Description

Book Synopsis

Renée Stevens is an interactive and immersive designer, educator, author, and speaker. Her creative work focuses on innovative ways that design can help overcome learning disabilities and create more accessible and inclusive learning environments. She is the founder of the XR tech startup, tagAR. For more than a decade she has run her own interactive design studio consulting and designing on XR projects and working as a motion designer for Forbes. You can find her teaching at the S. I. Newhouse School of Public Communications at Syracuse University, where she is the Associate Chair of the Visual Communications Department, overseeing the undergraduate and graduate design programs. She was named an Educator to Watch by Graphic Design USA (GDUSA). She has been invited around the world to speak about her research and design work in XR, including TEDx, SXSW, Sundance, VR/AR Association, and AIGA. She is the author of the book Powered by Design. She lives in New

Table of Contents
CHAPTER 1 PICK YOUR REALITY

The tech behind the acronyms

You are already using extended reality

Prosthetic knowledge

Looking ahead

CHAPTER 2 TECHNOLOGY CHECK

Is any of this actually new?

The world in the palm of your hand

Projection mapping

Head-mounted displays

Spatial computing

Reality check

CHAPTER 3 THE IMMERSIVE EXPERIENCE

The world in 3D

Affordances

Multimodal experiences

Experience design

CHAPTER 4 IDEATION

Identify the why

Innovation and practicality

Outside influence

Keep it human

The answer to your questions

CHAPTER 5 CREATING THE PROTOTYPE

Fake it 'til you make it

Sketch transparently

The power of prototypes

Use what you know

Process work

CHAPTER 6 THE UX OF XR

Approachable design

Seamless user flow

Know thy audience

Making reality accessible

UX challenge

CHAPTER 7 THE UI OF XR

The z-axis

3D interface metaphors

Time and space

Microinteractions

Inspiration is all around you

CHAPTER 8 HUMAN FACTORS

Designing the whole experience

Theories of perception

Creating hierarchy in 3D

Human centered

CHAPTER 9 THE UNCONTROLLABLE BACKGROUND

Expecting the unexpected

Figure-ground

Location, location, location

Getting emotional

Control is overrated

CHAPTER 10 AUGMENTED TYPOGRAPHY

Legibility and readability

Creating visual contrast

Take control

Design with purpose

CHAPTER 11 COLOR FOR XR

Color appearance models

Light interactions

Dynamic adaptation

Reflection

CHAPTER 12 SOUND DESIGN

Hearing what you see

Spatial sound

Augmented audio

Voice experiences

Power of sound

CHAPTER 13 BRINGING IT TO LIFE

To code or not to code

Keep it agile

Try, and try again

User experience research

Privacy and ethical considerations

Keep it super

CHAPTER 14 UP NEXT

Where to go from here

Breaking out of rectangles

Why we need XR right now

Extend our physical space

Designing Immersive 3D Experiences

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Order before 4pm today for delivery by Tue 23 Dec 2025.

A Paperback / softback by Renee Stevens

15 in stock


    View other formats and editions of Designing Immersive 3D Experiences by Renee Stevens

    Publisher: Pearson Education (US)
    Publication Date: 23/09/2021
    ISBN13: 9780137282838, 978-0137282838
    ISBN10: 137282834

    Description

    Book Synopsis

    Renée Stevens is an interactive and immersive designer, educator, author, and speaker. Her creative work focuses on innovative ways that design can help overcome learning disabilities and create more accessible and inclusive learning environments. She is the founder of the XR tech startup, tagAR. For more than a decade she has run her own interactive design studio consulting and designing on XR projects and working as a motion designer for Forbes. You can find her teaching at the S. I. Newhouse School of Public Communications at Syracuse University, where she is the Associate Chair of the Visual Communications Department, overseeing the undergraduate and graduate design programs. She was named an Educator to Watch by Graphic Design USA (GDUSA). She has been invited around the world to speak about her research and design work in XR, including TEDx, SXSW, Sundance, VR/AR Association, and AIGA. She is the author of the book Powered by Design. She lives in New

    Table of Contents
    CHAPTER 1 PICK YOUR REALITY

    The tech behind the acronyms

    You are already using extended reality

    Prosthetic knowledge

    Looking ahead

    CHAPTER 2 TECHNOLOGY CHECK

    Is any of this actually new?

    The world in the palm of your hand

    Projection mapping

    Head-mounted displays

    Spatial computing

    Reality check

    CHAPTER 3 THE IMMERSIVE EXPERIENCE

    The world in 3D

    Affordances

    Multimodal experiences

    Experience design

    CHAPTER 4 IDEATION

    Identify the why

    Innovation and practicality

    Outside influence

    Keep it human

    The answer to your questions

    CHAPTER 5 CREATING THE PROTOTYPE

    Fake it 'til you make it

    Sketch transparently

    The power of prototypes

    Use what you know

    Process work

    CHAPTER 6 THE UX OF XR

    Approachable design

    Seamless user flow

    Know thy audience

    Making reality accessible

    UX challenge

    CHAPTER 7 THE UI OF XR

    The z-axis

    3D interface metaphors

    Time and space

    Microinteractions

    Inspiration is all around you

    CHAPTER 8 HUMAN FACTORS

    Designing the whole experience

    Theories of perception

    Creating hierarchy in 3D

    Human centered

    CHAPTER 9 THE UNCONTROLLABLE BACKGROUND

    Expecting the unexpected

    Figure-ground

    Location, location, location

    Getting emotional

    Control is overrated

    CHAPTER 10 AUGMENTED TYPOGRAPHY

    Legibility and readability

    Creating visual contrast

    Take control

    Design with purpose

    CHAPTER 11 COLOR FOR XR

    Color appearance models

    Light interactions

    Dynamic adaptation

    Reflection

    CHAPTER 12 SOUND DESIGN

    Hearing what you see

    Spatial sound

    Augmented audio

    Voice experiences

    Power of sound

    CHAPTER 13 BRINGING IT TO LIFE

    To code or not to code

    Keep it agile

    Try, and try again

    User experience research

    Privacy and ethical considerations

    Keep it super

    CHAPTER 14 UP NEXT

    Where to go from here

    Breaking out of rectangles

    Why we need XR right now

    Extend our physical space

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