AR Interface Design cover

AR Interface Design

Rating 3.8
Word count
124K words
Chapters
37
ISBN
9787121446016

Tags

Summary

This book introduces the concepts, thinking, and concrete methods needed for AR interface design in the intelligent era. Through five chapters—Prospects, Concepts, Systems, Practice, and Growth—it explains what AR interface designers need to understand, which concepts to master, and how to apply them in practice, conveying where AR interface design stands, what role it plays, and how to think about it in the intelligent era. Through a real case analysis, readers can understand the similarities and differences between AR interface design and traditional internet UI design, thereby forming a knowledge system for designers in the new era. In addition, the book explores how designers can build core competitiveness in today's rapidly changing era.

Editor's review

This book addresses AR interface design in the intelligent era and attempts to answer a question that is taking shape: when interfaces move from screens into space, what concepts and methods do designers need to add? Organized into five chapters—Prospects, Concepts, Systems, Practice, and Growth—it first situates AR interface design in its contemporary context, then outlines the required concepts and knowledge system, before moving to concrete methods and, through a real case analysis, examining the similarities and differences between AR interface design and traditional internet UI design. This comparison is the book's practical highlight, helping readers with a UI background quickly identify their capability gaps. The final chapter discusses how designers can build core competitiveness in a rapidly changing environment, adopting a career-development perspective. This book is suitable as an introductory and framework-organizing read for those in transition, rather than a tool-style operational manual; the number of cases is limited, and depth depends on readers' own project practice to absorb. Readers are advised to work through it alongside their current design tasks—reading and doing in parallel is more effective than reading everything first and then acting.

Who it's for

A good fit for

  • Designers with UI or interaction design experience who wish to move into AR interfaces
  • Product managers and design students who need to establish a basic framework for AR interface design
  • Practitioners interested in spatial interfaces and intelligent interaction trends, for knowledge updating
  • Design team leaders seeking reference ideas for upgrading team capabilities

Not a good fit for

  • Absolute beginners with no design background who want to learn AR development directly
  • Developers seeking specific engine operations and code implementation—the book does not focus on technical tutorials
  • Readers who expect extensive, complete project case breakdowns

Reading tips

  1. Read the Concepts and Systems chapters first to build a framework, then return to the Practice chapter to compare with your own projects
  2. While reading the case analysis, sketch out the differences between traditional UI and AR interfaces with pen and paper
  3. After each chapter, write three design principles applicable to your current project, and review them together at the weekend
  4. When reading as a team, divide chapters among members and give an internal sharing session based on each person's project

About the publisher

Publishing House of Electronics Industry China · Founded in 1982

The Publishing House of Electronics Industry is a comprehensive publisher distinguished by its focus on electronic information and related fields. Judging from the more than 3,000 titles in its catalogue, its publishing covers programming and design, artificial intelligence, computer science, finance and economics, photography, and social sciences, attending both to cutting-edge technology and to general readers. Representative titles include Factor Investing: Methods and Practice, x86 Assembly Language: From Real Mode to Protected Mode, The RISC-V Reader, Artificial Intelligence: Speech Recognition, Understanding and Practice, Phased Array Radar Technology, Radar Target Characteristics, and 100 Go Mistakes and How to Avoid Them, most of which centre on technical methods and engineering practice. Its authors include Shi Chuan, Li Zhong, Wang Xiaobo, David Patterson, Andrew Waterman, and Yu Zihao, among others from China and abroad. Owing to limited public information, no further publishing features are elaborated here.

Contents

  1. 版权信息
  2. 作者简介
  3. 内容简介
  4. 推荐序一
  5. 推荐序二
  6. 推荐序三
  7. 推荐序四
  8. 前言
  9. 第1章 前景
  10. 1.1 为什么介绍前景
  11. 1.2 技术的发展
  12. 1.3 UI的发展
  13. 第2章 概念
  14. 2.1 什么是AR
  15. 2.2 两种显示方案
  16. 2.3 什么是AUI
  17. 2.4 AUI的构成:虚像和实像
  18. 2.5 AUI的4种分类模式
  19. 2.6 AUI的内容显示模式
  20. 2.7 AUI的操作交互方式
  21. 2.8 AUI的3个设计要点
  22. 第3章 体系
  23. 3.1 人机触点AUI
  24. 3.2 触点两边之:机器
  25. 3.3 触点两边之:人
  26. 3.4 两个相似的系统
  27. 3.5 双环结构
  28. 3.6 第三个模式
  29. 第4章 实操
  30. 4.1 一个项目
  31. 4.2 一套方法
  32. 4.3 是叠加而不是重构:新时代的设计师知识构建
  33. 第5章 成长
  34. 5.1 世界由不断变化的事件组成
  35. 5.2 AUI设计师核心竞争力的形成
  36. 参考文献
  37. 反侵权盗版声明

FAQ

Can I read this book without a UI background?
You can read it, but the gains will be limited. The book frequently compares AR interface design with traditional internet UI design and assumes readers have basic concepts and work experience in interface design. Readers with no background may understand the framework but struggle to grasp the differences at the methodological level. It is better to first build a foundation in interaction design before reading this book.
Does this book teach specific AR development tools?
The book focuses on design concepts, thinking methods, and the knowledge system rather than engine operations or code implementation. It helps readers understand what AR interface design requires and how to think about it, but it does not teach development tools step by step. Readers who need technical implementation should use it alongside appropriate development tutorials.
Can the case analysis in the book support real projects?
Through a real case analysis, the book examines the similarities and differences between AR interface design and traditional UI design, offering a methodological reference. However, the number of cases is limited and cannot cover all project scenarios. It is best treated as a demonstration of an analytical framework; readers should actively perform similar comparative breakdowns in their own projects to turn it into practical capability.
Does the final chapter on designer growth help with career transition?
That chapter discusses how to build designers' core competitiveness in a rapidly changing environment and offers career-development thinking that is valuable for designers considering a move into AR. However, it provides ideas rather than a path checklist; readers still need to plan their transition around their own portfolio and project opportunities.

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About the author

林影落 Author

Lin Yingluo is an author with only one title currently listed in the collection, and limited public information is available. The confirmed representative work is AR Interface Design, generally classified under programming and design. Judging from the title and category, the author's writing centers on the intersection of augmented reality technology and interface design, touching on interaction logic, visual presentation, and development practice, and is aimed at practitioners and learners interested in front-end and interaction design or AR application development. Since the author's nationality, dates of birth and death, English name, and personal background are not reliably documented, no speculation is made here. Based on the available information, Lin Yingluo's writing leans toward practical technical material, focusing on concrete design methods and implementation paths rather than theoretical discussion or industry overviews. Such subject matter is relatively specialized among Chinese programming and design books; although the output is small, the work offers a useful reference for readers following this particular niche of AR interfaces.

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