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UIs and User Centred
Design Techniques for AR
+ VR
What’s AR and VR?!
Augmented Reality and Virtual reality.
AR: technology that layers over our everyday
VR: technology that transports us to a different
world
But They Must be Years
Away?!
https://vimeo.com/104034319
How do we design
applications for AR and
VR?
IxD for System vs
IxD for
Framework
Designers are even confronted with the obstacle of a
methodology or framework to design the system itself
and quickly iterate through prototypes
Steps are being taken to address these concerns
Few applications / frameworks although commercial +
open source are helping
Evaluating VR UI’s
Goals Formation
Navigate the World
Locate Objects
Position for Interaction
Deciding on Action
Manipulating Objects
Recognise Feedback
Interpret Feedback
Decide on New Action
VR Related Issues
with Evaluation
Objects can obscure
and may break
interaction cycle
Different modes of
design for navigation
and for environment
driven VR systems
Expert users see the
modes blend together
Feedback should be
multisensory
Can’t see things off
screen or behind a
wall etc.
Environmental cues
are key
Evaluation
Techniques
Walkthrough each phase step by step
Ask necessary questions along the way
◇ Aim to uncover breaks in affordances
◇ Questions guided to create generic design
principles (GDPs)
Collect design issues and virtual environment
features
Prioritise them for development
UCD Tips for AR
Install on a
familiar device
Choose a design
scenario
Run in an
appropriate setting
Build for two hands
if on mobile
Choose the right
audience
Challenge users
with mental flow
not with physical
strain
Issues Overall
Information is often weakly exhibited that link
design problems with design solutions in VR
and AR.
Even some of Norman’s interaction evaluation
techniques can break down when dealt with
navigating 3D space.
Need a tailored methodology for dealing with
emerging issues in hardware and interaction.
Virtual Reality
Uses, Current Tech and Design
Uses of VREducation
With the leaps in
technology, virtual
reality can be used to
transport people to
other planets, tourist
destinations and the
many jungles and
oceans on earth.
Video Games
Virtual Reality allows
players to be
transported to other
worlds and puts them
in the middle of the
action!
Medical
Virtual reality can allow
surgeons to move
throughout the body and
diagnose problems that
patients have.
Virtual reality is also being
used for therapy for PTSD
veterans and phantom limb
syndrome.
source: openmedical.orgsource: immersivevreducation.com source: military.com
https://www.youtube.com/watch?v=kBpFx-ixBiM
VR Technology available today
Designing for VR
User Interface design in VR
When designing interfaces in a virtual reality, there are some
considerations which must be taken into account.
● Is there a motion controller used in conjunction with the VR
system?
● What is the nature of the experience?
● Who is the interface being designed for?
● What are the perceptual limitations of the user?
Perceptual Limitations
Perceptual limitations occur in the areas that
users find interaction difficult in their field of
view.
Peripheral
Perceptual Limitations
Perceptual limitations occur in the areas that
users find interaction difficult in their field of
view.
Peripheral
0.5m
Region where
convergence can
occur
How do we design UIs with these
limitations in mind?
How do we design UIs with these
limitations in mind?
Is this a good UI design or bad UI
design in VR?
Augmented Reality
Uses, Current Tech and Design
Uses of AR
Notification
AR headsets can notify
you of social media,
texts or email as you
go about your daily life.
Video Games
AR allows players to
have their world
transformed in front of
their very own eyes!
Navigation
AR allows people to find
their destination in a non-
obtrusive way.
source: play.google.comsource: google.com source: nintendo.com
AR Technology available today
Designing for AR
User Interface design in AR
When designing interfaces in a augmented reality, the
considerations taken into account are similar to VR.
But there is one thing that is the utmost importance!
Obscurity / Opacity.
User Interface design in VR
Continue 10m
User Interface design in VR
User Interface design in VR
Case Studies
1.
Design and Evaluation of Menu Systems for Immersive Virtual
Environments - Bowman & Wingrave 2001
2.
Experimental Evaluation of User Interfaces for Visual Indoor
Navigation - Moller et al. 2014
Key Interaction Tasks VR
Navigation
Selection
Manipulation
System Control
TULIP Menu
vs
Floating Menu
vs
Pen and Tablet
Pinch Gloves
Hardware for TULIP Menu
Pinch Gloves consist of a flexible cloth gloves augmented with conductive cloth
sewn into the tips of each of the fingers.
