(excerpt from article by Todd Reilly)
Google officially revealed its "Glass" project to the world at their developer's conference this past week. Glass is a wearable computing product that intends to liberate people from their smartphone and other device obsessions by interacting with digital information through a pair of Google-enabled glasses. Their demo focused on the ability to capture and broadcast what's being seen through the glasses, which is a slight departure from past Glass concept work that showed a more traditional augmented reality display (think: navigation and messages projected on your glasses). No matter the direction that Google eventually goes, wearable computing and augmented reality are clearly back on the public stage.
Like Google, I've also gone the way of augmented reality. I recently joined the Creative team at APX Labs, an MIT Media Lab sponsor that produces advanced technology solutions in the public and private sector. A/R and wearable computing is a space that APX has established itself in and I hope to make a significant impact in creating a meaningful product experience around it. So, like any disciplined designer, I've created a set of augmented reality design principles to be used for a solid foundation. I've included those principles here and hope you gain value from them if you're working with A/R technologies.
Read more: http://treilanderror.blogspot.fr/2012/07/11-design-principles-for-augmented.html



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