 29
Social Media Curation 
Flow/steam Slideshow 
More powerful than Tumblr, connect to and search 
social media channels, present content in sequence 
Mark Melnykowycz mark@idezo.ch 30
Connect to social media 
channels 
Arrange elements to 
group together 
Add text and links 
Mark Melnykowycz mark@idezo.ch 31
Publish as landing page 
on BrickFlow, share link to 
social media channels, 
remix 
Embed ex ter nal l y as 
iframe element, view as 
slideshow experience 
Mark Melnykowycz mark@idezo.ch 32
Connect to and search social 
Add content, text, etc. media channels 
Mark Melnykowycz mark@idezo.ch 33
Mixed Video/Interaction 
Non-linear video 
navigation 
Clickable elements 
Easy assembly 
Combine multi-media 
elements 
View in video/slide format 
Videos, audio, animations, 
text, etc. 
Mark Melnykowycz mark@idezo.ch 34
http://www.raptmedia.com/product 
Add clickable elements to 
videos, seamlessly jump 
from one video to another. 
Allow choices for jumping 
between storylines/ 
elements 
Mark Melnykowycz mark@idezo.ch 35
Interactive layer allows clicking/hyperlinks 
Different video 
clips can be 
linked together 
User can make 
decisions at plot 
points 
Easy to create 
alternative story 
lines or allow 
exploration 
Mark Melnykowycz mark@idezo.ch 36
Connect to channels, 
ability to upload 
Arrange 
elements 
Share 
www.zeega.com 
Mark Melnykowycz mark@idezo.ch 37
Designing Experiences 
Mark Melnykowycz mark@idezo.ch 38
Discovery High-Level Solution Product Solution 
Empathy Define Ideation Prototype Test 
Mark Melnykowycz mark@idezo.ch 
Product/Experience Design Phases 
User Needs 
Focus / Flare 
App Prototype 
39 
Experience Planning Interactivity Prototyping 
Story/Location Technology
Story Consumption Container 
What is the story, 
the world it takes 
place in, the 
character, etc. 
How will this story 
world be consumed 
by the audience or 
users? 
How will the 
consumption be 
realized, physically/ 
virtually designed, etc? 
User Experience/Interaction 
Know your User! 
Wireframe/prototyping 
Webpage/App 
Video/ebook 
Know your Audience! 
Story boarding 
Pre-Visualization 
Mark Melnykowycz mark@idezo.ch 40
Creative Product 
Creates stories, 
art, movies, 
etc. 
Builds physical/ 
virtual products 
User Experience/ 
Interaction 
Find your 
audience 
The Audience The Users 
Prototype/Test/Explore 
Mark Melnykowycz mark@idezo.ch 41
How will the consumption 
be realized, physically/ 
virtually designed, etc? 
Wireframe/prototyping 
Webpage 
Video 
ebook 
Consumption Container 
User Experience/Interaction 
User Journey 
Paper/Digital 
Mockup 
Interactive 
Prototype 
Final 
Experience 
Mark Melnykowycz mark@idezo.ch 42
How does the user get into your 
story and engage in your 
experience? 
User Journey 
User sees meme via 
Facebook/Tumblr 
Searches for 
Zurich Dada 
Game on 
Google 
Starts reading/ 
learning about 
the Dada ghost 
in Zurich 
Need to have 
good SEO base 
on landing page 
Need fast 
consumption on 
desktop/mobile 
Parallax 
page design 
User is push/pull 
fragmented 
reader 
Mark Melnykowycz mark@idezo.ch 43
Design representation of your app/container 
to communicate and test the user experience 
Paper/Digital 
Mockup/Prototype 
Communicate with 
potential partners / 
investors / users 
Testing tool for fast 
user feedback 
before development 
Communicate 
between design / 
development 
Demo App Mockup Paper 
Mark Melnykowycz mark@idezo.ch 44
Web/App Prototyping 
Keynote 
Powerpoint 
OmniGraffle 
GUIToolkits 
AppCooker 
BluePrint 
iMockups 
HotGloo 
JetStrap 
Stencils 
Visio 
Balsamiq 
Axure 
iRise MX 
Photoshop 
Illustrator 
iPad 
Desktop Online 
Mark Melnykowycz mark@idezo.ch 45
Mark Melnykowycz mark@idezo.ch 
Storytelling 
46
Story 
•Story, a recounting of a sequence of events* 
•An account of imaginary or real people and events 
told for entertainment: "an adventure story"** 
Narrative 
•A narrative (or story) is any account that presents 
connected events*** 
•A spoken or written account of connected events; a 
story: "a bare narrative of the details"** 
*Wikipedia 
**Google dictionary 
***Oxford English Dictionary (online) 
Mark Melnykowycz mark@idezo.ch 47
Emotions 
Knowledge 
Society 
Story 
Mark Melnykowycz mark@idezo.ch 48
Shared emotions help form the 
fabric of society 
...storytelling is a vehicle used to combine 
emotions and information 
...and communicate those feelings and information in a 
structure which gives us comfort or instills feelings of fear, 
optimism, etc. 
Mark Melnykowycz mark@idezo.ch 49
Emotions 
Memories 
Connections 
Structure 
Mark Melnykowycz mark@idezo.ch 50
Storytelling gives emotional 
context to our linear lives 
Mark Melnykowycz mark@idezo.ch 
51
Physical time is linear 
Emotional memory is non-linear 
Birth Death 
Mark Melnykowycz mark@idezo.ch 52
Story 
Connect current events to good feelings from the past 
Hope in the future and our confidence to meet challenges 
Play out emotions we can’t explore in reality 
Mark Melnykowycz mark@idezo.ch 53
Die Hard 
...makes me feel good about my chances of surviving a dramatic 
terrorist attack 
Die Hard, 20th Century Fox 
...statistically it will probably never happen, but I’m sort of 
mentally prepared if it does 
Mark Melnykowycz mark@idezo.ch 54
Mark Melnykowycz mark@idezo.ch 
What is traditional story structure? 
