Mixed reality technologies have been around for over ten years but it is only with the proliferation of smart phones and tablet (computers) that mixed and augmented reality interaction is reaching the mass market. There are now enough examples of mixed reality interactions that we can begin to abstract principles of design and principles of user experience (UX) for these new spaces of interaction. In this paper I develop the notion of mixed reality as a blended space. Mixed reality is a blend of a physical space and a digital space. The term 'blend' here is borrowed from blending theory which is a theory of cognition that highlights the importance of cross domain mappings and conceptual integration to our thought process that are grounded in physically---based spatial schemas. The concept of a blended space is developed by recognizing that physical space and digital space can both be described in terms of the objects and agents who inhabit the space, the structure of the objects' relationships (the topology of the space) and the changes that take place in the space (the volatility, or dynamics of the space). The blended space will be more effective if the physical and digital spaces have some recognizable and understandable correspondences. The issue of presence in this blended space is then discussed and it is suggested that traditional definitions of presence are inadequate to describe the experiences that blended spaces offer. Presence is considered as interaction between the self and the content of the medium within which the self exists, and place is this medium. Blended spaces mean that people have an extended presence; from their physical location into digital worlds. 1.Introduction Mixed reality comes in a number of forms, spanning the reality spectrum described by Milgram, et al [1] from digitally enhanced physical spaces to physically enhanced digital spaces. An example of the former would be a vineyard covered with sensors supplying data about moisture and other growing conditions of the vines. An example of the latter might be the guitar interface to the game Guitar Hero. In the middle lie many combinations of physical and digital objects and spaces, from QR codes on buildings providing information to GPS triggered events on a smart phone, to augmented reality overlays using GPS and compass information to a mixture of maps with real---time video of the physical location integrated into the map [2]. However, designers have very little advice on how to design for engaging user experiences in mixed reality. The concept of presence could be useful here as if we feel present in a medium we feel engaged with the content and do not notice the mediating technology. This is presence as the 'illusion of non---mediation' [3]. Most research and reflection on presence concerns either tele---presence or presence in the real world. Presence can be seen as 'the subjective experience of
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Abstract. Improving the usability of computer systems is perhaps the most important goal of human-computer interaction research. Current approaches to usability engineering tend to focus on simply improving the interface. An alternative is to build intelligence into the system. However, in order to do this a more comprehensive analysis is required and systems must be designed so that they can be made adaptive. This paper examines the implications for systems analysis, design and usability specification if adaptive systems are to be a realistic solution to usability problems.
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