SlideShare ist ein Scribd-Unternehmen logo
1 von 350
Downloaden Sie, um offline zu lesen
The Glass Class
Designing Wearable Interfaces
May 1, CHI 2014
Mark Billinghurst
HIT Lab NZ
University of Canterbury
mark.billinghurst@canterbury.ac.nz
Hayes Raffle
Glass team
Google [x]
hraffle@google.com
1: Introduction
Mark Billinghurst
▪ Director of HIT Lab NZ, University
of Canterbury
▪ PhD Univ. Washington
▪ Research on AR, mobile HCI,
Collaborative Interfaces
▪ More than 250 papers in AR, VR,
interface design
▪ Sabbatical in Glass team at
Google [x] in 2013
Hayes Raffle
▪ Interaction Research Lead,
Google Glass
▪ PhD MIT Media Lab
▪ Ran a couple of companies
▪ Launched a few products
▪ Won a few awards
▪ Published many papers in HCI
Major changes in computing
How do you Design for this?
Course Goals
In this course you will learn
▪ Introduction to head mounted wearable computers
▪ Understanding of current wearable technology
▪ Key design principles/interface metaphors
▪ Relevant human perceptual principles
▪ Rapid prototyping tools
▪ Areas for future research
▪ Hands on experience with the technology
What You Won’t Learn
▪ Low level programming
▪ Glass Mirror API, GDK, Vuzix SDK, etc
▪ Designing for non-HMD based interfaces
▪ Watches, fitness bands, etc
▪ How to develop wearable hardware
▪ optics, sensor assembly, etc
▪ Evaluation methods
▪ Experimental design, statistics, etc
Schedule
9:00 Introduction (Mark + Hayes)
9:05 Overview/History (Mark)
9:20 Evolution and Design Principles (Hayes)
9:45 Prototyping Tools + Best Practices (Mark / Hayes)
10:20 Break/Demo
10:30 Concept Design Exercise (Design group / Hayes)
10:50 Wearable Technologies (Lecture group / Mark)
11:20 Design Presentations (Design group / Hayes)
11:50 Research Directions (Mark + Hayes)
12:20 Finish
Design Group (33 People)
If your name is on this list you are in the Design Group
Yang Wang
Konstantino Kapetaneas
Preethi Srinivas
Tony James
Kate Vogt
Aneesh Tarun
Josh Andres
Maria Maimó
Bram Reurings
Luke Mill
Tuck-Voon How
M Gill
Janaki Kumar
Melinda Knight
M Calkins
Mike Tissenbaum
Samantha Tse
Kal McDowd
Adora Tam
Oscar Meruvia
Mike Chen
Anita Hoechtl
Merlin Stone
Ashoomi Dohlakia
Icy Zhu
Zdenek Mikovec
Cristina Manresa-Yee
Christian Winkler
Angela Noh
Amyris Fernandez
Deborah Ptak
Arne Renkema-Padmos
Thomas Fritz
Display Demos You Can Try
Google Glass Display
Glass UI, AR demos, Games, multimedia capture
Vuzix M-100 Display
Monocular display
Epson BT-100, Epson BT-200
See through displays, Junaio markerless tracking
Brother AirScouter display
Projected see-through image
Recon Snow
Micro-display integrated into ski goggles
CHI Wearables Exhibit
■
Online at http://wcc.gatech.edu/exhibition
2: Overview/History
A Brief History of Time
▪ Trend
▪ smaller, cheaper, more functions, more intimate
▪ Time pieces moved from public space onto the body
18th
Century
20th
Century
13th
Century
A Brief History of Computing
Trend
▪ Smaller, cheaper, faster, more intimate
▪ Moving from fixed to handheld and onto body
1950’s
1980’s
1990’s
Room Desk Lap Hand Head
What is a Wearable Computer ?
▪ A computer that is:
▪ Portable while operational
▪ Enables hands-free/hands-limited use
▪ Able to get the user’s attention
▪ Is always on, acting on behalf of the user
▪ Able to sense the user’s current context
Rhodes, B. J. (1997). The wearable remembrance agent: A system for
augmented memory. Personal Technologies, 1(4), 218-224.
