mobile ar lecture 9 - mobile ar interface design
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LECTURE 9: DESIGNING MOBILE AR
INTERFACES Mark Billinghurst
mark.billinghurst@unisa.edu.au
Zi Siang See zisiang@reina.com.my
November 29th-30th 2015
Mobile-Based Augmented Reality Development
BASIC GUIDELINES
Handheld HCI
• Consider your user • Follow good HCI principles • Adapt HCI guidelines for handhelds • Design to device constraints • Micro-Interactions • Design Patterns
Consider Your User • Consider context of user
• Physical, social, emotional, cognitive, etc
• Mobile Phone AR User
• Probably Mobile • One hand interaction • Short application use • Need to be able to multitask • Use in outdoor or indoor environment • Want to enhance interaction with real world
Follow Good HCI Principles • Provide good conceptual model/Metaphor
• customers want to understand how UI works
• Make things visible • if object has function, interface should show it
• Map interface controls to customer’s model • infix -vs- postfix calculator -- whose model?
• Provide feedback • what you see is what you get!
Adapting Existing Guidelines • Mobile Phone AR
• Phone HCI Guidelines • Mobile HCI Guidelines
• HMD Based AR • 3D User Interface Guidelines • VR Interface Guidelines
• Desktop AR • Desktop UI Guidelines
iPhone Guidelines
• Make it obvious how to use your content. • Avoid clutter, unused blank space, and busy backgrounds.
• Minimize required user input. • Express essential information succinctly. • Provide a fingertip-sized target area for all links and controls.
• Avoid unnecessary interactivity. • Provide feedback when necessary
iPhone Interface
Applying Principles to Mobile AR • Clean • Large Video View • Large Icons • Text Overlay • Feedback
AR vs. Non AR Design
• Design Guidelines • Design for 3D graphics + Interaction • Consider elements of physical world • Support implicit interaction
Characteristics Non-AR Interfaces AR Interfaces
Object Graphics Mainly 2D Mainly 3D
Object Types Mainly virtual objects Both virtual and physical objects
Object behaviors Mainly passive objects Both passive and active objects
Communication Mainly simple Mainly complex
HCI methods Mainly explicit Both explicit and implicit
Maps vs. Junaio
• Google Maps • 2D, mouse driven, text/image heavy, exocentric
• Junaio • 3D, location driven, simple graphics, egocentric
Design to Device Constraints • Understand the platforms used and design for limitations
• Hardware, software platforms
• Eg Handheld AR game with visual tracking • Use large screen icons • Consider screen reflectivity • Support one-hand interaction • Consider the natural viewing angle • Do not tire users out physically • Do not encourage fast actions • Keep at least one tracking surface in view
Art of Defense Game
Handheld AR Constraints/Affordances • Camera and screen are linked
• Fast motions a problem when looking at screen • Intuitive “navigation”
• Phone in hand • Two handed activities: awkward or intuitive • Extended periods of holding phone tiring • Awareness of surrounding environment
• Small screen • Extended periods of looking at screen tiring • In general, small awkward platform
• Vibration, sound • Can provide feedback when looking elsewhere
• Networking - Bluetooth, 802.11 • Collaboration possible
• Guaranteed minimum collection of buttons • Sensors often available
• GPS, camera, accelerometer, compass, etc
Micro-Interactions
▪ On mobiles people split attention between display and real world
Time Looking at Screen
Oulasvirta, A. (2005). The fragmentation of attention in mobile interaction, and what to do with it. interactions, 12(6), 16-18.
Dividing Attention to World
• Number of times looking away from mobile screen
Design for MicroInteractions ▪ Design interaction less than a few seconds • Tiny bursts of interaction • One task per interaction • One input per interaction
▪ Benefits • Use limited input • Minimize interruptions • Reduce attention fragmentation
Design Patterns
“Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem in such a way that you can use this solution a million times over, without ever doing it the same way twice.”
– Christopher Alexander et al.
C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
Handheld AR Design Patterns Title Meaning Embodied Skills Device Metaphors Using metaphor to suggest available player
actions Body A&S Naïve physics
Control Mapping Intuitive mapping between physical and digital objects
Body A&S Naïve physics
Seamful Design Making sense of and integrating the technological seams through game design
Body A&S
World Consistency Whether the laws and rules in physical world hold in digital world
Naïve physics Environmental A&S
Landmarks Reinforcing the connection between digital-physical space through landmarks
Environmental A&S
Personal Presence The way that a player is represented in the game decides how much they feel like living in the digital game world
Environmental A&S Naïve physics
Living Creatures Game characters that are responsive to physical, social events that mimic behaviours of living beings
Social A&S Body A&S
Body constraints Movement of one’s body position constrains another player’s action
Body A&S Social A&S
Hidden information The information that can be hidden and revealed can foster emergent social play
Social A&S Body A&S
Example: Seamless Design
• Design to reduce seams in the user experience • Eg: AR tracking failure, change in interaction mode
• Paparazzi Game • Change between AR tracking to accelerometer input
Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--Arts, Media, and Humanities, p.19-28, October 26-29, 2011
Example: Living Creatures
• Virtual creatures should respond to real world events • eg. Player motion, wind, light, etc • Creates illusion creatures are alive in the real world
• Sony EyePet • Responds to player blowing on creature
INTERACTION GUIDELINES
AR Interaction
• Designing AR System = Interface Design • Using different input and output technologies
• Objective is a high quality of user experience • Ease of use and learning • Performance and satisfaction
• Interface Components • Physical components • Display elements
• Visual/audio
• Interaction metaphors
Physical Elements
Display Elements Interaction
Metaphor Input Output
AR Design Principles
Design of Objects • Objects
• Purposely built – affordances • “Found” – repurposed • Existing – already at use in marketplace
• Make affordances obvious (Norman) • Object affordances visible • Give feedback • Provide constraints • Use natural mapping • Use good cognitive model
Affordances: to give a clue • Refers to an attribute of an object that allows people to know how to use it • e.g. a button invites pushing, a door handle affords pulling
• Norman (1988) used the term to discuss the design of everyday objects
• Since has been much popularised in interaction design to discuss how to design interface objects • e.g. scrollbars afford moving up and down, icons afford clicking
Physical Affordances • Physical affordances:
How do the following physical objects afford? Are they obvious?