When two or more pieces of conductive cloth come into contact with one
another, a signal is sent back to the host computer indicating which fingers are
being “pinched”
Virtual Research V8 head-mounted display (HMD) and the head and both
hands are tracked using a Polhemus Fastrak tracking system
Evolution of TULIP
Scrolling Menu
Three Up Menu
Scrolling Menu
Three Up Menu
Pilot Study
Evaluating these two menu designs, users had to change a virtual object to
match a target object.
3 parameters could be controlled: the object’s shape, color, and texture. Each
of these corresponded to a top-level menu.
There were 3 shapes to choose from, 8 colors, and 6 textures – these
corresponded to second-level menu items.
Test 4 users - “Think Aloud” - Informal Results
Pilot Results
Neither design satisfied the desired requirements.
Users did prefer the Scrolling Menu BUT realized tasks could be completed
with less steps using the Three Up Menu.
Three Up Menu hides options if there is more than 3.
Scrolling Menus prompt users to incorrectly attempt to push palms.
Lack of feedback when items selected and fatigue from hands being raised.
RE-DESIGN
T hree
U p
L abels
I n
P alm
Summative Evaluation
Compare Ease Of Use
Compare Ease Of Learning
Efficiency
Comfort of all 3 Menus
Summative Evaluation
26 users participated
Repeated object matching task
Completed a questionnaire containing demographic information and
information about their experience with computers and VEs
Same equipment used again with added stylus for floating menus and pen
and tablet menus
30 trials of each menu and no help provided after initial briefing
Floating Menus
Pen and Tablet Menus
Results
Appears that the gloves were the
hardest to learn initially, but
performance was at reasonable
levels for all three types within five
trials.
Reason times for the pen and
tablet menu are initially poor is
that users were not told they
needed to look at the tablet in
their hand
Comfort Levels
The main drawback of
the pen and tablet
system is the discomfort
it causes users, which
might be alleviated by
adding an ergonomic
handle.
Reflection On Study
Combining the efficiency, comfort, and preference information, it appears that
both the pen and tablet menu and the TULIP menus performed well in the
evaluation
Fifteen users expressed a preference for the TULIP interface, while nine
preferred the pen and tablet, and only two preferred the floating menus
This evaluation reiterated some important heuristics from the traditional
human-computer interaction literature. Menu systems for VEs need to have
good feedback, affordances, and constraints, and items and their actions
should be visible.
Evaluation of User
Interfaces for Visual
Indoor Navigation
Andreas Moller et al.
Implemented a novel UI for visual localization, consisting of Virtual Reality (VR)
and Augmented Reality (AR) views that actively communicate and ensure
localization accuracy.
Beneficial for large buildings and navigating your way around.
The concept consists of a panorama-based view as a complement to
Augmented Reality and proposes different visualizations for motivating users
to record “good” query images.
Good query images are important
Comparing AR vs VR
The users would hold the
phone up as seen in the figure
and look at the phone in order
to see the augmentation i.e.
items superimposed onto their
real life surroundings.
The virtual reality displays pre-
recorded images of the
environment (downloaded from
a server) that are arranged to a
360◦ panorama on the mobile
device
Enhancing Visual
Localization
Visual localization can be very dependent on how the device is
being held.
Four indicator types were proposed which were:
- Text Hint
- Blur
- Colour Scale
- Spirit Level
Initial Testing
A questionnaire-based survey with mockup videos were used for early testing.
Users did not actually travel through a building.
From initial user evaluations there was an inconsistency. Majority of people
stated that the VR mode helped them orient themselves even if the location
estimate of the system was incorrect yet the subjects still claimed they prefer
the AR mode.
Users preferred the Text Hint and Spirit Level as a means to prompt user to
provide a better quality of image.
Prototype
A prototype was built using Android 2.3
Had both the AR and VR modes
Wizard Of Oz technique - experimenter would play a role
The navigation interface on the subject’s device was implemented with
OpenGL ES 2.0.
For the automatic trigger, they used a FAST feature detector from the OpenCV
framework for Android to detect the number of features in the camera’s live
image.
Experiments
So the goal of the experiment was to verify results from earlier mock-ups.
Three experiments took place to test:
1. Efficiency, perception and convenience of AR and VR under different
accuracy conditions.
2. Effectivity of UI elements specific to vision-based localization.
3. Convenience and distraction of object highlighting.
12 participants took part most of which were students but none were involved
in the project.