In Other Words ..
▪ A computer that is ..
▪ Eudaemonic: User considers it part of him/herself
▪ Existential: User has complete control of the system
▪ Ephemeral: System always operating at some level
Mann, S. (1997). Wearable computing: A first step toward personal
imaging. Computer, 30(2), 25-32.
Wearable Computing
▪ Computer on the body that is:
▪ Always on
▪ Always accessible
▪ Always connected
▪ Other attributes
▪ Augmenting user actions
▪ Aware of user and surroundings
Augmented Interaction
Rekimoto, J., & Nagao, K. (1995, December). The world through the computer:
Computer augmented interaction with real world environments. In Proceedings of the
8th annual ACM symposium on User interface and software technology (pp. 29-36).
The Ideal Wearable
▪ Persists and Provides Constant Access: Designed for
everyday and continuous user over a lifetime.
▪ Senses and Models Context: Observes and models
the users environment, mental state, it’s own state.
▪ Augments and Mediates: Information support for the
user in both the physical and virtual realities.
▪ Interacts Seamlessly: Adapts its input and output
modalities to those most appropriate at the time.
Starner, T. E. (1999). Wearable computing and contextual awareness
(Doctoral dissertation, Massachusetts Institute of Technology).
Wearable Attributes
▪ fafds
History of Wearables
▪ 1960-90: Early Exploration
▪ Custom build devices
▪ 1990 - 2000: Academic, Military Research
▪ MIT, CMU, Georgia Tech, EPFL, etc
▪ 1997: ISWC conference starts
▪ 1995 – 2005+: First Commercial Uses
▪ Niche industry applications, Military
▪ 2010 - : Second Wave of Wearables
▪ Consumer applications, Head Worn
Thorp and Shannon (1961)
▪ Wearable timing device for roulette prediction
▪ Audio feedback, four button input
Ed Thorp
Thorp, E. O. (1998, October). The invention of the first wearable computer. In
Wearable Computers, 1998. Second International Symposium on (pp. 4-8). IEEE.
Keith Taft (1972)
▪ Wearable computer for blackjack card counting
▪ Toe input, LED in Glasses for feedback
Belt computer Shoe Input Glasses Display
Steve Mann (1980s - )
http://wearcomp.org/
MIT Wearable Computing (1993-)
http://www.media.mit.edu/wearables/
Enabling Technologies (1989+)
▪ Private Eye Display (Reflection Technologies)
▪ 720 x 280 dipslay
▪ Red LED
▪ Vibrating mirror
▪ Twiddler (Handykey)
▪ Chording keypad
▪ Mouse emulation
MIT Tin Lizzy (1993)
▪ General Purpose Wearable
▪ Doug Platt, Thad Starner
▪ 150 MHz Pentium CPU
▪ 32-64 Mb RAM
▪ 6 Gb hard disk
▪ VGA display
▪ 2 PCMCIA slots
▪ Cellular modem
http://www.media.mit.edu/wearables/lizzy/lizzy/index.html
Thad Starner 1998
Early Wearable Computing
Early Technology
▪ Computing
▪ Belt or Backpack
▪ Displays
▪ Head Mounted, LCD Panel, Audio
▪ Input Devices
▪ Chording Keyboard, Speech, Camera
▪ Networking
▪ Wireless LAN, Infra-Red, Cellular
US Military Wearables (1989- )
▪ Early experimentation
▪ 386 computer, VGA display
▪ GPS, mapping software
▪ Land Warrior (1991-)
▪ Integrated wearable system
▪ Camera, colour display, radio
▪ Navigation, reports, photos
Zieniewicz, M. J., Johnson, D. C., Wong, C., & Flatt, J. D. (2002). The evolution of
army wearable computers. IEEE Pervasive Computing, 1(4), 30-40.
