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Michael Nebeling

This second course in the XR for Everybody specialization looks at how to design new user experiences for XR technologies. The course provides learners with a design thinking mindset and equips them with a fundamental toolbox for creating XR applications using rapid prototyping. It starts with a broad overview of the complete XR design process, discussing different paths to becoming an XR creator, what is generally involved in making XR experiences, and how to best get started. The course then emphasizes design thinking, critiques, and ethics while introducing guidelines and user-centered techniques like design jams. The second half of the course introduces a variety of methods and tools for prototyping both physically and digitally including on the XR devices themselves through immersive authoring.

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This second course in the XR for Everybody specialization looks at how to design new user experiences for XR technologies. The course provides learners with a design thinking mindset and equips them with a fundamental toolbox for creating XR applications using rapid prototyping. It starts with a broad overview of the complete XR design process, discussing different paths to becoming an XR creator, what is generally involved in making XR experiences, and how to best get started. The course then emphasizes design thinking, critiques, and ethics while introducing guidelines and user-centered techniques like design jams. The second half of the course introduces a variety of methods and tools for prototyping both physically and digitally including on the XR devices themselves through immersive authoring.

The course has an honors track that guides learners through creating their own storyboard, physical prototype, and digital prototype of an XR experience. You will work on exercises that allow you to practice your design skills and also build XR technologies into your workflow by working with specific templates and new digital tools that allow you to preview physical prototypes on AR/VR devices.

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What's inside

Syllabus

XR Design Process
This module will provide you with an introduction to XR design and development. When I say design, I usually mean user experience design or interaction design. Some designers have quite specific definitions of each of those terms, but I think of them broadly as forms of design focused on the creation of new user interfaces. While I think of many parts of this course as providing the theory and background to XR design, I will focus on the practical aspects of XR creation. I will start by making an analogy to filmmaking to establish key requirements, before going on to talk about the main steps part of a larger process and how to get started with doing XR. As we are just getting started, this first module does not have an honors track component associated with it. The honors track will start in the second module.
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Design Thinking, Ethics, and Guidelines for XR
The second module will introduce you to design thinking and how common methods and techniques can be adapted for XR. This will help us build the right mindset for designing novel and compelling XR experiences. We will talk about building empathy with your users, ethical and responsible design, and best practices and design guidelines. I will also cover how to conduct and formulate design critiques in an effort to learn from existing interfaces. Finally, we will look at design jams as a way of solving design challenges collaboratively. Our first exercise in the honors track associated with this course will be a design critique of a VR or AR expedition as part of Google’s Expeditions XR app. You will be asked to develop one new idea that you will then take forward as you start prototyping your design concept next week.
Storyboarding & Physical Prototyping for XR Experiences
We are moving from the conceptual to the practical, from thinking to doing. The next two parts of this course are dedicated to prototyping. In this first part on physical prototyping, I will emphasize paper a lot and also talk a lot about sketching. In my mind, brainstorming translates to sketching alternate ideas. Rather than creating, for example, a mind map, I sketch to ideate. This is a practice that I will emphasize. We’ll start flat on paper but will quickly become more physical using specific paper templates and dioramas. We’ll also see how to create mostly physical prototypes, but how to enhance them with AR techniques, to move closer to our envisioned final XR experience. In the honors track, you will have two major exercises. You will first create an XR storyboard based on the XR app you have previously critiqued. The design critique and storyboarding will help you develop a new idea of improving the existing XR interface. You will then prototype your design concept using physical materials including paper, cardboard, Play-Doh, and transparency. I hope you will appreciate the freedom and flexibility that physical prototyping gives you, allowing you to create a new XR experience without many of the constraints of digital tools.
Digital Prototyping & Evaluation of XR Experiences
The last module of this course will cover digital prototyping and user experience evaluation techniques for XR. While it is recommended to start prototyping on paper, it is crucial to experience a design concept for XR with XR technologies. I will introduce you to digital prototyping techniques as a way of increasing the fidelity of your prototype designs. You will learn about digital prototyping tools that support creating initial VR or AR experiences without the need for programming. Some tools support immersive authoring, which enables prototyping of XR experiences directly inside VR or AR. We will also learn about usability evaluation techniques and how to design and conduct a user study. Our final lecture will be on creating your XR portfolio as a way of effectively communicating and showcasing your design work. In the honors track, we will finalize our XR project with a digital prototype and submit our work for peer review. The peer review will not only provide important feedback on your work but also allow you to review and critique your peers’ work in a constructive way. I consider formulating good feedback and acting on critical feedback two vital skills for any designer but especially for those working in a space as rapidly evolving as XR.

