We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.
翻译:我们介绍IRL(现实生活)项目,这是我们创建的一套五套移动应用程序,目的是探索支持面对面社会互动的新方法,并扩大了现实。近些年来,围绕数字技术的公共讨论的基调变得越来越关键,技术对人们相互交往的方式的影响被指责为使人们感到“单独在一起”,转移了他们的注意力,使他们在互动时无法真正相互接触。我们受这一挑战的驱使,我们侧重于一个探索不足的设计空间:玩耍的合用互动。我们通过与101人进行访谈和参与者观察的部署研究,对应用程序进行了评估。我们将结果综合成一系列设计准则,以四个主题为重点:(1) 设备安排(例如,人们共享一个电话,或每个人拥有自己的电话?),(2) 增强能力者(例如,如果活动侧重于一个物体、身体部分或宠物?),(3) 能够改变现实(即增强其鼓励社会互动各方面潜力的技术特征),以及(4) 共同部署游戏(即,我们展示未来设计中体现社会设计的技术)。