Hardware
Subjects used a Samsung Galaxy S II (4.3- inch screen, 8 megapixel camera)
The WOz app ran on a Samsung Nexus S (4-inch screen).
Both devices had a screen resolution of 480×800 pixels.
UIs Implemented (subject)
UIs Implemented (WoZ)
Experiment 1- Navigation using AR and
VR
Subjects performed a navigation task in a university building on a path of 220
meters length, using both the AR and the VR mode. Each user traversed the
path eight times and was asked to rely only on the given instructions.
Navigation instructions were fed into the subject’s phone by the experimenter
(Wizard of Oz).
Sent the appropriate panoramas in VR mode (and directional arrows in AR
mode) to the subject’s phone using the WOz interface.
Users were encouraged to think allowed
Results
Subjects were in average 25
seconds faster to reach their
destination with VR (averagely
2:39 minutes for the 220 m path)
than with AR (averagely 3:04
minutes). The experiment also
proved that AR was worse with
regards to orientation errors.
Subjects found carrying the
phone more convenient in VR.
The required upright position for
carrying the phone in AR was
physically constraining
Experiment 2 Vision Specific UI Elements
Subjects performed a navigation task on the path shown in figure, but in
opposite direction as in Experiment 1, so that the path was not already too
familiar.
Three times during the walk, a relocalization procedure was simulated.
The experimenter triggered a spirit level visualization to appear on the
subjects’ device. This indicator told subjects to collect enough features for
relocalization.
Results
Reliable localization requires 100 to 150 features in the image. While the
indicator was visible, the average number of detected features per frame rose
from 42 to 101.
The experiment also showed that subjects preferred the lower carrying
position for VR mode, compared to the upright pose for AR mode
Experiment 3 Object Highlighting Methods
There were two ways to highlight objects: Frame and Soft Hightlight
The algorithm was optimized to detect square, feature-rich objects out of a
uniform background. This applies to, e.g., a poster on a wall.
Subjects pointed at the posters using both highlighting visualizations.
Feedback was afterwards collected by a questionnaire.
Results
On a Likert scale from -3 to +3,
subjects indicated that Frame
drew more attention to the
poster (M = 3) than Soft
Highlight (M = 1). The semi-
transparency of Soft Highlight
complicated readability of text
on the poster. Regarding
distraction, the visible contours
of the Frame visualization were
perceived as unstable.
Reflection on Experiments
VR mode turned out to be advantageous in several ways.
Contrary to initial feedback, AR UI appeared far more appealing in theory.
AR UI does have it strengths though; It can help to improve feature collection
using the feature indicator i.e. spirit level prompt to probability of reliable re-
localization.
Subjects reported that the frequent updates of the panorama images in VR
mode were partly irritating, especially when not permanently looking at the
screen
Further studies are required in the field to strengthen these UI concepts,
particularly with regards to AR and seeking more reliable localization.
Soooo what’s the activity?
Considering the revised User Centred Design
Model, we’re going design some augmented
reality applications.
● Navigation
● Notification System
● Photo and Video
● Messaging System
thanks!
ANY QUESTIONS?
References
Alger, M., 2015. Visual Designs for Virtual Reality.
Alger, M., n.d. VR Interface Design Manifesto.
Alger, M., n.d. VR Interface Design Pre-Visualisation Methods.
Bowman, E., Wingrave, C. (2001) "Design and Evaluation of Menu Systems
for Immersive Virtual Environments", in Proceedings Of The Virtual Reality
2001 Conference (VR'01) (VR '01), IEEE Computer Society.
Broll, W., Shafer, L., Hollerer, T., Bowman, D., 2001. Interface with angels:
the future of VIR and AR interfaces. IEEE Computer Graphics and
Applications 21, 14–17. doi:10.1109/38.963455
De Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G.,
Poulovassilis, A., 2010. Learning as immersive experiences: Using the four-
dimensional framework for designing and evaluating immersive learning
experiences in a virtual world. British Journal of Educational Technology 41,
69–85.
Denis, J.-M., 2015. From product design to virtual reality. Google Design.
DesigningInteractions_8.pdf, n.d.
Faaborg, A., n.d. Designing for virtual reality and the impact on education.
TEDx Talks.
Hsu, C., Shiau, H., 2013. The Visual Web User Interface Design in
Augmented Reality Technology. Editorial Preface 4.
