58 H. Schnädelbach et al.
environments or work settings in industry. As is evident in the ISMAR series of
conferences [12], interest in the area of mixed reality remains strong, and there
is a growing number of tools that are designed to make the authoring of MRE
more widely available [32]. However, it is also clear that a better understanding
of interactions within MR systems is needed to take the concept further [22].
Moreover, in current research, other terms such as Ubiquitous and Pervasive
Computing are used alongside mixed reality and augmented reality to describe work
in this area, and the separation between terms is not always very clear (for example,
in [33], an ubiquitous computing urban game is also called a mixed reality game).
In fact, different researchers use different terms to refer to similar types of envi-
ronments or experiences, which also reflects the recent use of MR technology in
large-scale installations that involve several spaces and multiple users [12].
Milgram’s virtuality continuum already suggests that there is clearly more than
technology in the design, development, implementation and use of MR systems.
Even this very concise model suggests that the “virtual” and “physical” environ-
ments that MR is placed in are clearly very important [20]. The deployment of mixed
reality environments (MREs) into real settings then, on the one hand, poses new
technical challenges and this has been a long-standing concern in this research field.
For example, Azuma has detailed the practical issues that need to be faced when
working with relevant technologies outdoors [1]. On the other hand, as previous
research in the field of CSCW has shown, there are also entirely different context-
related challenges linked to the environment that specific technologies become
deployed in. These are concerned with the associated existing technological and
social circumstances at the particular settings [7, 8].
In this chapter, we will draw on examples from three MREs, all emanating from
the UK EQUATOR project [24]. These were implemented in a museum exhibition,
a series of office spaces and a cityscape. We discuss the design and deployment
of those environments and the ways in which they support medium- to large-scale
groups of people in their activities. Here, the emphasis is on those activities that
are not primarily task-driven but occur in the realm of people’s social engagement
with colleagues, friends and strangers in the context of work and leisure. The three
case studies are sufficiently diverse in their spatial, temporal and social functions
– spanning both short- and long-term deployments, private and public settings, and
medium to large usage capacity, and this allows us to observe recurring themes
in terms of design and usage, and establish design propositions with regard to
their physical and social embeddedness. This informs a wide-ranging discussion
of the relevant issues in this context, related to t he spatial, social and organisa-
tional properties of the cases presented and the day-to-day interaction that they
support.
The remainder of this chapter will initially outline the three case studies, their
motivation, design and brief summary of outcomes. Drawing on examples from the
case studies, it will then focus on common design themes and challenges, more
widely relevant for the deployment of MREs. These include the creation of inter-
action spaces, the role of asymmetries in the design of MREs and the key social
interactions afforded. In remaining close to our case study material, we will not