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Building Usable AR Interfaces

         Mark Billinghurst
           HIT Lab NZ
     University of Canterbury
The Vision of AR
To Make the Vision Real..
  Hardware/software requirements
    Contact lens displays
    Free space hand/body tracking
    Speech/gesture recognition
    Etc..
  Most importantly
    Usability
Usability Issues
  Perception
     How to make images appear part of real world?
  Interaction
     How to pick content in mid air?
  Social
     Do I look stupid?
  Cultural
     Wave up or down?
  Cognitive
     How do I remember where everything is?
“The product is no longer
  the basis of value. The
      experience is.”

            Venkat Ramaswamy
    The Future of Competition.
Gilmore + Pine: Experience Economy

          experiences       Emotion



            services
Value




         products/tools

                            Function
          components
Build Experiences NOT Applications!
Building Compelling AR Experiences

 ??       experiences
                         Usability

          applications   Interaction


             tools       Authoring


          components     Tracking, Display



                                       Sony CSL © 2004
The Interaction Design Process
Understand Your Users
  Workshops or focus groups
     Group interviews/activities
  Observations
     Spending time with users in day to day tasks
  Questionnaires
     Looking for specific information
  Interviews
     Good for exploring issues, using props
  Documentation
     Procedures and rules written down in manuals
Consider the Whole User
AR as Perception Problem
  Goal of AR to fool human senses – create
   illusion that real and virtual are merged
  Depth
    Size
    Occlusion
    Shadows
    Relative motion
    Etc..
Building Usable AR Interfaces
TAT Augmented ID
Building Usable AR Interfaces
Building Usable AR Interfaces
AR Rapid Development

Prototyping and User Testing
 Low Fidelity Prototyping
  Sketches
  Paper Prototyping
  Post-It Prototyping
  PowerPoint Prototyping



 High Fidelity Prototyping
  Wikitude, Junaio, Layar, BuildAR etc
POST IT PROTOTYPING
Camera	
  View	
  with	
  3D	
  




First	
  Dra)	
                      Second	
  Dra)	
                          Third	
  Dra)	
  
                                     • 	
  Selec8on	
  highlighted	
  in	
     • 	
  Home	
  bu=on	
  added	
  for	
  
                                     blue	
                                    easy	
  naviga8on	
  to	
  main	
  
                                                                               menu	
  
POWERPOINT PROTOTYPING
          Benefits	
  	
  
          • 	
  Used	
  for	
  User	
  Tes8ng	
  
          • 	
  Interac8ve	
  
          • 	
  Func8onali8es	
  work	
  when	
  following	
  the	
  story	
  of	
  
          Scenario	
  1	
  
          • 	
  Quick	
  
          • 	
  Easy	
  arrangement	
  of	
  slides	
  


          User	
  Tes8ng	
  
          • 	
  Par8cipants	
  found	
  
          • 	
  15	
  minute	
  sessions	
  screen	
  captured	
  
          • 	
  ‘ Talk	
  Allowed’	
  technique	
  used	
  	
  
          • 	
  Notes	
  taken	
  
          • 	
  Post-­‐Interview	
  
BuildAR




    http://www.buildar.org/
    Stand alone application
    Visual interface for AR model viewing application
    Enables non-programmers to build AR scenes
  Interface Components
    Physical components
    Display elements
     -  Visual/audio
    Interaction metaphor

     Physical                        Display
     Elements                        Elements
                       Interaction
                       Metaphor
         Input                        Output
AR Design Space

    Reality                            Virtual Reality

                  Augmented Reality




Physical Design                       Virtual Design
AR Lens Design Principles
  Physical Components
    Lens handle
     -  Virtual lens attached to real object
  Display Elements
    Lens view
     -  Reveal layers in dataset
  Interaction Metaphor
    Physically holding lens
AR Chemistry (Fjeld 2002)
  Tangible AR chemistry education
Case Study: LevelHead




  Block based game
Case Study: LevelHead
  Physical Components
    Real blocks
  Display Elements
    Virtual person and rooms
  Interaction Metaphor
    Blocks are rooms
Building Usable AR Interfaces
Goal: An AR application to test molecular
 structure in chemistry
  Physical Components
    Real book, rotation cube, scoop, tracking markers
  Display Elements
    AR atoms and molecules
  Interaction Metaphor
    Build your own molecule
AR Chemistry Input Devices
Building Usable AR Interfaces
Natural Hand Interaction




  Using bare hands to interact with AR content
    MS Kinect depth sensing
    Real time hand tracking
    Physics based simulation model
Evaluation
  Need for more evaluation
    2008 -10% AR papers in IEEE, ACM had any evaluation
  Informal
    Pilot, ‘quick and dirty’
  Formal
    Lab studies, field studies, heuristic
2D vs. AR Navigation?




