Augmented reality (AR) blends reality with a computer-generated layer to make user experiences more meaningful through engaging interactions. A good example is how you can interact with those pesky Pokémon Go creatures on your phone.
Along with virtual reality (VR), this new technology is already being adopted by various industries: One in three manufacturing companies will adopt combined AR and VR technologies by 2018. As a frequent speaker at learning conferences, I’ve seen more and more interest recently from L&D to use AR in learning. This blog post approaches AR not from the pure technology perspective (more on history and comparison with VR here), but from a design thinking perspective by attempting to answer the following question: What does “make the user experience more meaningful” mean in learning applications for AR?