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:
Site-specific or universal/transferable?
Experience based on map vs. reacting to surrounding cues and objects
2)
'Absolute location-based' vs. 'relative location-based'
3)
How to compromise between 1) narrative engagement and interaction and 2) suspension of disbelief through compelling acoustic virtual reality?
4)
How much the user should be guided during the experience ('holding hand')?
How to maintain intelligibility in noisy environments
5) or cope with unpredictable sounds?
Should the sounds be distinguishable from the real-world sounds
6) or seamlessly blend with the reality?
How can sound be utilised as providing time for static surroundings?
7)
Real acoustics vs. unreal acoustics
Role of speech vs. sound effects
Use of first-person sounds
Use of attractor sounds
8)