Wearables at CMU (1991–2000)
▪ Industry focused wearables
▪ Maintenance, repair
▪ Custom designed interface
▪ Dial/button input
▪ Rapid prototyping approach
▪ Industrial designed, ergonomic
http://www.cs.cmu.edu/afs/cs/project/vuman/www/frontpage.html
Early Commercial Systems
▪ Xybernaut (1996 - 2007)
▪ Belt worn, HMD, 200 MHz
▪ ViA (1996 – 2001)
▪ Belt worn, Audio Interface
▪ 700 MHz Crusoe
■ Symbol (1998 – 2006)
■ Wrist worn computer
■ Finger scanner
Prototype Applications
▪ Remembrance Agent
▪ Rhodes (97)
▪ Augmented Reality
▪ Feiner (97), Thomas (98)
▪ Remote Collaboration
▪ Garner (97), Kraut (96)
■ Maintenance
■ Feiner (93), Caudell (92)
▪ Factory Work
▪ Thompson (97)
Mobile AR: Touring Machine (1997)
▪ University of Columbia
▪ Feiner, MacIntyre, Höllerer, Webster
▪ Combines
▪ See through head mounted display
▪ GPS tracking
▪ Orientation sensor
▪ Backpack PC (custom)
▪ Tablet input
Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile
augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
MARS View
▪ Virtual tags overlaid on the real world
▪ “Information in place”
Backpack/Wearable Systems
1997 Backpack Wearables
▪ Feiner’s Touring Machine
▪ AR Quake (Thomas)
▪ Tinmith (Piekarski)
▪ MCAR (Reitmayr)
▪ Bulky, HMD based
Piekarski, W., & Thomas, B. (2002). ARQuake: the outdoor
augmented reality gaming system. Communications of the
ACM, 45(1), 36-38.
PCI 3D Graphics Board
Hard Drive
Serial
Ports
CPU
PC104 Sound Card
PC104 PCMCIA
GPS
Antenna
RTK correction Antenna
HMD
Controller
Tracker
Controller
DC to DC
Converter
Battery
Wearable
Computer
GPS RTK
correction
Radio
Example self-built working
solution with PCI-based 3D graphics
Columbia Touring Machine
Mobile AR - Hardware
HIT Lab NZ Wearable AR (2004)
▪ Highly accurate outdoor AR
tracking system
▪ GPS, Inertial, RTK system
▪ HMD
▪ First prototype
▪ Laptop based
▪ Video see-through HMD
▪ 2-3 cm tracking accuracy
2008: Location Aware Phones
Nokia NavigatorMotorola Droid
2009 - Layar (www.layar.com)
• Location based data
– GPS + compass location
– Map + camera view
• AR Layers on real world
– Customized data
– Audio, 3D, 2D content
• Easy authoring
• Android, iPhone
Wearable Evolution
Backpack+HMD:
…10+ kg
Handheld + HMD
… Separate sensors
.... UMPC 1.1GHz
…1.5kg
…still >$5K
Scale it down more:
Smartphone…$500
…Integrated
…0.1kg
…billions of units
1997 2003 2007
Google Glass (2011 - )
▪ Hardware
▪ CPU TI OMAP 4430 – 1 Ghz
▪ 16 GB SanDisk Flash,1 GB Ram
▪ 570mAh Battery
▪ Input
▪ 5 mp camera, 720p recording, microphone
▪ GPS, InvenSense MPU-9150 inertial sensor
▪ Output
▪ Bone conducting speaker
▪ 640x360 micro-projector display
Google Glass Specs
Other Wearables
▪ Vuzix M-100
▪ $999, professional
▪ Recon Jet
▪ $600, more sensors, sports
▪ Opinvent
▪ 500 Euro, multi-view mode
▪ Motorola Golden-i
▪ Rugged, remote assistance
Ex: Recon Instruments Snow
Ski display/computer
▪ Location, speed, altitude, phone headset
http://www.reconinstruments.com/
Projected Market
dsfh
Summary
Wearables are a new class of computing
Intimate, persistent, aware, accessible, connected
Evolution over 50 year history
Backpack to head worn
Custom developed to consumer ready device
Enables new applications
Collaboration, memory, AR, industry, etc
Many head worn wearables are coming
Android based, sensor package, micro-display
Evolution + Design Principles
Last year Last week NowForever
The Now machine
Focus on location, contextual
and timely information, and
communication.
