This is our digital rendering to show how paintings can be placed and manipulated.
 This is another digital rendering to show how one of the more abstract pieces could be represented in MooR. It's an interactive dress with 5 films playing around it.
Comparative Analysis.png
 We developed the  Mixed Reality Design Assessment Tool  to help guide designers in determining the minimum User Experience complexity required for their project. Taking into consideration all Actor-Network relationships within the Mixed Reality context, we determined that there are four key forces that should be considered when building products for the HoloLens and for MR:  Relational Context ,  System Design ,  Environment Design , and  User Experience Design . This diagram describes how the Relational Context is used to design the System and Environment of the MR project, which in turn influences the UX forces of the experience.
 The  Relational Context  is the first force that is considered in a project. It is essentially the project brief, research question or provocation. This is determined by the  Authorship ,  Experience Level of the use ,  Delivery of the product ,  Location and Narrative quality  of the experience as described above. These relationships help weigh the project towards whether it is meant for General Purposes or Specific contexts. A project with a very Specific purpose would conceptually require a more directed User Experience. Considering MooR against these polars, it is given an average score of 3.5.
 In determining the relationships within the  System  force, we appropriated from Game Design Theories and methodology. The System force is concerned with the level of structure required in the app, and can be broken down into the  Rules ,  System Feedback ,  App Mechanics ,  Invitation to interact , and  Interaction modalities  within the app. These relationships help determine if the System is more Structured or Amorphous. The more structured the System requirements, the less Interpretive the User Experience can be.
 The System and Environment Design are closely related, and are often designed together. The relationships within the Environment Design are determined by  Familiarity  of the environment,  Audio reinforcement , rendering  Materials ,  relationship to the Physical World and Props .
  User Experience  can be thought of as the voice of the app. It represents the intention of the app and therefore sets the tone for the user as to what they can expect. This is involves the  Interface ,  Interaction cues , how much  Information  is exposed to the user,  Simulation type  and the  embodiedness  of the App Guide. These relationships described are not an exhaustive list of UX techniques but are based on a few project examples that have been tested on the Hololens, as well as Mobile, Augmented and Virtual Reality Systems.
 If we  average the elemental values  in the Relational Context, Environment, and System Forces, then we can establish that the elements in our  User Experience Force need to average greater than 3.6 .
 While developing MooR, it was determined quickly that there are two key relationships at play within the system design for the HoloLens and for MR:  what the environment can do and what the user can do . This was visualized in an Experience Matrix of Interactivity vs Freedom (see below). The  top left quadrant  provides the most freedom and immersiveness by allowing the user to freely explore a given space and interact with objects at any time. An example would be a room with flower vases which a user can toss and break at will. The  top right quadrant  also offers interactive elements, but the user can only interact with them when they are prompted, constraining them to that narrative, such as an interactive VR story. The  bottom right quadrant  is the most restrictive: the user is not allowed to interact with anything and participates in a guided experience. A 360 film is a good example of this. Finally, the  bottom left quadrant  allows the user to freely explore a space, but the space itself is not interactive. An example would be a virtual environment, like a beach or jungle.
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