Does it conflict with our fragmented communication 
patterns? 
55 
Story Structure
Many different models of story 
structure for different media 
56
Linear Story Basics 
Mark Melnykowycz mark@idezo.ch 57
Generic Story Ingredients 
Villain Conflict 
Mark Melnykowycz mark@idezo.ch 58
Challenge Transformation 
Over-coming extreme odds...to succeed in 
the end… 
Mark Melnykowycz mark@idezo.ch 59
Linear Story Structure 
http://www.musik-therapie.at/PederHill/Structure&Plot.htm 
Mark Melnykowycz mark@idezo.ch 
http://wandertones.deviantart.com/art/Standard-Story-Structure-178276496 
60 
Rising drama leading to an apex with essential 
plot points and local challenges/resolutions
Joseph Campbell 
“Campbell explores the 
theory that important 
myths from around the 
world which have 
survived for thousands 
of years all share a 
fundamental structure, 
which Campbell called 
the monomyth.” 
https://en.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces 
Mark Melnykowycz mark@idezo.ch 61
Joseph Campbell 
THE HERO IS INTRODUCED IN HIS ORDINARY WORLD 
THE CALL TO ADVENTURE 
THE HERO IS RELUCTANT AT FIRST 
THE HERO IS ENCOURAGED BY THE WISE OLD MAN OR WOMAN 
THE HERO PASSES THE FIRST THRESHOLD 
THE HERO ENCOUNTERS TESTS AND HELPERS 
THE HERO REACHES THE INNERMOST CAVE 
THE HERO ENDURES THE SUPREME ORDEAL 
THE HERO SIEZES THE SWORD 
THE ROAD BACK 
RESURRECTION 
RETURN WITH THE ELIXIR 
http://www.cs.uu.nl/docs/vakken/b2go/docs/hero_journey.pdf 
Mark Melnykowycz mark@idezo.ch 62
The Hero’s Journey repeated in 
countless media… 
Mark Melnykowycz mark@idezo.ch 63
Suspension of Disbelief 
Suspension of disbelief or willing suspension of 
disbelief is a term coined in 1817 by the poet 
and aesthetic philosopher Samuel Taylor 
Coleridge, who suggested that if a writer could 
infuse a "human interest and a semblance of 
truth" into a fantastic tale, the reader would 
suspend judgement concerning the 
implausibility of the narrative. 
http://en.wikipedia.org/wiki/Suspension_of_disbelief 
Mark Melnykowycz mark@idezo.ch 64
Why is the Hero’s Journey 
structure so popular in movies 
and media? 
Fairy Tales, myths, Star 
Wars, The Matrix, etc. 
Do we like it because 
we expect it and are 
conditioned for it? 
Is it inherent in our 
minds and DNA? 
Does it hold us back in 
life? Must we be chosen 
to do great things by 
someone else? 
Mark Melnykowycz mark@idezo.ch 65
Games and Story 
Mark Melnykowycz mark@idezo.ch 66
Play 
Confront a 
challenge 
Interact with other 
Understand your 
progress 
players 
Games 
Interactive with the 
world 
Actions have 
consequences 
Conquer small 
quests 
Mark Melnykowycz mark@idezo.ch 67
Players 
Story 
Game Elements 
Conflict / 
Mechanics Challenge 
Resources 
Game world / field of play 
Mark Melnykowycz mark@idezo.ch 68
Game Mechanics 
Players overcome 
challenges 
Players understand 
the rules 
Players understand 
their place in the 
context of the game 
Reason for the 
experience to exist 
Know how to interact with 
the experience 
Points System 
Levels 
Time 
Mark Melnykowycz mark@idezo.ch 69
Game Enjoyment 
70 
The Challenge The Story The Game Play 
http://en.wikipedia.org/wiki/Doom_(1993_video_game) 
http://z2.com/game/metalstorm-online/ 
http://en.wikipedia.org/wiki/Puzzle_Bobble 
http://en.wikipedia.org/wiki/World_of_Warcraft
World Building 
Mark Melnykowycz mark@idezo.ch 71
A Generic Story 
Character presented with challenge 
Generic Threat 
Finds courage... Triumphs! 
Character evolves 
Generic Hero 
Character overcomes challenges 
Mark Melnykowycz mark@idezo.ch 72
Character Change Through Conflict 
Character evolves 
A character evolves/ 
changes due to conflict 
inherent in the story 
Relationships 
Environment 
Mark Melnykowycz mark@idezo.ch 73
Who is the Main Character? 
Is the user a participant or an outside viewer in a location game 
or experience? 
Mark Melnykowycz mark@idezo.ch 74
Story Development 
Character Driven World Driven 
Generic environment, 
used as a setting for 
character interaction to 
take place. 
The story of a character 
in a given environment, 
which forces action / 
conflict 
...become a different 
person 
How will the world affect character development? 
...character traits stay the same 
Mark Melnykowycz mark@idezo.ch 75
Contemporary 
super hero 
Traditional 
action hero 
Die Hard 
Arnold Schwarzenegger 
Ironman, Thor, Spiderman, etc. 
Watchmen 
Dark Night 
Man of Steel 
X-men 
Simple dialogue, hero 
never dies, always 
triumphs 
Question their actions 
and place in the story, 
supporting characters 
die, like real life. 
Good vs. Evil Good? vs. Grey Zone 
Mark Melnykowycz mark@idezo.ch 76
World 
Location Time Physics 
Where is the 
world? Is it a city, 
a new planet, a 
coffee house? 
Take a character 
from another time 
or use a world 
from a different 
time? 
If it’s a new world, 
does it respect the 
physics of Earth as 
we understand them? 
Mark Melnykowycz mark@idezo.ch 77
78 
X | Media | Lab Switzerland 2013: Transmedia 
Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of 
Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
79 
X | Media | Lab Switzerland 2013: Transmedia 
Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of 
Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
80 
X | Media | Lab Switzerland 2013: Transmedia 
Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of 
Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
How does a character 
move around the world? 
