4. DARE 101
1. Know the Technology
2. Design for User Experience
All aspects of user experience
3. Follow good Interaction Design principles
Discover, Design, Evaluate
4. Consider all the Design Elements
Physical, Virtual and Metaphorical
5. Know Future Research Directions
6. What is Augmented Reality?
Defining Characteristics (Azuma 97)
• Combines Real and Virtual Images
– Both can be seen at the same time
• Interactive in real-time
– The virtual content can be interacted with
• Registered in 3D
– Virtual objects appear fixed in space
Azuma, R., A Survey of Augmented Reality, Presence, Vol. 6, No. 4, August 1997, pp. 355-385.
8. AR Part of MR Continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
9. Core Technologies
Combining Real and Virtual Images
• Display technologies
Interactive in Real-Time
• Input and interactive technologies
Registered in 3D
• Viewpoint tracking technologies
Display
Processing
Input Tracking
10. Display Technologies
Types (Bimber/Raskar 2003)
Head attached
• Head mounted display/projector
Body attached
• Handheld display/projector
Spatial
• Spatially aligned projector/monitor
HMD Optical vs. Video see-through
Optical: Direct view of real world -> safer, simpler
Video: Video overlay -> more image registration options
21. User Experience is All About You
Designing good user
experience involves
many aspects
Consider all the
needs of the user
Especially context of
use
22. Web Based AR
Flash, HTML 5 based AR
Marketing, education
Outdoor Mobile AR
GPS, compass tracking
Viewing Points of Interest in real world
Handheld AR
Vision based tracking
Marketing, gaming
Location Based Experiences
HMD, fixed screens
Museums, point of sale, advertising
Typical AR Experiences
23. What Makes a Good AR Experience?
Compelling
Engaging, ‘Magic’ moment
Intuitive, ease of use
Uses existing skills
Anchored in physical world
Seamless combination of real and digital
24. Demo: colAR
Turn colouring books pages into AR scenes
Markerless tracking, use your own colours..
Try it yourself: http://www.colARapp.com/
26. Interaction Design
Answering three questions:
What do you do? - How do you affect the world?
What do you feel? – What do you sense of the world?
What do you know? – What do you learn?
The Design of User
Experience with Technology
“Designing interactive products to
support people in their everyday
and working lives”
Preece, J., (2002). Interaction Design
28. AR UI Design
Consider your user
Follow good HCI principles
Adapt HCI guidelines for AR
Design to device constraints
Using Design Patterns to Inform Design
Design for you interface metaphor
Design for evaluation
29. 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
30. 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
32. Design to Device Constraints
Understand the platform 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 view32
Art of Defense Game
33. 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.
Use Design Patterns to Address Reoccurring Problems
C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
34. Handheld AR 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
35. 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
36. Example: Living Creatures
Virtual creatures 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
36
37. Rapid Hardware Prototyping
Speed development time by using quick hardware mockups
Handheld connected to PC, LCD screen, USB phone keypad,
Camera
Can use PC tools for rapid application development
Flash, Visual Basic, etc
38. Build Your Own Google Glass
Rapid Prototype Glass-Like HMD
Myvu HMD + headphone + iOS Device + basic glue skills
$300 + less than 3 hours construction
http://www.instructables.com/id/DIY-Google-Glasses-AKA-the-Beady-i/
39. Why Evaluate AR Applications?
To test and compare interfaces, new technologies,
interaction techniques
To validate the efficiency and efficient the AR
interface and system
Test Usability (learnability, efficiency, satisfaction,...)
Get user feedback, Better understand your users
Refine interface design
Better understand your end users
...
40. HIT Lab NZ Usability Survey
A Survey of Evaluation Techniques Used in
Augmented Reality Studies
Andreas Dünser, Raphaël Grasset, Mark Billinghurst
reviewed publications from 1993 to 2007
Extracted 6071 papers which mentioned “Augmented
Reality”
Searched to find 165 AR papers with User Studies
41. Types of Experiments and topics
Sensation, Perception & Cognition
How is virtual content perceived ?
What perceptual cues are most important ?
How to visualize augmented/overlay information on real environment?
Visual search/attention/salience issues of human performance
Interaction
How can users interact with virtual content ?
