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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    A Paperback / softback by Renee Stevens

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      Publisher: Pearson Education (US)
      Publication Date: 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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