Character 
Journey 
Character 
becomes sick 
Must go to 
hospital 
How would she 
die? 
Transportation 
Never invented 
gasoline, all 
hydrogen 
logistics 
Mark Melnykowycz mark@idezo.ch 81
Physical Virtual World Building / 
Prototyping 
Unity 3D! 
• Multi-platform Game 
development 
• Terrain building 
• Visualization 
• Integration of buildings, 
people, etc. 
Mark Melnykowycz mark@idezo.ch 82
Sketch out worlds 
Physical story worlds define logic of story progression 
The Hobbit Map 
http://tolkiengateway.net/wiki/File:Christopher_Tolkien_-_Map_of_Wilderland.jpg 
Mark Melnykowycz mark@idezo.ch 83
Paint terrain and topography 
features 
! 
Add textures for grass, rock, 
water, etc. 
! 
Add buildings, people, tanks, 
etc. 
Mark Melnykowycz mark@idezo.ch 84
Unity User Interface 
Paint on topography 
Load new models 
Use different brushes 
Load textures 
Mark Melnykowycz mark@idezo.ch 85
Augmented and Mixed 
Reality Technologies 
Mark Melnykowycz mark@idezo.ch 
86
Generic AR Experience 
Mark Melnykowycz mark@idezo.ch 
App tracks feature 
in reality 
Marker 
Marker-less 
Point-cloud 
Edge-based 
Content positioning 
User engaged with 
app 
Virtual content 
87
Mark Melnykowycz mark@idezo.ch 
Creator / Studio 
SDKs 
AR Software 
AR Browsers 
88
Depth Cameras 
Desktop 
Laptop 
Mobile 
Structure.io 
Project Tango 
Mark Melnykowycz mark@idezo.ch 89
90 
Ghosts of Venice 
ghostsofvenice.it
Augmented Reality Ghost 
Stories of Venice 
ghostsofvenice.it 
Mark Melnykowycz mark@idezo.ch
92 
Film Maker / 
Director 
Marco Gatti 
AR Glass Expert 
Story Tech 
Sara Mautino 
UX / AR coding 
Mark 
Melnykowycz 
Visual Effects 
Production 
ghostsofvenice.it
Take users on a ghost story through Venice, mixing story elements and 
93 
Place Ghosts in the 
Environment 
ghostsofvenice.it 
3D animations into the local environment
Film vs. App 
94 
C o n s u m e d b y 
watching/listening 
while stationary 
L o c a t i o n a n d 
content can be 
mixed to provide 
more immersive 
experience 
ghostsofvenice.it
Augmented Reality 
95 
Technology used to slightly 
modify the perception of 
the environment of the user 
GPS location 
Media 
overlay 
Envi ronment or user 
triggers new actions in 
the software 
Image 
recognition 
Feature 
tracking 
4 
Image 
3 
Video 
2 
Audio 
Text 1 
ghostsofvenice.it
Story - Technology 
Development 
96
Transmedia Narrative 
Mark Melnykowycz mark@idezo.ch 
Main point of contact between 
user, story, and location 
Online 
Story 
Hard Copy 
Mobile App 
Educate users of the 
background stor y 
before starting 
Give users something 
tangible, objects from 
t h e gh o s t s , t h e i r 
letters, etc. 
97 ghostsofvenice.it
Story 
Development 
Mark Melnykowycz mark@idezo.ch 
App Design 
App 
Development 
Media 
Production 
How do all of these key elements 
come together in the transmedia 
development process? 
98 ghostsofvenice.it
Story/App Workflow 
Mark Melnykowycz mark@idezo.ch 
Test/Iterate 
Story App Design 
Prototype 
App 
Development 
User Experience 
User Interaction 
Background 
stories of ghosts 
How stories are 
delivered 
Implement UX/UI in 
App Development 
Production 
App 
99 ghostsofvenice.it
Story/Media Creation 
Story Locations Ghosts 
Mark Melnykowycz mark@idezo.ch 
Choose locations 
Choose trigger 
elements 
Background story 
for each ghost 
Visual Design 
Casting 
Filming 
Post-production 
Mobile 
Media 
Ready to 
distribute on 
mobile 
device 
Test App 
Code into data 
model for 
viewing/testing 
Production 
App 
100 ghostsofvenice.it
Transmedia Landscape 
A transmedia project integrates a larger narrative across different distribution 
channels, we need to develop a plan for how this would be realized 
Sets the stage, gives tangibility to the 
story experience, being in the same 
physical place as the ghosts 
App is used to view the ghosts, 
to connect with the “being” the 
user has learned about 
Mark Melnykowycz mark@idezo.ch 
Interaction 
How can the story and location be interactive 
with the participants? This increases the 
emotional connection to the experience 
The impact of seeing the ghosts comes from the 
emotional connection to the story behind them 
Location 
Mobile App 
Story Channels 
Real book/diary of ghosts 
Wikipedia page each individual 
Artifacts of ghosts in the city/museums...what else? 
Establish emotional connection and empathy to ghost 
101 characters ghostsofvenice.it
Augmented Reality 
Technology Needs 
102
User Walks 
Through Area 
User Flow 
Location 
Aware 
Image 
recognition 
Event 
Playing 
User sees they are 
in the area where 
a trigger is 
User searches 
for physical 
trigger 
Location triggers 
haptic/vibration on 
device 
Content plays 
through device 
ghostsofvenice.it 
Mark Melnykowycz mark@idezo.ch 103
Alpha Mask 
Overlay in video feed 
Transparent background 
ghostsofvenice.it 104
Image Recognition for 
Location? 