References
Jang, D., Kim, J.-S., Li, K.-J., Joo, C.-H., 2011. Overlapping and
synchronizing two worlds. Proceeding GIS ’11 Proceedings of the 19th ACM
SIGSPATIAL International Conference on Advances in Geographic
Information Systems 493–496.
Kunz, A., Wegener, K., 2013. Towards natural user interfaces in VR/AR for
design and manufacturing. Eidgenössische Technische Hochschule Zürich,
Institute of Machine Tools and Manufacturing.
Leap Motion VR Best Practices Guidelines.pdf, n.d.
rabedik, n.d. AR Screen Hackathon Project.
Möller, A., Kranz, M., Diewald, S., Roalter, L., Huitl, R., Stockinger, T., Koelle,
M., Lindemann, P. (2014) "Experimental evaluation of user interfaces for
visual indoor navigation", in Proceedings Of The SIGCHI Conference On
Human Factors In Computing Systems (CHI '14), ACM: New York, NY, USA.
Samsung Developer Connection, 2014. VR Design: Transitioning from a 2D
to 3D Design Paradigm.
Sutcliffe, A., n.d. Multimedia and Virtual Reality: Designing Multisensory User
Interfaces. Pyschology Press, 2003.
Sutcliffe, A, & Deol Kaur, K 2000, “Evaluating the usability of virtual reality
user interfaces”, Behaviour & Information, n.d.
References
Investigating the Balance between Virtuality and Reality in Mobile Mixed
Reality UI Design – User Perception of an Augmented City. Proceeding
NordiCHI ’14 Proceedings of the 8th Nordic Conference on Human-Computer
Interaction: Fun, Fast, Foundational 137–146.
Wesolowski, M., n.d. Designing Next-Gen Virtual Reality Gaming
Experiences. www.techcrunch.com.
Sutcliffe, A, & Deol Kaur, K 2000, 'Evaluating the usability of virtual reality
user interfaces', Behaviour & Information Technology, 19, 6, pp. 415-426,
Academic Search Complete, EBSCOhost, viewed 12 February 2016.
Uxmag.com, (2016) User Testing As A Design Driver : Looksery Created A
Product For Users, Not Designers: Looksery Created A Product For Users,
Not Designers | UX Magazine [online], available:
https://uxmag.com/articles/user-testing-as-a-design-driver [accessed 20 Feb
2016].
Uxmag.com, (2016) User Testing As A Design Driver : Looksery Created A
Product For Users, Not Designers: Looksery Created A Product For Users,
Not Designers | UX Magazine [online], available:
https://uxmag.com/articles/user-testing-as-a-design-driver [accessed 292Feb
2016].

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User Interfaces and User Centered Design Techniques for Augmented Reality and Virtual Reality

  • 1. UIs and User Centred Design Techniques for AR + VR
  • 2. What’s AR and VR?! Augmented Reality and Virtual reality. AR: technology that layers over our everyday VR: technology that transports us to a different world
  • 3. But They Must be Years Away?! https://vimeo.com/104034319
  • 4. How do we design applications for AR and VR?
  • 5. IxD for System vs IxD for Framework Designers are even confronted with the obstacle of a methodology or framework to design the system itself and quickly iterate through prototypes Steps are being taken to address these concerns Few applications / frameworks although commercial + open source are helping
  • 6. Evaluating VR UI’s Goals Formation Navigate the World Locate Objects Position for Interaction Deciding on Action Manipulating Objects Recognise Feedback Interpret Feedback Decide on New Action
  • 7. VR Related Issues with Evaluation Objects can obscure and may break interaction cycle Different modes of design for navigation and for environment driven VR systems Expert users see the modes blend together Feedback should be multisensory Can’t see things off screen or behind a wall etc. Environmental cues are key
  • 8. Evaluation Techniques Walkthrough each phase step by step Ask necessary questions along the way ◇ Aim to uncover breaks in affordances ◇ Questions guided to create generic design principles (GDPs) Collect design issues and virtual environment features Prioritise them for development
  • 9. UCD Tips for AR Install on a familiar device Choose a design scenario Run in an appropriate setting Build for two hands if on mobile Choose the right audience Challenge users with mental flow not with physical strain
  • 10. Issues Overall Information is often weakly exhibited that link design problems with design solutions in VR and AR. Even some of Norman’s interaction evaluation techniques can break down when dealt with navigating 3D space. Need a tailored methodology for dealing with emerging issues in hardware and interaction.
