the glass class lecture 3: glass user experience

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The Glass Class Lecture 3 – Glass User Experience Feb 17 th – 21 st 2014 Mark Billinghurst, Gun Lee HIT Lab NZ University of Canterbury

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The third lecture in the Glass Class, Google Glass programming course. Taught by Mark Billinghurst on February 17th 2014. This lecture provides an overview of the Google Glass user experience.

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Page 1: The Glass Class Lecture 3: Glass User Experience

The Glass Class Lecture 3 – Glass User Experience

Feb 17th – 21st 2014

Mark Billinghurst, Gun Lee HIT Lab NZ

University of Canterbury

Page 2: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

User Interface

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Page 3: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Glass User Interface Evolution

Page 4: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Early prototyping

Page 5: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Early prototyping

Page 6: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Concept video

Page 7: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Reality

Page 8: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Page 9: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Page 10: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Timeline Metaphor

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THE GLASS CLASS

User Experience   Truly Wearable Computing

  Less than 46 ounces

  Hands-free Information Access   Voice interaction, Ego-vision camera

  Intuitive User Interface   Touch, Gesture, Speech, Head Motion

  Access to all Google Services   Map, Search, Location, Messaging, Email, etc

Page 12: The Glass Class Lecture 3: Glass User Experience

Glass Applications

Page 13: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Living Heads Up vs. Heads Down

Page 14: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Page 15: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

  https://glass.google.com/glassware Glassware Applications

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THE GLASS CLASS

Pla$orm  

Page 17: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Page 18: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Page 19: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

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THE GLASS CLASS

Virtual Exercise Companion

  GlassFitGames   http://www.glassfitgames.com

Page 21: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

GlassFitGames Video

Page 22: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Medical Use Cases   Teaching

  Remote education

  Remote assistance   Surgery support

  Hands free information  Connecting to patient record

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THE GLASS CLASS

Medical Examples   Live stream patient data from accident site   Surgeon live streams surgery for training   Nurse scanning medication to confirm dose   Viewing patient data during exam   View patient vital information   Residents exam streamed to attending physician   Oncologist overlay MRI scan over a patient   Electronic patient record shared with caregiver

Page 24: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Example – Vipaar Telemedicine

  Vipaar + UAB - http://www.vipaar.com   Endoscopic view streamed remotely   Remote expert adds hands – viewed in Glass

Page 25: The Glass Class Lecture 3: Glass User Experience

Design Principles

Page 26: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Last year Last week Now Forever

The Now machine Focus on location, contextual and timely information, and communication.

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THE GLASS CLASS

1. Design For Glass

  Simple, relevant information   Complement existing devices

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THE GLASS CLASS

2. Don’t Get in the Way

  Enhance, not replace, real world interaction

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THE GLASS CLASS

3. Keep it Relevant

  Information at the right time and place

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THE GLASS CLASS

4. Avoid the Unexpected

  Don’t send unexpected content at wrong times   Make it clear to users what your glassware does

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THE GLASS CLASS

5. Build for People

  Use imagery, voice interaction, natural gestures   Focus on fire and forget interaction model

Page 32: The Glass Class Lecture 3: Glass User Experience

THE GLASS CLASS

Micro  Interac0ons  

The  posi0on  of  the  display  and  limited  input  ability  makes  longer  interac0ons  less  comfortable.  

Using  it  shouldn’t  take  longer  than  taking  out  your  phone.