Software recognizes 
specific features of the 
environment 
Image pre-programmed 
int o the device or 
queried from a server 
Recognition may not be 
automatic, depends on 
hardware speed 
ghostsofvenice.it 
105
Install Junaio 
Access GOV 
channel 
View content on 
image trigger 
106 
ghostsofvenice.it
Changing light 
conditions will impact 
tracking ability 
Image target not 
reliable enough for 
spatial location use 
107 ghostsofvenice.it
Feature Recognition 
Software recognizes 
specific features of the 
environment 
P o i n t - c l o u d m a p 
created to aid in feature 
recognition 
CAD or edge-based 
tracking can be tested 
as well 
ghostsofvenice.it 108
Metaio Edge-based 
Tracking 
https://dev.metaio.com/sdk/documentation/tracking-config/optical-tracking/cad-model/ 
CAD model 
overlay on 
environment 
Better in low-light 
tracking scenarios 
Where do I get 
building CAD? 
www.metaio.com 
109
App Development Flow 
110 
Initial Test Functional Prototype Initial Release 
Layar/Junaio 
Metaio SDK 
Unity 
Beta App 
Test the concept 
of playing audio 
o r v i d e o fi l e s 
based on GPS 
location with AR 
Browser 
I m p l e m e n t v i d e o 
overlay concept in a 
nat i v e iOS/Androi d 
application, testing with 
users to understand the 
UX better 
With a developed 
s t o r y l i n e / p l o t , 
producing the full 
m i x e d r e a l i t y 
exper ience and 
broad testing with 
users 
ghostsofvenice.it
Mobile 3D Scanning 
Use 3D scan of 
objects to create 
CAD for model 
positioning 
Experiment with 
3D mapping for 
model positioning 
Mark Melnykowycz mark@idezo.ch 111
Combine Person and 
Environment Models 
Ghosts as model 
scans 
Match to 
environmental 
features 
Mark Melnykowycz mark@idezo.ch 112
Film Maker / 
Director 
Marco Gatti 
AR Glass 
Expert 
Sara Mautino 
UX / AR 
Development 
Mark Melnykowycz 
Visual 
Effects 
Team 
www.ghostsofvenice.it 
113
Lost In Reality 
114
Lost In Reality 
Mobile 
App Web 
App 
Search 
Consume 
Create 
Share 
Create 
Edit 
Storytelling 
Social 
Network 
115 lostinreality.net mark@lostinreality.net
Francisco Campelo José Rodrigues Mark Melnykowycz Ismail Cimen 
App Developer 
Partner and 
Story 
Development 
Project Lead 
UX/UI 
Design 
UX/UI 
Team 
Lisbon, Portugal Zurich, Switzerland 
116 lostinreality.net mark@lostinreality.net
People 
Loca8ons Emo8ons 
How can we use story to add to the 
information context of locations? 
117 lostinreality.net mark@lostinreality.net
For Storytellers 
Stories 
saved 
Authors 
can 
write 
loca8on 
stories 
on 
the 
web 
app 
Users 
find 
stories 
based 
on 
loca8on 
and 
tags 
Users 
can 
write 
stories 
on 
the 
mobile 
app 
Story 
server 
118 lostinreality.net mark@lostinreality.net
Loca8on 
used 
as 
integral 
element 
of 
Tourists 
have 
more 
unique 
experiences 
in 
new 
ci8es 
For Authors 
Authors 
can 
write 
loca8on 
stories 
on 
the 
web 
app 
Users 
can 
download 
stories 
Locals 
have 
new 
perspec8ves 
on 
their 
city 
stories 
119 lostinreality.net mark@lostinreality.net
For Readers 
Users 
search 
and 
access 
loca8on-­‐stories 
on 
demand 
with 
mobile 
app 
Story 
elements 
triggered 
based 
on 
loca8on 
in 
ci8es 
Context 
of 
stories 
gives 
more 
value 
to 
loca8ons 
120 lostinreality.net mark@lostinreality.net
Location Stories vs. Social Media 
Social Networks 
Context? 
Location Services 
Social media evolved from 
blogging as faster way to 
publish ideas 
Social media updates are 
only useful for a short time 
frame 
Location stories give 
structure and context to 
information and combats 
the social media noise 
“Facebook/Twitter shows 
people by who they are, what 
they have done and said” 
Location services give an 
idea of what a person can do 
in a place (irregardless of 
when) 
“Locat ion s tor ies show 
people the experience 
they’ve had” 
“Location stories let people 
follow experiences and have 
their own” 
lostinreality.net mark@lostinreality.net 121
Mobile App Flow 
Focus on location-based 
storytelling 
Users can create, search, 
and follow location stories 
Emotional engagement to 
location 
Primary 
Goals of LIR 
Smart phone application 
Dashboard Story Library 
Local Story Search Story Element 
Story elements delivered 
to user at GPS location 
(triggered) 
lostinreality.net 
mark@lostinreality.net 
122
Maker Web App 
lostinreality.net mark@lostinreality.net 123
Maker Web App 
lostinreality.net mark@lostinreality.net 124
125 
User can follow 
different stories 
in a city as they 
walk around. 