  • 11. Virtual Reality Uses, Current Tech and Design
  • 12. Uses of VREducation With the leaps in technology, virtual reality can be used to transport people to other planets, tourist destinations and the many jungles and oceans on earth. Video Games Virtual Reality allows players to be transported to other worlds and puts them in the middle of the action! Medical Virtual reality can allow surgeons to move throughout the body and diagnose problems that patients have. Virtual reality is also being used for therapy for PTSD veterans and phantom limb syndrome. source: openmedical.orgsource: immersivevreducation.com source: military.com
  • 16. User Interface design in VR When designing interfaces in a virtual reality, there are some considerations which must be taken into account. ● Is there a motion controller used in conjunction with the VR system? ● What is the nature of the experience? ● Who is the interface being designed for? ● What are the perceptual limitations of the user?
  • 17. Perceptual Limitations Perceptual limitations occur in the areas that users find interaction difficult in their field of view. Peripheral
  • 18. Perceptual Limitations Perceptual limitations occur in the areas that users find interaction difficult in their field of view. Peripheral 0.5m Region where convergence can occur
  • 19. How do we design UIs with these limitations in mind?
  • 20. How do we design UIs with these limitations in mind?
  • 21. Is this a good UI design or bad UI design in VR?
  • 23. Uses of AR Notification AR headsets can notify you of social media, texts or email as you go about your daily life. Video Games AR allows players to have their world transformed in front of their very own eyes! Navigation AR allows people to find their destination in a non- obtrusive way. source: play.google.comsource: google.com source: nintendo.com
  • 26. User Interface design in AR When designing interfaces in a augmented reality, the considerations taken into account are similar to VR. But there is one thing that is the utmost importance! Obscurity / Opacity.
  • 27. User Interface design in VR Continue 10m
  • 30. Case Studies 1. Design and Evaluation of Menu Systems for Immersive Virtual Environments - Bowman & Wingrave 2001 2. Experimental Evaluation of User Interfaces for Visual Indoor Navigation - Moller et al. 2014
  • 31. Key Interaction Tasks VR Navigation Selection Manipulation System Control
  • 34. Hardware for TULIP Menu Pinch Gloves consist of a flexible cloth gloves augmented with conductive cloth sewn into the tips of each of the fingers. When two or more pieces of conductive cloth come into contact with one another, a signal is sent back to the host computer indicating which fingers are being “pinched” Virtual Research V8 head-mounted display (HMD) and the head and both hands are tracked using a Polhemus Fastrak tracking system
  • 35. Evolution of TULIP Scrolling Menu Three Up Menu
  • 38. Pilot Study Evaluating these two menu designs, users had to change a virtual object to match a target object. 3 parameters could be controlled: the object’s shape, color, and texture. Each of these corresponded to a top-level menu. There were 3 shapes to choose from, 8 colors, and 6 textures – these corresponded to second-level menu items. Test 4 users - “Think Aloud” - Informal Results
  • 39. Pilot Results Neither design satisfied the desired requirements. Users did prefer the Scrolling Menu BUT realized tasks could be completed with less steps using the Three Up Menu. Three Up Menu hides options if there is more than 3. Scrolling Menus prompt users to incorrectly attempt to push palms. Lack of feedback when items selected and fatigue from hands being raised.
  • 40. RE-DESIGN T hree U p L abels I n P alm
  • 41. Summative Evaluation Compare Ease Of Use Compare Ease Of Learning Efficiency Comfort of all 3 Menus
  • 42. Summative Evaluation 26 users participated Repeated object matching task Completed a questionnaire containing demographic information and information about their experience with computers and VEs Same equipment used again with added stylus for floating menus and pen and tablet menus 30 trials of each menu and no help provided after initial briefing
  • 43. Floating Menus Pen and Tablet Menus
  • 44. Results Appears that the gloves were the hardest to learn initially, but performance was at reasonable levels for all three types within five trials. Reason times for the pen and tablet menu are initially poor is that users were not told they needed to look at the tablet in their hand
  • 45. Comfort Levels The main drawback of the pen and tablet system is the discomfort it causes users, which might be alleviated by adding an ergonomic handle.
