January 7, 2019

5 principles for responsible AR to address screen time phobia

A boy looking at an iPad.

Screen time. We hear a lot about it, almost exclusively in the context of how best to limit it. A small but growing number of resorts, restaurants and other visitor destinations are making the news for offering incentives to customers who lock their phones away, more and more apps are designed to help us (and our kids) spend more time screen-free, and Apple has even launched a built-in screen time limiter with iOS 12. All of which throws more fuel onto the good tech / bad tech fire – and the debate continues to rage.

As practitioners in augmented reality, we are challenged regularly about mobile screen time by concerned clients: “but I want my kids to use screens less, not more” or, “won’t this just make people walk around with their screens in front of their face all the time?”

These are fair challenges, and the immersive technology industry – especially those of us focusing on the mobile side of things – needs to take them seriously. It’s not enough to wave them away with platitudes about how engaging, entertaining and rewarding the experiences are. The truth is, in a world of mounting concern about digital addiction and the antisocial behaviours mobile devices can foster, it doesn’t matter how great an immersive experience is; if it means promoting more time glued to our screens we are only going to encounter more resistance.

Instead, we have to play our part in reassuring society that the innovative, engaging experiences we create have a positive impact on how we engage with the screens in our pockets. Responsible, socially-aware design and development is key, which is why we at ARCADE believe in a set of principles that help us achieve just that:

Windows, not screens

To us, your device is a magic window onto an invisible world. The content is not in your phone, it is in the physical environment beyond your phone. Our experiences are designed to make the device as unobtrusive as possible – something to be looked through, not at.

Heads up

Most mobile content is viewed ‘head-down’ – neck and eyes extended downwards, device pointing towards the floor. Our augmented experiences raise the gaze and reacquaint you with the world around you, at eye-level.

Put it away

We design narrative-led, connected experiences that create a virtuous circle of engagement between the physical and digital worlds, which don’t rely on your device throughout. A specific location triggers a digital experience and, when it is complete, your phone goes away again until you reach the next one.

Healthier habits

Mobile usage is not created equal. Immersive experiences like ours are designed to positively shift people’s usage patterns, substituting those that isolate them from the physical world to those which meaningfully engage them in it.

Primacy of place

Lastly, ARCADE was founded on a fundamental belief in the importance of place in the digital age; augmented reality is simply the tool we use to foster a deeper connection with, and appreciation of, the world around us. The physical environment drives the technology, not the other way around. By adhering to these principles, we at Arcade – and the immersive tech industry as a whole – can respond to the challenges that are coming our way with confidence and conviction, that locking phones away isn’t the answer; making them part of our healthy engagement with the world around us is the key.#augmentedreality #screentime #playableplaces #arcade

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