lostinreality.net mark@lostinreality.net
Sketching out user flows / 
prototyping / product definition 
User motivations 
/ immersion 
Mark Melnykowycz mark@idezo.ch 
Building interaction / 
defining app world 
Technology 
trends 
Communication 
patterns 
126

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ISMAR 2014 AR Workshop: Designing Location Based Experiences

  • 1. Location Based Experience Design Workshop Mark Melnykowycz ISMAR 2014 Sept. 9th 2014 1
  • 2. Story Structure Prototyping User Experience Story Location A/MR Technology Mark Melnykowycz mark@idezo.ch Location Hero’s Journey Changing structures Books, movies, ebooks, games IxD / UX Fundamentals of IxD Consumption Patterns User Journey Game Mechanics Metaio SDK Tracking / Positioning AR / MR Teaching Users How to Play Fundamental differences Technology World Building Game Space Rules 2014 ISMAR Workshop: Location based experience design Ghosts of Venice Mixed-reality film Lost In Reality Mobile storytelling 2
  • 3. Location Mark Melnykowycz mark@idezo.ch 3
  • 4. Generic Location App Use Case User goes to a location Content or interaction is triggered Mark Melnykowycz mark@idezo.ch 4
  • 5. Designing Location Experiences Why is the person in that location? How are they interacting with the location? Why are they motivated to engage in this experience? How are experiences planned? What technologies are available? Mark Melnykowycz mark@idezo.ch 5
  • 6. Key Physical Elements Location Position / Orientation Interaction Content Mark Melnykowycz mark@idezo.ch 6
  • 7. Sketching out user flows / prototyping / product definition Technology trends User motivations / immersion Communication patterns Building interaction / defining app world Mark Melnykowycz mark@idezo.ch 7
  • 8. Tech and Society Trends IoT/M2M Devices Device Fragmentation Evolving Communication Mark Melnykowycz mark@idezo.ch 8
  • 9. Technology and Device Trends Mark Melnykowycz mark@idezo.ch 9
  • 10. Connected Device Evolution 50 Billion! By 2020*! Location Interaction Connected City Quantified User! Quantified Self! IoT! Large connected ecosystem http://share.cisco.com/internet-of-things.html Mark Melnykowycz mark@idezo.ch 10
  • 11. Location Time Heart Rate Quantified User Sensor Fusion User State Mark Melnykowycz mark@idezo.ch 11
  • 12. Defined UX in Closed Systems Interaction Device Interaction and consumption patterns are learned making the transition to new devices easy Mark Melnykowycz mark@idezo.ch 12
  • 13. Fragmented UX Patterns Distributed UX Ubiquitous Computing Defined UX Space Mark Melnykowycz mark@idezo.ch 13
  • 14. Location as a Device Experience How are users trained to interact with locations? Maps Mark Melnykowycz mark@idezo.ch 14
  • 15. Determine orientation in location using navigation aids Maps Identify physical anchor points to define position Use technology to identify information around you Future actions based on understanding where you are and what you can explore Mark Melnykowycz mark@idezo.ch 15
  • 16. Communication Trends Mark Melnykowycz mark@idezo.ch 16
  • 17. Short Evolution of Communication Face to Face Copier Printing Writing Web Location Services Email Static HTML Blogging Instant Messaging Fragmented Lines! Push/Pull! Transmedia Social Networks Telephone Mobile SMS MMS Mark Melnykowycz mark@idezo.ch 17
  • 18. Content Container Consumption Velocity Mark Melnykowycz mark@idezo.ch User Experience Design The User 18 Consumption Concepts
  • 19. Consuming Media Content The User Information transferred between containers and consumed by people Mark Melnykowycz mark@idezo.ch 19
  • 20. Physical Container The User A real, tangible thing used to hold, and through which content can be consumed Has been designed, has structure and fills up physical space Mark Melnykowycz mark@idezo.ch 20
  • 21. The User Virtual Container A virtual thing used to hold, and through which content can be consumed Has structure, fills up space and can scale Defined through graphic design and UI engineering Mark Melnykowycz mark@idezo.ch 21
  • 22. Consumption The User Vocabulary Content Understand/Retain information Make it part of your knowledge base How fast is this? Velocity Mark Melnykowycz mark@idezo.ch 22
  • 23. Consumption Patterns Print Web Mobile Landing Page Grid Content Home Linear progression Pull out bits of information Scan - look for anchors Save an idea and move on Mark Melnykowycz mark@idezo.ch 23
  • 24. Push/Pull Consumption Mark Melnykowycz mark@idezo.ch Patterns 24
  • 25. Digital Consumption App/Webpage Social Media Video Augmented Reality Push/Pull Curator Audience Mark Melnykowycz mark@idezo.ch 25
  • 26. SnowFall New York Times / http://www.nytimes.com/projects/2012/snow-fall/ Scroll page, easy to pull out bits of the story and be immersed in graphics, story, characters. Mark Melnykowycz mark@idezo.ch 26
  • 27. Text, animations, videos, different themes, consistent narrative Pull-based consumption and reading of content Mark Melnykowycz mark@idezo.ch 27
  • 28. Parallax, easy to explore Pull consumption Easy to design/prototype https://www.scrollkit.com Mark Melnykowycz mark@idezo.ch 28
  • 29. Easy to integrate, drag/drop images, embedded media (video/ audio/iframes) Custom URL or publish on scrollkit.com Mark Melnykowycz mark@idezo.ch 29
  • 30. Social Media Curation Flow/steam Slideshow More powerful than Tumblr, connect to and search social media channels, present content in sequence Mark Melnykowycz mark@idezo.ch 30
  • 31. Connect to social media channels Arrange elements to group together Add text and links Mark Melnykowycz mark@idezo.ch 31
  • 32. Publish as landing page on BrickFlow, share link to social media channels, remix Embed ex ter nal l y as iframe element, view as slideshow experience Mark Melnykowycz mark@idezo.ch 32
  • 33. Connect to and search social Add content, text, etc. media channels Mark Melnykowycz mark@idezo.ch 33
  • 34. Mixed Video/Interaction Non-linear video navigation Clickable elements Easy assembly Combine multi-media elements View in video/slide format Videos, audio, animations, text, etc. Mark Melnykowycz mark@idezo.ch 34
  • 35. http://www.raptmedia.com/product Add clickable elements to videos, seamlessly jump from one video to another. Allow choices for jumping between storylines/ elements Mark Melnykowycz mark@idezo.ch 35