Good to know

Know what's good
, what to watch for
, and possible dealbreakers
Provides hands-on experiences that allow learners to develop skills in designing and prototyping XR experiences
Taught by Michael Nebeling, an experienced XR designer and educator
Emphasizes design thinking and user-centered techniques, which are essential for creating effective XR experiences
Offers an honors track that provides additional support and opportunities for learners to develop their projects
Covers a wide range of topics, from the XR design process to prototyping and evaluation techniques
Requires learners to have access to XR devices, which may be a barrier for some

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Reviews summary

Well-received ux design for xr course

Learners say this course is well received based on its engaging assignments and knowledgeable instructor. It is a great introductory course that covers fundamental concepts of UX design for XR and provides lots of examples. The hands-on projects help learners apply what they learn and the honors track is a valuable addition for those who want to dig deeper. Overall, this highly recommended course is a good starting point for anyone interested in XR UX design.
Suitable for beginners to XR UX design with clear explanations and practical examples.
"The course is very interesting but I'll find the creation of digital vectorial object"
"very detailed, very good for those who are new to xR and or UX generally. Some great resources are provided."
"Wonderful course. Lot of fundamental concepts covered with lot of examples which are easy for understanding for beginners."
The honors track is a valuable addition for those who want to dig deeper into XR UX design.
"Another excellent course from Dr. Michael Nebeling and the University of Michigan - thanks very much!"
"This is a great introduction with hands-on projects regarding user experience & interaction design for XR!"
"It was lovely, hope i get time to complete honors track and upgrade my certificate.."
The instructor is knowledgeable, enthusiastic, and motivates learners.
"F​antastic Course with a great instructor. Highly recommended,"
"I loved the course the instructor is really really nice and explain everything at a perfect pace."
"I really like this course! This course provides all aspects for designing XR experience, including ethics (this is important!) and evaluation. The instructor is also very enthusiastic and knowledgeable."
Covers core UX design for XR concepts with lots of examples and hands-on assignments.
"Wonderful course. Lot of fundamental concepts covered with lot of examples which are easy for understanding for beginners."
"This course was realy an eye opener on "how to design for XR". Loved it and felt valuable."
"Loved it! The course offered in-depth learning about UX, Design Thinking, XR/AR/VR and Prototyping."
Assignments are engaging and practical, providing opportunities to apply what you learn.
"Good course for beginner XR UX designer , mostly about ux approaches on XR design system making."
"Useful information and down to earth instructor. Practical exercises to help you learn by doing."
"The course and honors track is an excellent start before developing XR experiences and learning new applications that can produce them."

Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in User Experience & Interaction Design for AR/VR/MR/XR with these activities:
Participate in a peer review session to critique and provide feedback on other students' XR design projects
Engaging in peer review will help you refine your design thinking skills and enhance your understanding of XR design best practices.
Browse courses on Design Thinking
Show steps
  • Join a peer review session organized by the instructor or through a study group
  • Review the XR design projects of other students
  • Provide constructive feedback on the strengths and areas for improvement of each project
Show all one activities