Why Glass?
Leadership vision
"Computing
should just be
more comfortable"
"Google should do the hard
work, and you should have a
chance to live, have a good
life, and get on with it."
As technology becomes more
personal and immediate, it can
start to disappear.
Distant Intimate
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Early prototyping
Concept video
Reality
What we learned
Transparent displays are tricky
Colors are funny and inconsistent.
You can only add light to a scene, not cover anything up.
Motion can be disorienting.
Clarity, contrast, brightness, visual field and attention are important.
Reading
Some things don’t work
Immersion
Some things don’t work
Details
Some things don’t work
Design principles
The world is the experience
Get the interface and interactions out of the way.
Micro
Interactions
The position of the display and
limited input ability makes
longer interactions less
comfortable.
Using it shouldn’t take longer
than taking out your phone.
A rear view mirror
Don't overload the user. Stick to the
absolutely essential, avoid long
interactions. Be explicit.
As personal as
it gets
Recognize and adapt to the
user… not the other way
around.
Glass is the most personal device you own. It
operates closer to your most valuable senses
and your environment, and it knows more about
both.
Glass should adapt, be personal and recognize
the wearer; be aware of what consists his
identity (physiology, memory, preferences,
environment) and connect to it.
As personal as it gets
Glass is the most personal device you own.
It should recognize and adapt to you…
not the other way around.
For the closest people
and most important
moments
Glass should be for prioritizing your
closest people and creating value
for the whole group, not just the
wearer.
Examples
Search Picture Messaging PhoneNavigation Video CallVideo
Platform
How are people using Glass
for creative expression?
A world of stories
In Viewpoint of Billions by David
Datuna, Glass allows viewers to
unlock images and video with
interactive experiences.
Social action
First-person journalist Tim Pool
broadcasts an intimate view
of Istanbul protests.
'I want to show you what it's like to be there as best I can, even
if that ends with me running full-speed into a cafe and rubbing
lemons all over my face after being tear-gassed'
Sharing and connecting
Conductor Cynthia Johnston Turner
shares a 1st
person experience with her
orchestra.
Personal expression
Alexander Chen’s Viola through Glass.
Our tools are becoming more
intimate and immediate.
We can craft a future of learning, creative
expression and empathy.
Distant Intimate
4: Prototyping Tools
How can we quickly
prototype Wearable
experiences with little
or no coding?
Why Prototype?
▪ Quick visual design
▪ Capture key interactions
▪ Focus on user experience
▪ Communicate design ideas
▪ “Learn by doing/experiencing”
Prototyping Tools
▪ Static/Low fidelity
▪ Sketching
▪ User interface templates
▪ Storyboards/Application flows
▪ Interactive/High fidelity
▪ Wireframing tools
▪ Mobile prototyping
▪ Native Coding
Important Note
▪ Most current wearables run Android OS
▪ eg Glass, Vuzix, Atheer, Epson, etc
▪ So many tools for prototyping on Android
mobile devices will work for wearables
▪ If you want to learn to code, learn
▪ Java, Android, Javascript/PHP
Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
Sketched Interfaces
▪ Sketch + Powerpoint/Photoshop/Illustrator
GlassSim – http://glasssim.com/
▪ Simulate the view through Google Glass
▪ Multiple card templates
GlassSim Card Builder
▪ Use HTML for card details
▪ Multiple templates
▪ Change background
▪ Own image
▪ Camera view
GlassSim Samples
Glass UI Templates
▪ Google Glass Photoshop Templates
▪ http://glass-ui.com/
▪ http://dsky9.com/glassfaq/the-google-glass-psd-template/
Sample Slides From Templates
Application Storyboard
▪ http://dsky9.com/glassfaq/google-glass-
storyboard-template-download/
ToolKit for Designers
▪ Vectoform Google Glass Toolkit for Designers
▪ http://blog.vectorform.com/2013/09/16/google-glass-
toolkit-for-designers-2/
▪ Sample cards, app flows, icons, etc
Application Flow
Limitations
▪ Positives
▪ Good for documenting screens
▪ Can show application flow
▪ Negatives
▪ No interactivity/transitions
▪ Can’t be used for testing
▪ Can’t deploy on wearable
▪ Can be time consuming to create
Transitions
▪Series of still photos in a movie format.
