User experience heuristics in extended reality
We now live in a world where people can communicate, in real-time, both directly and remotely (e.g., Skype); and where new technologies (e.g., virtual reality, robots, driverless cars) are blurring the traditional lines of human-human and human-computer interactions. The digital world of industry is experiencing a revolution. Products that have traditionally been displayed on computer screens, smart phones, and tablets as two-dimensional (2D) experiences are now beginning to be displayed in 3D, as augmented, mixed, or virtual reality. To what extent the heuristics regarding the delivery of effective 2D experiences applies also to 3D interactions is largely unknown. The aim of the present work is to address this issue.