  • 36. Interactive layer allows clicking/hyperlinks Different video clips can be linked together User can make decisions at plot points Easy to create alternative story lines or allow exploration Mark Melnykowycz mark@idezo.ch 36
  • 37. Connect to channels, ability to upload Arrange elements Share www.zeega.com Mark Melnykowycz mark@idezo.ch 37
  • 38. Designing Experiences Mark Melnykowycz mark@idezo.ch 38
  • 39. Discovery High-Level Solution Product Solution Empathy Define Ideation Prototype Test Mark Melnykowycz mark@idezo.ch Product/Experience Design Phases User Needs Focus / Flare App Prototype 39 Experience Planning Interactivity Prototyping Story/Location Technology
  • 40. Story Consumption Container What is the story, the world it takes place in, the character, etc. How will this story world be consumed by the audience or users? How will the consumption be realized, physically/ virtually designed, etc? User Experience/Interaction Know your User! Wireframe/prototyping Webpage/App Video/ebook Know your Audience! Story boarding Pre-Visualization Mark Melnykowycz mark@idezo.ch 40
  • 41. Creative Product Creates stories, art, movies, etc. Builds physical/ virtual products User Experience/ Interaction Find your audience The Audience The Users Prototype/Test/Explore Mark Melnykowycz mark@idezo.ch 41
  • 42. How will the consumption be realized, physically/ virtually designed, etc? Wireframe/prototyping Webpage Video ebook Consumption Container User Experience/Interaction User Journey Paper/Digital Mockup Interactive Prototype Final Experience Mark Melnykowycz mark@idezo.ch 42
  • 43. How does the user get into your story and engage in your experience? User Journey User sees meme via Facebook/Tumblr Searches for Zurich Dada Game on Google Starts reading/ learning about the Dada ghost in Zurich Need to have good SEO base on landing page Need fast consumption on desktop/mobile Parallax page design User is push/pull fragmented reader Mark Melnykowycz mark@idezo.ch 43
  • 44. Design representation of your app/container to communicate and test the user experience Paper/Digital Mockup/Prototype Communicate with potential partners / investors / users Testing tool for fast user feedback before development Communicate between design / development Demo App Mockup Paper Mark Melnykowycz mark@idezo.ch 44
  • 45. Web/App Prototyping Keynote Powerpoint OmniGraffle GUIToolkits AppCooker BluePrint iMockups HotGloo JetStrap Stencils Visio Balsamiq Axure iRise MX Photoshop Illustrator iPad Desktop Online Mark Melnykowycz mark@idezo.ch 45
  • 47. Story •Story, a recounting of a sequence of events* •An account of imaginary or real people and events told for entertainment: "an adventure story"** Narrative •A narrative (or story) is any account that presents connected events*** •A spoken or written account of connected events; a story: "a bare narrative of the details"** *Wikipedia **Google dictionary ***Oxford English Dictionary (online) Mark Melnykowycz mark@idezo.ch 47
  • 48. Emotions Knowledge Society Story Mark Melnykowycz mark@idezo.ch 48
  • 49. Shared emotions help form the fabric of society ...storytelling is a vehicle used to combine emotions and information ...and communicate those feelings and information in a structure which gives us comfort or instills feelings of fear, optimism, etc. Mark Melnykowycz mark@idezo.ch 49
  • 50. Emotions Memories Connections Structure Mark Melnykowycz mark@idezo.ch 50
  • 51. Storytelling gives emotional context to our linear lives Mark Melnykowycz mark@idezo.ch 51
  • 52. Physical time is linear Emotional memory is non-linear Birth Death Mark Melnykowycz mark@idezo.ch 52
  • 53. Story Connect current events to good feelings from the past Hope in the future and our confidence to meet challenges Play out emotions we can’t explore in reality Mark Melnykowycz mark@idezo.ch 53
  • 54. Die Hard ...makes me feel good about my chances of surviving a dramatic terrorist attack Die Hard, 20th Century Fox ...statistically it will probably never happen, but I’m sort of mentally prepared if it does Mark Melnykowycz mark@idezo.ch 54
  • 55. Mark Melnykowycz mark@idezo.ch What is traditional story structure? Does it conflict with our fragmented communication patterns? 55 Story Structure
  • 56. Many different models of story structure for different media 56
  • 57. Linear Story Basics Mark Melnykowycz mark@idezo.ch 57
  • 58. Generic Story Ingredients Villain Conflict Mark Melnykowycz mark@idezo.ch 58
  • 59. Challenge Transformation Over-coming extreme odds...to succeed in the end… Mark Melnykowycz mark@idezo.ch 59
  • 60. Linear Story Structure http://www.musik-therapie.at/PederHill/Structure&Plot.htm Mark Melnykowycz mark@idezo.ch http://wandertones.deviantart.com/art/Standard-Story-Structure-178276496 60 Rising drama leading to an apex with essential plot points and local challenges/resolutions
  • 61. Joseph Campbell “Campbell explores the theory that important myths from around the world which have survived for thousands of years all share a fundamental structure, which Campbell called the monomyth.” https://en.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces Mark Melnykowycz mark@idezo.ch 61
  • 62. Joseph Campbell THE HERO IS INTRODUCED IN HIS ORDINARY WORLD THE CALL TO ADVENTURE THE HERO IS RELUCTANT AT FIRST THE HERO IS ENCOURAGED BY THE WISE OLD MAN OR WOMAN THE HERO PASSES THE FIRST THRESHOLD THE HERO ENCOUNTERS TESTS AND HELPERS THE HERO REACHES THE INNERMOST CAVE THE HERO ENDURES THE SUPREME ORDEAL THE HERO SIEZES THE SWORD THE ROAD BACK RESURRECTION RETURN WITH THE ELIXIR http://www.cs.uu.nl/docs/vakken/b2go/docs/hero_journey.pdf Mark Melnykowycz mark@idezo.ch 62
  • 63. The Hero’s Journey repeated in countless media… Mark Melnykowycz mark@idezo.ch 63
  • 64. Suspension of Disbelief Suspension of disbelief or willing suspension of disbelief is a term coined in 1817 by the poet and aesthetic philosopher Samuel Taylor Coleridge, who suggested that if a writer could infuse a "human interest and a semblance of truth" into a fantastic tale, the reader would suspend judgement concerning the implausibility of the narrative. http://en.wikipedia.org/wiki/Suspension_of_disbelief Mark Melnykowycz mark@idezo.ch 64
