#General considerations In the design process of narrative AAR experiences, a number of considerations can be taken into account, such as: * What is the experience's relationship to the real environment and reality? * As an example, using Azuma’s three approaches to AR storytelling: * Reinforcing (selecting an environment that is compelling itself) * Reskinning (remaking reality to suit the story) * Remembering (retelling memories at their places)((Azuma, Ronald. //Location-Based Mixed and Augmented Reality Storytelling//, 2nd Edition of Fundamentals of Wearable Computers and Augmented Reality, edited by Barfield Woodword, 259–76, CRC Press, 2015)) * Site-specific or universal/transferable? * If transferable, how to avoid contextual connections with the environment being just arbitrary and user-dependent? * Experience based on map vs. reacting to surrounding cues and objects((Rodkin, Richard, and Dafna Naphtali. //Audio Augmented Reality for Interactive Soundwalks, Sound Art and Music Delivery//, Foundations in Sound Design for Interactive Media, Routledge, 2019)) * 'Absolute location-based' vs. 'relative location-based'(([[https://audioar.org/glossary/]])) * How to compromise between 1) narrative engagement and interaction and 2) suspension of disbelief through compelling acoustic virtual reality?((Cliffe, Laurence. //Audio Augmented Objects and the Audio Augmented Reality Experience//, Thesis (University of Nottingham), University of Nottingham, 2022 [[https://eprints.nottingham.ac.uk/69795/]])) * How much the user should be guided during the experience ('holding hand')? * How to maintain intelligibility in noisy environments((Schütze, Stephan, and Anna Irwin-Schütze. //New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video//, CRC Press, 2018 [[https://www.routledge.com/New-Realities-in-Audio-A-Practical-Guide-for-VR-AR-MR-and-360-Video/Schutze-Irwin-Schutze/p/book/9781138740815]])) or cope with unpredictable sounds? * Should the sounds be distinguishable from the real-world sounds((Dam, Abhraneil, Arsh Siddiqui, Charles Leclerq, and Myounghoon Jeon. //Extracting a Definition and Taxonomy for Audio Augmented Reality (AAR) Using Grounded Theory//, Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (2022): 1220–24 [[https://doi.org/10.1177/1071181322661434]])) or seamlessly blend with the reality? * How can sound be utilised as providing time for static surroundings?((Chion, Michel. //Audio-Vision: Sound on Screen, Second Edition//, Columbia University Press, 2019)) * Real acoustics vs. unreal acoustics * Role of speech vs. sound effects * Use of first-person sounds * Use of attractor sounds ((Zimmermann, A. and Lorenz, A. //LISTEN: a user-adaptive audio-augmented museum guide//, User Model User-Adap Inter 18, 389–416 (2008). [[https://doi.org/10.1007/s11257-008-9049-x]]))