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
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
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
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