Dos and Don’ts of Designing Augmented Reality for Learning

Augmented Reality (AR) is about delivering content that allows users to view their real environment through their device camera, with another layer of information superimposed over the top. This could be graphics or text information, such as labels identifying components on a system. Or sound, video or GPS data supporting the user in following a process or checklist.


Consider your environment

Would the experience work better delivered via a different format?

Remember to look at things from the user’s perspective

To help improve training make both the AR and mobile functionality appropriate for the working conditions.

Make the experience valuable

The application should be informative, rewarding, useful and most of all, fun!



Assume mobile AR is the only way to go

While it can be a great cost effective solution, it may not be suitable for applications where the user requires both hands free. Always confirm the functionality fully supports the intended use.

Overpopulate a scene with 3D objects

Make sure each object on screen is serving a purpose, mobile processing power can be limited — use it sparingly!

Be afraid 

AR is not new, it can be a powerful learning tool when the experience is planned and well executed.

Are there any things you’ve experienced which should be added to this list? Leave them in the comments below!

A post by Katherine Haffenden, Digital Design Executive at Siyona Tech Ltd.

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