  • 46. Reflection On Study Combining the efficiency, comfort, and preference information, it appears that both the pen and tablet menu and the TULIP menus performed well in the evaluation Fifteen users expressed a preference for the TULIP interface, while nine preferred the pen and tablet, and only two preferred the floating menus This evaluation reiterated some important heuristics from the traditional human-computer interaction literature. Menu systems for VEs need to have good feedback, affordances, and constraints, and items and their actions should be visible.
  • 47. Evaluation of User Interfaces for Visual Indoor Navigation
  • 48. Andreas Moller et al. Implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. Beneficial for large buildings and navigating your way around. The concept consists of a panorama-based view as a complement to Augmented Reality and proposes different visualizations for motivating users to record “good” query images. Good query images are important
  • 49. Comparing AR vs VR The users would hold the phone up as seen in the figure and look at the phone in order to see the augmentation i.e. items superimposed onto their real life surroundings. The virtual reality displays pre- recorded images of the environment (downloaded from a server) that are arranged to a 360◦ panorama on the mobile device
  • 50. Enhancing Visual Localization Visual localization can be very dependent on how the device is being held. Four indicator types were proposed which were: - Text Hint - Blur - Colour Scale - Spirit Level
  • 51. Initial Testing A questionnaire-based survey with mockup videos were used for early testing. Users did not actually travel through a building. From initial user evaluations there was an inconsistency. Majority of people stated that the VR mode helped them orient themselves even if the location estimate of the system was incorrect yet the subjects still claimed they prefer the AR mode. Users preferred the Text Hint and Spirit Level as a means to prompt user to provide a better quality of image.
  • 52. Prototype A prototype was built using Android 2.3 Had both the AR and VR modes Wizard Of Oz technique - experimenter would play a role The navigation interface on the subject’s device was implemented with OpenGL ES 2.0. For the automatic trigger, they used a FAST feature detector from the OpenCV framework for Android to detect the number of features in the camera’s live image.
  • 53. Experiments So the goal of the experiment was to verify results from earlier mock-ups. Three experiments took place to test: 1. Efficiency, perception and convenience of AR and VR under different accuracy conditions. 2. Effectivity of UI elements specific to vision-based localization. 3. Convenience and distraction of object highlighting. 12 participants took part most of which were students but none were involved in the project.
  • 54. Hardware Subjects used a Samsung Galaxy S II (4.3- inch screen, 8 megapixel camera) The WOz app ran on a Samsung Nexus S (4-inch screen). Both devices had a screen resolution of 480×800 pixels.
  • 57. Experiment 1- Navigation using AR and VR Subjects performed a navigation task in a university building on a path of 220 meters length, using both the AR and the VR mode. Each user traversed the path eight times and was asked to rely only on the given instructions. Navigation instructions were fed into the subject’s phone by the experimenter (Wizard of Oz). Sent the appropriate panoramas in VR mode (and directional arrows in AR mode) to the subject’s phone using the WOz interface. Users were encouraged to think allowed
  • 58.
  • 59. Results Subjects were in average 25 seconds faster to reach their destination with VR (averagely 2:39 minutes for the 220 m path) than with AR (averagely 3:04 minutes). The experiment also proved that AR was worse with regards to orientation errors. Subjects found carrying the phone more convenient in VR. The required upright position for carrying the phone in AR was physically constraining
  • 60. Experiment 2 Vision Specific UI Elements Subjects performed a navigation task on the path shown in figure, but in opposite direction as in Experiment 1, so that the path was not already too familiar. Three times during the walk, a relocalization procedure was simulated. The experimenter triggered a spirit level visualization to appear on the subjects’ device. This indicator told subjects to collect enough features for relocalization.
  • 61. Results Reliable localization requires 100 to 150 features in the image. While the indicator was visible, the average number of detected features per frame rose from 42 to 101. The experiment also showed that subjects preferred the lower carrying position for VR mode, compared to the upright pose for AR mode
  • 62. Experiment 3 Object Highlighting Methods There were two ways to highlight objects: Frame and Soft Hightlight The algorithm was optimized to detect square, feature-rich objects out of a uniform background. This applies to, e.g., a poster on a wall. Subjects pointed at the posters using both highlighting visualizations. Feedback was afterwards collected by a questionnaire.
  • 63. Results On a Likert scale from -3 to +3, subjects indicated that Frame drew more attention to the poster (M = 3) than Soft Highlight (M = 1). The semi- transparency of Soft Highlight complicated readability of text on the poster. Regarding distraction, the visible contours of the Frame visualization were perceived as unstable.