  • 65. Why is the Hero’s Journey structure so popular in movies and media? Fairy Tales, myths, Star Wars, The Matrix, etc. Do we like it because we expect it and are conditioned for it? Is it inherent in our minds and DNA? Does it hold us back in life? Must we be chosen to do great things by someone else? Mark Melnykowycz mark@idezo.ch 65
  • 66. Games and Story Mark Melnykowycz mark@idezo.ch 66
  • 67. Play Confront a challenge Interact with other Understand your progress players Games Interactive with the world Actions have consequences Conquer small quests Mark Melnykowycz mark@idezo.ch 67
  • 68. Players Story Game Elements Conflict / Mechanics Challenge Resources Game world / field of play Mark Melnykowycz mark@idezo.ch 68
  • 69. Game Mechanics Players overcome challenges Players understand the rules Players understand their place in the context of the game Reason for the experience to exist Know how to interact with the experience Points System Levels Time Mark Melnykowycz mark@idezo.ch 69
  • 70. Game Enjoyment 70 The Challenge The Story The Game Play http://en.wikipedia.org/wiki/Doom_(1993_video_game) http://z2.com/game/metalstorm-online/ http://en.wikipedia.org/wiki/Puzzle_Bobble http://en.wikipedia.org/wiki/World_of_Warcraft
  • 71. World Building Mark Melnykowycz mark@idezo.ch 71
  • 72. A Generic Story Character presented with challenge Generic Threat Finds courage... Triumphs! Character evolves Generic Hero Character overcomes challenges Mark Melnykowycz mark@idezo.ch 72
  • 73. Character Change Through Conflict Character evolves A character evolves/ changes due to conflict inherent in the story Relationships Environment Mark Melnykowycz mark@idezo.ch 73
  • 74. Who is the Main Character? Is the user a participant or an outside viewer in a location game or experience? Mark Melnykowycz mark@idezo.ch 74
  • 75. Story Development Character Driven World Driven Generic environment, used as a setting for character interaction to take place. The story of a character in a given environment, which forces action / conflict ...become a different person How will the world affect character development? ...character traits stay the same Mark Melnykowycz mark@idezo.ch 75
  • 76. Contemporary super hero Traditional action hero Die Hard Arnold Schwarzenegger Ironman, Thor, Spiderman, etc. Watchmen Dark Night Man of Steel X-men Simple dialogue, hero never dies, always triumphs Question their actions and place in the story, supporting characters die, like real life. Good vs. Evil Good? vs. Grey Zone Mark Melnykowycz mark@idezo.ch 76
  • 77. World Location Time Physics Where is the world? Is it a city, a new planet, a coffee house? Take a character from another time or use a world from a different time? If it’s a new world, does it respect the physics of Earth as we understand them? Mark Melnykowycz mark@idezo.ch 77
  • 78. 78 X | Media | Lab Switzerland 2013: Transmedia Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
  • 79. 79 X | Media | Lab Switzerland 2013: Transmedia Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
  • 80. 80 X | Media | Lab Switzerland 2013: Transmedia Alex McDowell – Transmedia’s Renaissance Man: Narrative Designer for Minority Report; Fight Club; Man of Steel; Associate Professor, USC – School of Cinematic Arts; Visiting Artist, MIT Media Lab (Hollywood)
  • 81. How does a character move around the world? Character Journey Character becomes sick Must go to hospital How would she die? Transportation Never invented gasoline, all hydrogen logistics Mark Melnykowycz mark@idezo.ch 81
  • 82. Physical Virtual World Building / Prototyping Unity 3D! • Multi-platform Game development • Terrain building • Visualization • Integration of buildings, people, etc. Mark Melnykowycz mark@idezo.ch 82
  • 83. Sketch out worlds Physical story worlds define logic of story progression The Hobbit Map http://tolkiengateway.net/wiki/File:Christopher_Tolkien_-_Map_of_Wilderland.jpg Mark Melnykowycz mark@idezo.ch 83
  • 84. Paint terrain and topography features ! Add textures for grass, rock, water, etc. ! Add buildings, people, tanks, etc. Mark Melnykowycz mark@idezo.ch 84
  • 85. Unity User Interface Paint on topography Load new models Use different brushes Load textures Mark Melnykowycz mark@idezo.ch 85
  • 86. Augmented and Mixed Reality Technologies Mark Melnykowycz mark@idezo.ch 86
  • 87. Generic AR Experience Mark Melnykowycz mark@idezo.ch App tracks feature in reality Marker Marker-less Point-cloud Edge-based Content positioning User engaged with app Virtual content 87
  • 88. Mark Melnykowycz mark@idezo.ch Creator / Studio SDKs AR Software AR Browsers 88
  • 89. Depth Cameras Desktop Laptop Mobile Structure.io Project Tango Mark Melnykowycz mark@idezo.ch 89
  • 90. 90 Ghosts of Venice ghostsofvenice.it
  • 91. Augmented Reality Ghost Stories of Venice ghostsofvenice.it Mark Melnykowycz mark@idezo.ch
  • 92. 92 Film Maker / Director Marco Gatti AR Glass Expert Story Tech Sara Mautino UX / AR coding Mark Melnykowycz Visual Effects Production ghostsofvenice.it
  • 93. Take users on a ghost story through Venice, mixing story elements and 93 Place Ghosts in the Environment ghostsofvenice.it 3D animations into the local environment
  • 94. Film vs. App 94 C o n s u m e d b y watching/listening while stationary L o c a t i o n a n d content can be mixed to provide more immersive experience ghostsofvenice.it
  • 95. Augmented Reality 95 Technology used to slightly modify the perception of the environment of the user GPS location Media overlay Envi ronment or user triggers new actions in the software Image recognition Feature tracking 4 Image 3 Video 2 Audio Text 1 ghostsofvenice.it
  • 96. Story - Technology Development 96
  • 97. Transmedia Narrative Mark Melnykowycz mark@idezo.ch Main point of contact between user, story, and location Online Story Hard Copy Mobile App Educate users of the background stor y before starting Give users something tangible, objects from t h e gh o s t s , t h e i r letters, etc. 97 ghostsofvenice.it
  • 98. Story Development Mark Melnykowycz mark@idezo.ch App Design App Development Media Production How do all of these key elements come together in the transmedia development process? 98 ghostsofvenice.it
  • 99. Story/App Workflow Mark Melnykowycz mark@idezo.ch Test/Iterate Story App Design Prototype App Development User Experience User Interaction Background stories of ghosts How stories are delivered Implement UX/UI in App Development Production App 99 ghostsofvenice.it