Which interaction techniques are most efficient in certain context ?
Collaboration & Social issues
How is collaboration in AR interface different ?
Which collaborative cues can be conveyed best ?
Privacy and security issues of AR interface
42. Gabbard Model for AR Design
1. user task analysis
2. expert guidelines-based evaluation
3. formative user-centered evaluation
4. summative comparative evaluations
Gabbard, J.L.; Swan, J.E.; , "Usability Engineering
for Augmented Reality: Employing User-Based
Studies to Inform Design,”
Visualization and Computer Graphics, IEEE Transactions
on, vol.14, no.3, pp.513-525, May-June 2008
47. Design of Objects
Objects
Purposely built – affordances
“Found” – repurposed
Existing – already at use in marketplace
Affordance
The quality of an object allowing an action-
relationship with an actor
An attribute of an object that allows people to
know how to use it
- e.g. a door handle affords pulling
48. 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
49. 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.
51. AR Interaction Metaphors
Information Browsing
View AR content
3D AR Interfaces
3D UI interaction techniques
Augmented Surfaces
Tangible UI techniques
Tangible AR
Tangible UI input + AR output
52. 1. Information Browsing
Information is registered to
real-world context
Hand held AR displays
Interaction
Manipulation of a window
into information space
Applications
Context-aware
information displays
Rekimoto, et al. 1997
53. 2. 3D AR Interfaces
Virtual objects displayed in 3D
physical space and manipulated
HMDs and 6DOF head-tracking
6DOF hand trackers for input
Interaction
Viewpoint control
Traditional 3D user interface
interaction: manipulation,
selection, etc.
Kiyokawa, et al. 2000
54. 3. Augmented Surfaces
Basic principles
Virtual objects are projected on a surface
Physical objects are used as controls for
virtual objects
Support for collaboration
Rekimoto, et al. 1998
Front projection
Marker-based tracking
Multiple projection surfaces
55. Lessons from Tangible Interfaces
Physical objects make us smart
Norman’s “Things that Make Us Smart”
encode affordances, constraints
Objects aid collaboration
establish shared meaning
Objects increase understanding
serve as cognitive artifacts
56. TUI Limitations
Difficult to change object properties
Can’t tell state of digital data
Limited display capabilities
projection screen = 2D
dependent on physical display surface
Separation between object and display
Augmented Surfaces
57. 4. Tangible AR Metaphor
AR overcomes limitation of TUIs
enhance display possibilities
merge task/display space
provide public and private views
TUI + AR = Tangible AR
Apply TUI methods to AR interface design
58. Tangible AR Demo
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
59. Object Based Interaction: MagicCup
Intuitive Virtual Object Manipulation
on a Table-Top Workspace
Time multiplexed
Multiple Markers
- Robust Tracking
Tangible User Interface
- Intuitive Manipulation
Stereo Display
- Good Presence
60.
61. 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
62. Example 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
63. Example 2: LevelHead
Physical Components
Real blocks
Display Elements
Virtual person and rooms
Interaction Metaphor
Blocks are rooms
66. To Make the Vision Real..
Hardware/software requirements
Contact lens displays
Free space hand/body tracking
Speech/gesture recognition
Etc..
Most importantly
Usability/User Experience
67. Natural Interaction
Automatically detecting real environment
Environmental awareness
Physically based interaction
Gesture Input
Free-hand interaction
Multimodal Input
Speech and gesture interaction
Implicit rather than Explicit interaction
68. AR MicroMachines
AR experience with environment awareness
and physically-based interaction
Based on MS Kinect RGB-D sensor
Augmented environment supports
occlusion, shadows
physically-based interaction between real and
virtual objects
69. Physics Simulation
Create virtual mesh over real world
Update at 10 fps – can move real objects
Use by physics engine for collision detection (virtual/real)
Use by OpenScenegraph for occlusion and shadows
78. Conclusion
There is need for better designed AR experiences
Through
use of Interaction Design principles
understanding of the technology
use of rapid prototyping tools
rigorous user evaluation
There a number of important areas for future research
Natural interaction, Multimodal interfaces, Intelligent agents, …
79. More Information
• Mark Billinghurst
– mark.billinghurst@hitlabnz.org
• Websites
– www.hitlabnz.org