Career center

Learners who complete User Experience & Interaction Design for AR/VR/MR/XR will develop knowledge and skills that may be useful to these careers:
XR Designer
XR Designers specialize in designing experiences for XR technologies, including AR, VR, and MR. This course is designed specifically for XR Designers, providing a comprehensive overview of the XR design process and equipping learners with the skills and tools they need to create immersive and engaging XR experiences.
Interaction Designer
Interaction Designers focus on designing the interactions between users and products or services. This course in User Experience & Interaction Design will build a strong foundation in interaction design principles and provide techniques for designing interactive experiences for XR technologies.
UX Engineer
UX Engineers work to build and maintain the user experience of products. This course in User Experience & Interaction Design can provide a foundation in UX engineering principles and provide techniques for building and implementing user-centered XR experiences.
UX Researcher
UX Researchers conduct user research to understand users' needs and behaviours. This course in User Experience & Interaction Design can provide a foundation in UX research techniques and provide techniques for conducting user research for XR experiences.
XR Developer
XR Developers are responsible for developing and implementing XR applications. While this course does not teach programming, the skills and knowledge gained in this course will be valuable for XR Developers who want to create user-centered and immersive XR experiences. For example, the emphasis on prototyping will help XR Developers create high-fidelity prototypes that can be used to test and iterate on design ideas.
Game Designer
Game Designers are responsible for designing the gameplay and mechanics of games. This course in User Experience & Interaction Design can provide a foundation in game design principles and provide techniques for designing immersive and engaging XR games.
Creative Technologist
Creative Technologists use technology to create new and innovative experiences. This course in User Experience & Interaction Design can provide a foundation in creative technology and provide techniques for using technology to create immersive and engaging XR experiences.
UX Designer
UX Designers work to improve the user experience, or UX, of products including websites, apps, and devices. This course in User Experience & Interaction Design can build a foundation in user-centered design and provide techniques for UX designers such as design critiques, storyboarding, and prototyping. It also emphasizes design thinking, ethics, and guidelines that are important for creating compelling XR experiences.
UX Writer
UX Writers are responsible for writing the text and content for products. This course in User Experience & Interaction Design can provide a foundation in UX writing principles and provide techniques for writing user-friendly and engaging content for XR experiences.
UI Designer
UI Designers are responsible for the design of user interfaces for products. This course in User Experience & Interaction Design can provide a foundation in UI design principles and provide techniques for designing user-friendly and intuitive UI for XR experiences.
3D Artist
3D Artists create 3D models and environments for products. This course in User Experience & Interaction Design can provide a foundation in 3D art principles and provide techniques for creating realistic and immersive 3D assets for XR experiences.
Visual Designer
Visual Designers are responsible for the visual design of products, including websites, apps, and devices. This course in User Experience & Interaction Design can provide a foundation in visual design principles and provide techniques for creating visually appealing and engaging XR experiences.
Motion Graphic Designer
Motion Graphic Designers create visual effects and animations for products. This course in User Experience & Interaction Design can provide a foundation in motion graphic design principles and provide techniques for creating visually appealing and engaging animations for XR experiences.
User Researcher
User Researchers study and observe users to understand their needs and behaviours. This course in User Experience & Interaction Design can provide a foundation in user research techniques such as design thinking, critiques, and usability evaluation. The emphasis on ethics and guidelines will also be useful for user researchers who want to conduct ethical and responsible research.
Product Manager
Product Managers are responsible for managing the development and launch of products. This course in User Experience & Interaction Design can help Product Managers develop a user-centered approach to product development and provide them with the skills they need to understand user needs and create successful XR products.

Reading list

We've selected eight books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in User Experience & Interaction Design for AR/VR/MR/XR.
This comprehensive textbook provides a thorough foundation in the principles and practice of AR. It valuable reference for anyone who wants to develop a deep understanding of the field.
Provides a comprehensive overview of the human factors involved in designing AR applications. It covers the different types of AR devices, the various ways that AR can be used, and the best practices for designing AR experiences.
Explores the human factors and user experience considerations specific to VR. It provides valuable insights into how to design VR experiences that are comfortable, immersive, and engaging.
Provides a comprehensive overview of the human factors involved in designing MR applications. It covers the different types of MR devices, the various ways that MR can be used, and the best practices for designing MR experiences.
This classic work on innovation and technology adoption is highly relevant for XR, which rapidly evolving field. It provides insights into the challenges and opportunities faced by companies that are trying to innovate in a disruptive market.
Presents a practical approach to developing and validating new products and services. It is useful for XR teams that want to adopt a lean and iterative approach to their work.

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