  • 100. Story/Media Creation Story Locations Ghosts Mark Melnykowycz mark@idezo.ch Choose locations Choose trigger elements Background story for each ghost Visual Design Casting Filming Post-production Mobile Media Ready to distribute on mobile device Test App Code into data model for viewing/testing Production App 100 ghostsofvenice.it
  • 101. Transmedia Landscape A transmedia project integrates a larger narrative across different distribution channels, we need to develop a plan for how this would be realized Sets the stage, gives tangibility to the story experience, being in the same physical place as the ghosts App is used to view the ghosts, to connect with the “being” the user has learned about Mark Melnykowycz mark@idezo.ch Interaction How can the story and location be interactive with the participants? This increases the emotional connection to the experience The impact of seeing the ghosts comes from the emotional connection to the story behind them Location Mobile App Story Channels Real book/diary of ghosts Wikipedia page each individual Artifacts of ghosts in the city/museums...what else? Establish emotional connection and empathy to ghost 101 characters ghostsofvenice.it
  • 103. User Walks Through Area User Flow Location Aware Image recognition Event Playing User sees they are in the area where a trigger is User searches for physical trigger Location triggers haptic/vibration on device Content plays through device ghostsofvenice.it Mark Melnykowycz mark@idezo.ch 103
  • 104. Alpha Mask Overlay in video feed Transparent background ghostsofvenice.it 104
  • 105. Image Recognition for Location? Software recognizes specific features of the environment Image pre-programmed int o the device or queried from a server Recognition may not be automatic, depends on hardware speed ghostsofvenice.it 105
  • 106. Install Junaio Access GOV channel View content on image trigger 106 ghostsofvenice.it
  • 107. Changing light conditions will impact tracking ability Image target not reliable enough for spatial location use 107 ghostsofvenice.it
  • 108. Feature Recognition Software recognizes specific features of the environment P o i n t - c l o u d m a p created to aid in feature recognition CAD or edge-based tracking can be tested as well ghostsofvenice.it 108
  • 109. Metaio Edge-based Tracking https://dev.metaio.com/sdk/documentation/tracking-config/optical-tracking/cad-model/ CAD model overlay on environment Better in low-light tracking scenarios Where do I get building CAD? www.metaio.com 109
  • 110. App Development Flow 110 Initial Test Functional Prototype Initial Release Layar/Junaio Metaio SDK Unity Beta App Test the concept of playing audio o r v i d e o fi l e s based on GPS location with AR Browser I m p l e m e n t v i d e o overlay concept in a nat i v e iOS/Androi d application, testing with users to understand the UX better With a developed s t o r y l i n e / p l o t , producing the full m i x e d r e a l i t y exper ience and broad testing with users ghostsofvenice.it
  • 111. Mobile 3D Scanning Use 3D scan of objects to create CAD for model positioning Experiment with 3D mapping for model positioning Mark Melnykowycz mark@idezo.ch 111
  • 112. Combine Person and Environment Models Ghosts as model scans Match to environmental features Mark Melnykowycz mark@idezo.ch 112
  • 113. Film Maker / Director Marco Gatti AR Glass Expert Sara Mautino UX / AR Development Mark Melnykowycz Visual Effects Team www.ghostsofvenice.it 113
  • 115. Lost In Reality Mobile App Web App Search Consume Create Share Create Edit Storytelling Social Network 115 lostinreality.net mark@lostinreality.net
  • 116. Francisco Campelo José Rodrigues Mark Melnykowycz Ismail Cimen App Developer Partner and Story Development Project Lead UX/UI Design UX/UI Team Lisbon, Portugal Zurich, Switzerland 116 lostinreality.net mark@lostinreality.net
  • 117. People Loca8ons Emo8ons How can we use story to add to the information context of locations? 117 lostinreality.net mark@lostinreality.net
  • 118. For Storytellers Stories saved Authors can write loca8on stories on the web app Users find stories based on loca8on and tags Users can write stories on the mobile app Story server 118 lostinreality.net mark@lostinreality.net
  • 119. Loca8on used as integral element of Tourists have more unique experiences in new ci8es For Authors Authors can write loca8on stories on the web app Users can download stories Locals have new perspec8ves on their city stories 119 lostinreality.net mark@lostinreality.net
  • 120. For Readers Users search and access loca8on-­‐stories on demand with mobile app Story elements triggered based on loca8on in ci8es Context of stories gives more value to loca8ons 120 lostinreality.net mark@lostinreality.net
  • 121. Location Stories vs. Social Media Social Networks Context? Location Services Social media evolved from blogging as faster way to publish ideas Social media updates are only useful for a short time frame Location stories give structure and context to information and combats the social media noise “Facebook/Twitter shows people by who they are, what they have done and said” Location services give an idea of what a person can do in a place (irregardless of when) “Locat ion s tor ies show people the experience they’ve had” “Location stories let people follow experiences and have their own” lostinreality.net mark@lostinreality.net 121
  • 122. Mobile App Flow Focus on location-based storytelling Users can create, search, and follow location stories Emotional engagement to location Primary Goals of LIR Smart phone application Dashboard Story Library Local Story Search Story Element Story elements delivered to user at GPS location (triggered) lostinreality.net mark@lostinreality.net 122
  • 123. Maker Web App lostinreality.net mark@lostinreality.net 123
  • 124. Maker Web App lostinreality.net mark@lostinreality.net 124
  • 125. 125 User can follow different stories in a city as they walk around. lostinreality.net mark@lostinreality.net
  • 126. Sketching out user flows / prototyping / product definition User motivations / immersion Mark Melnykowycz mark@idezo.ch Building interaction / defining app world Technology trends Communication patterns 126