‘Affordance’ and Interface Design? • Interfaces are virtual and do not have affordances like physical objects
• Norman argues it does not make sense to talk about interfaces in terms of ‘real’ affordances
• Instead interfaces are better conceptualized as ‘perceived’ affordances • Learned conventions of arbitrary mappings between action
and effect at the interface • Some mappings are better than others
Virtual Affordances • Virtual affordances
How do the following screen objects afford? What if you were a novice user? Would you know what to do with them?
• AR is mixture of physical and virtual affordance • Physical
• Tangible controllers and objects
• Virtual • Virtual graphics and audio
Affordance Led Design
• Make affordances perceivable • Provide visual, haptic, tactile, auditory cues
• Affordance Led Usability • Give feedback • Provide constraints • Use natural mapping • Use good cognitive model
Example: AR Chemistry
• Tangible AR chemistry education (Fjeld) Fjeld, M., Juchli, P., and Voegtli, B. M. 2003. Chemistry education: A tangible
interaction approach. Proceedings of INTERACT 2003, September 1st -5th 2003, Zurich, Switzerland.
Input Devices
• Form informs function and use
Picking up an Atom
Case Study 1: AR Lens
• Physical Components • Lens handle
• Virtual lens attached to real object
• Display Elements • Lens view
• Reveal layers in dataset
• Interaction Metaphor • Physically holding lens
3D AR Lenses: Model Viewer
! Displays models made up of multiple parts ! Each part can be shown or hidden through the lens ! Allows the user to peer inside the model ! Maintains focus + context
Case Study 2 : LevelHead
• Block based game
Case Study 2: LevelHead
• Physical Components • Real blocks
• Display Elements • Virtual person and rooms
• Interaction Metaphor • Blocks are rooms
Handheld Interface Metaphors
• Tangible AR Lens Viewing • Look through screen into AR scene • Interact with screen to interact with
AR content • Eg Invisible Train
• Tangible AR Lens Manipulation • Select AR object and attach to device • Use the motion of the device as input
• Eg AR Lego
Space vs. Time - Multiplexed • Space-multiplexed
• Many devices each with one function • Quicker to use, more intuitive, clutter • Real Toolbox
• Time-multiplexed • One device with many functions
• Space efficient • mouse
Tangible AR: Tiles (Space Multiplexed)
• Tiles semantics • data tiles • operation tiles
• Operation on tiles • proximity • spatial arrangements • space-multiplexed
Proximity-based Interaction
Tangible AR: Time-multiplexed Interaction • Use of natural physical object manipulations to control virtual objects
• VOMAR Demo • Catalog book:
• Turn over the page
• Paddle operation: • Push, shake, incline, hit, scoop
VOMAR Interface
Tangible AR Design Principles
• Tangible AR Interfaces use TUI principles • Physical controllers for moving virtual content • Support for spatial 3D interaction techniques • Time and space multiplexed interaction • Support for multi-handed interaction • Match object affordances to task requirements • Support parallel activity with multiple objects • Allow collaboration between multiple users
PERCEPTUAL AND COGNITIVE ISSUES
AR and Perception " Creating the illusion that virtual images are
seamlessly part of the real world • Must match real and virtual cues
• Depth, occlusion, lighting, shadows..
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..
Depth Cues " Pictorial: visual cues
• Occlusion, texture, relative brightness " Kinetic: motion cues
• Relative motion parallax, motion perspective " Physiological: motion cues
• Convergence, accommodation " Binocular disparity: two different eye images
Use the Following Depth Cues • Movement parallax. • Icon/Object size (for close objects) • Linear perspective
• To add side perspective bar. • Overlapping
• Works if the objects are big enough • Shades and shadows.
• Depends on the available computation
Provide Perspective Cue
• Eg ground plane grid
Depth Perception
Information Presentation
" Information Presentation • Amount of information
• Clutter, complexity • Representation of information
• Navigation cues, POI representation • Placement of information
• Head, body, world stabilized • View combination
• Multiple views
Twitter 360
• www.twitter-360.com • iPhone application • See geo-located tweets in real world • Twitter.com supports geo tagging
Wikitude – www.wikitude.com
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Information Filtering
Information Filtering
Outdoor AR: Limited FOV
Possible solutions
• Overview + Detail • spatial separation; two views
• Focus + Context • merges both views into one view
• Zooming • temporal separation
• TU Graz – HIT Lab NZ - collaboration • Zooming panorama • Zooming Map
Zooming Views
MAKING A COMPELLING EXPERIENCE
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