        VS
HIT Lab NZ Test Platform – AR View
HIT Lab NZ Platform – Map View
Distance and Time




No significant differences
Paths Travelled
                    Red – AR
                    Blue – AR + Map
                    Yellow - Map
Navigation Behaviour
            Depends on interface
              Map doesn’t show
               short cuts
Survey Responses
User Comments
  AR
    “you don't know exactly where you are all of the time.”
    “using AR I found it difficult to see where I was going”
  Map
    “you were able to get a sense of where you were”
    “you are actually able to see the physical objects around you”
  AR+MAP
    “I used the map at the beginning to understand where the
     buildings were and the AR between each point”
    “You can choose a direction with AR and find the shortest way
     using the map.”
Building Usable AR Interfaces
  Understand user needs
    Consider whole user needs
     -  Physical, emotional, cognitive, social, cultural
    Perceptual issues
  Design for those needs
    Rapid prototyping
    Virtual, physical elements, interaction metaphor
  Test your design
    Formal, informal testing
More Information

•  Mark Billinghurst
  –  mark.billinghurst@hitlabnz.org
•  Website
  –  www.hitlabnz.org
  –  www.buildar.org

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Building Usable AR Interfaces

  • 1. Building Usable AR Interfaces Mark Billinghurst HIT Lab NZ University of Canterbury
  • 3. To Make the Vision Real..   Hardware/software requirements   Contact lens displays   Free space hand/body tracking   Speech/gesture recognition   Etc..   Most importantly   Usability
  • 4. Usability Issues   Perception   How to make images appear part of real world?   Interaction   How to pick content in mid air?   Social   Do I look stupid?   Cultural   Wave up or down?   Cognitive   How do I remember where everything is?
  • 5. “The product is no longer the basis of value. The experience is.” Venkat Ramaswamy The Future of Competition.
  • 6. Gilmore + Pine: Experience Economy experiences Emotion services Value products/tools Function components
  • 7. Build Experiences NOT Applications!
  • 8. Building Compelling AR Experiences ?? experiences Usability applications Interaction tools Authoring components Tracking, Display Sony CSL © 2004
  • 10. Understand Your Users   Workshops or focus groups   Group interviews/activities   Observations   Spending time with users in day to day tasks   Questionnaires   Looking for specific information   Interviews   Good for exploring issues, using props   Documentation   Procedures and rules written down in manuals
  • 12. AR as Perception Problem   Goal of AR to fool human senses – create illusion that real and virtual are merged   Depth   Size   Occlusion   Shadows   Relative motion   Etc..
  • 17. AR Rapid Development Prototyping and User Testing  Low Fidelity Prototyping  Sketches  Paper Prototyping  Post-It Prototyping  PowerPoint Prototyping  High Fidelity Prototyping  Wikitude, Junaio, Layar, BuildAR etc
  • 18. POST IT PROTOTYPING Camera  View  with  3D   First  Dra)   Second  Dra)   Third  Dra)   •   Selec8on  highlighted  in   •   Home  bu=on  added  for   blue   easy  naviga8on  to  main   menu  
  • 19. POWERPOINT PROTOTYPING Benefits     •   Used  for  User  Tes8ng   •   Interac8ve   •   Func8onali8es  work  when  following  the  story  of   Scenario  1   •   Quick   •   Easy  arrangement  of  slides   User  Tes8ng   •   Par8cipants  found   •   15  minute  sessions  screen  captured   •   ‘ Talk  Allowed’  technique  used     •   Notes  taken   •   Post-­‐Interview  
  • 20. BuildAR   http://www.buildar.org/   Stand alone application   Visual interface for AR model viewing application   Enables non-programmers to build AR scenes
  • 21.   Interface Components   Physical components   Display elements -  Visual/audio   Interaction metaphor Physical Display Elements Elements Interaction Metaphor Input Output
  • 22. AR Design Space Reality Virtual Reality Augmented Reality Physical Design Virtual Design
  • 23. AR Lens Design Principles   Physical Components   Lens handle -  Virtual lens attached to real object   Display Elements   Lens view -  Reveal layers in dataset   Interaction Metaphor   Physically holding lens
  • 24. AR Chemistry (Fjeld 2002)   Tangible AR chemistry education
  • 25. Case Study: LevelHead   Block based game
  • 26. Case Study: LevelHead   Physical Components   Real blocks   Display Elements   Virtual person and rooms   Interaction Metaphor   Blocks are rooms
  • 28. Goal: An AR application to test molecular structure in chemistry   Physical Components   Real book, rotation cube, scoop, tracking markers   Display Elements   AR atoms and molecules   Interaction Metaphor   Build your own molecule
  • 31. Natural Hand Interaction   Using bare hands to interact with AR content   MS Kinect depth sensing   Real time hand tracking   Physics based simulation model
  • 32. Evaluation   Need for more evaluation   2008 -10% AR papers in IEEE, ACM had any evaluation   Informal   Pilot, ‘quick and dirty’   Formal   Lab studies, field studies, heuristic
  • 33. 2D vs. AR Navigation? VS
  • 34. HIT Lab NZ Test Platform – AR View
  • 35. HIT Lab NZ Platform – Map View
  • 36. Distance and Time No significant differences
  • 37. Paths Travelled   Red – AR   Blue – AR + Map   Yellow - Map
  • 38. Navigation Behaviour   Depends on interface   Map doesn’t show short cuts
  • 40. User Comments   AR   “you don't know exactly where you are all of the time.”   “using AR I found it difficult to see where I was going”   Map   “you were able to get a sense of where you were”   “you are actually able to see the physical objects around you”   AR+MAP   “I used the map at the beginning to understand where the buildings were and the AR between each point”   “You can choose a direction with AR and find the shortest way using the map.”
  • 41. Building Usable AR Interfaces   Understand user needs   Consider whole user needs -  Physical, emotional, cognitive, social, cultural   Perceptual issues   Design for those needs   Rapid prototyping   Virtual, physical elements, interaction metaphor   Test your design   Formal, informal testing
  • 42. More Information •  Mark Billinghurst –  mark.billinghurst@hitlabnz.org •  Website –  www.hitlabnz.org –  www.buildar.org