  • 64. Reflection on Experiments VR mode turned out to be advantageous in several ways. Contrary to initial feedback, AR UI appeared far more appealing in theory. AR UI does have it strengths though; It can help to improve feature collection using the feature indicator i.e. spirit level prompt to probability of reliable re- localization. Subjects reported that the frequent updates of the panorama images in VR mode were partly irritating, especially when not permanently looking at the screen Further studies are required in the field to strengthen these UI concepts, particularly with regards to AR and seeking more reliable localization.
  • 65. Soooo what’s the activity? Considering the revised User Centred Design Model, we’re going design some augmented reality applications. ● Navigation ● Notification System ● Photo and Video ● Messaging System
  • 67. References Alger, M., 2015. Visual Designs for Virtual Reality. Alger, M., n.d. VR Interface Design Manifesto. Alger, M., n.d. VR Interface Design Pre-Visualisation Methods. Bowman, E., Wingrave, C. (2001) "Design and Evaluation of Menu Systems for Immersive Virtual Environments", in Proceedings Of The Virtual Reality 2001 Conference (VR'01) (VR '01), IEEE Computer Society. Broll, W., Shafer, L., Hollerer, T., Bowman, D., 2001. Interface with angels: the future of VIR and AR interfaces. IEEE Computer Graphics and Applications 21, 14–17. doi:10.1109/38.963455 De Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis, A., 2010. Learning as immersive experiences: Using the four- dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology 41, 69–85. Denis, J.-M., 2015. From product design to virtual reality. Google Design. DesigningInteractions_8.pdf, n.d. Faaborg, A., n.d. Designing for virtual reality and the impact on education. TEDx Talks. Hsu, C., Shiau, H., 2013. The Visual Web User Interface Design in Augmented Reality Technology. Editorial Preface 4.
  • 68. References Jang, D., Kim, J.-S., Li, K.-J., Joo, C.-H., 2011. Overlapping and synchronizing two worlds. Proceeding GIS ’11 Proceedings of the 19th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems 493–496. Kunz, A., Wegener, K., 2013. Towards natural user interfaces in VR/AR for design and manufacturing. Eidgenössische Technische Hochschule Zürich, Institute of Machine Tools and Manufacturing. Leap Motion VR Best Practices Guidelines.pdf, n.d. rabedik, n.d. AR Screen Hackathon Project. Möller, A., Kranz, M., Diewald, S., Roalter, L., Huitl, R., Stockinger, T., Koelle, M., Lindemann, P. (2014) "Experimental evaluation of user interfaces for visual indoor navigation", in Proceedings Of The SIGCHI Conference On Human Factors In Computing Systems (CHI '14), ACM: New York, NY, USA. Samsung Developer Connection, 2014. VR Design: Transitioning from a 2D to 3D Design Paradigm. Sutcliffe, A., n.d. Multimedia and Virtual Reality: Designing Multisensory User Interfaces. Pyschology Press, 2003. Sutcliffe, A, & Deol Kaur, K 2000, “Evaluating the usability of virtual reality user interfaces”, Behaviour & Information, n.d.
  • 69. References Investigating the Balance between Virtuality and Reality in Mobile Mixed Reality UI Design – User Perception of an Augmented City. Proceeding NordiCHI ’14 Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational 137–146. Wesolowski, M., n.d. Designing Next-Gen Virtual Reality Gaming Experiences. www.techcrunch.com. Sutcliffe, A, & Deol Kaur, K 2000, 'Evaluating the usability of virtual reality user interfaces', Behaviour & Information Technology, 19, 6, pp. 415-426, Academic Search Complete, EBSCOhost, viewed 12 February 2016. Uxmag.com, (2016) User Testing As A Design Driver : Looksery Created A Product For Users, Not Designers: Looksery Created A Product For Users, Not Designers | UX Magazine [online], available: https://uxmag.com/articles/user-testing-as-a-design-driver [accessed 20 Feb 2016]. Uxmag.com, (2016) User Testing As A Design Driver : Looksery Created A Product For Users, Not Designers: Looksery Created A Product For Users, Not Designers | UX Magazine [online], available: https://uxmag.com/articles/user-testing-as-a-design-driver [accessed 292Feb 2016].

Editor's Notes

  1. i love this graph :) although does the person on the right not have their nose in the wrong spot or am i reading the graph wrong? Theyre nose is in the right position! it’s a side view