▪Demonstrates the experience of the product
▪Discover where concept needs fleshing out.
▪Communicate experience and interface
▪You can use whatever tools, from Flash to iMovie.
Video Sketching
See https://vine.co/v/bgIaLHIpFTB
Example: Video Sketch of Vine UI
UI Concept Movies
Interactive Wireframes
Interactive Wireframing
▪ Developing interactive interfaces/wireframes
▪ Transitions, user feedback, interface design
▪ Web based tools
▪ UXpin - http://www.uxpin.com/
▪ proto.io - http://www.proto.io/
▪ Native tools
▪ Justinmind - http://www.justinmind.com/
▪ Axure - http://www.axure.com/
UXpin - www.uxpin.com
▪ Web based wireframing tool
▪ Mobile/Desktop applications
▪ Glass templates, run in browser
https://www.youtube.com/watch?v=0XtS5YP8HcM
Proto.io - http://www.proto.io/
▪ Web based mobile prototyping tool
▪ Features
▪ Prototype for multiple devices
▪ Gesture input, touch events, animations
▪ Share with collaborators
▪ Test on device
Proto.io - Interface
Demo: Building a Simple Flow
Gesture Flow
Scr1
Scr2 Scr3
Scr4 Scr5 Scr6
Ta
p
Swipe
Start Transitions
Demo
Justinmind - http://www.justinmind.com/
▪ Native wireframing tool
▪ Build mobile apps without programming
▪ drag and drop, interface templates
▪ web based simulation
▪ test on mobile devices
▪ collaborative project sharing
▪ Templates for Glass, custom templates
User Interface - Glass Templates
Web Simulation Tool
Comparing Wireframe Tools
Tool Web Native Wearable
Template
Interaction
Uxpin X X
Proto.io X X
Justinmind X X X
Axure X X X
Wireframe Limitations
▪ Can’t deploy on Glass
▪ No access to sensor data
▪ Camera, orientation sensor
▪ No multimedia playback
▪ Audio, video
▪ Simple transitions
▪ No conditional logic
▪ No networking
Processing for Wearables
Processing
▪ Programming tool for Artists/Designers
▪ http://processing.org
▪ Easy to code, Free, Open source, Java based
▪ 2D, 3D, audio/video support
▪ Processing For Android
▪ http://wiki.processing.org/w/Android
▪ Strong Android support
▪ Generates Android .apk file
Processing - Motivation
▪ Language of Interaction
▪ Sketching with code
▪ Support for rich interaction
▪ Large developer community
▪ Active help forums
▪ Dozens of plug-in libraries
▪ Strong Android support
▪ Easy to run on wearables
http://processing.org/
http://openprocessing.org/
Development Enviroment
Basic Parts of a Processing Sketch
/* Notes comment */
//set up global variables
float moveX = 50;
//Initialize the Sketch
void setup (){
}
//draw every frame
void draw(){
}
Importing Libraries
▪ Can add functionality by Importing Libraries
▪ java archives - .jar files
▪ Include import code
import processing.opengl.*;
▪ Popular Libraries
▪ Minim - audio library
▪ OCD - 3D camera views
▪ Physics - physics engine
▪ bluetoothDesktop - bluetooth networking
http://toxiclibs.org/
Processing and Glass
▪ One of the easiest ways to build rich
interactive wearable applications
▪ focus on interactivity, not coding
▪ Collects all sensor input
▪ camera, accelerometer, touch
▪ Can build native Android .apk files
▪ Side load onto Glass
Example: Hello World
//called initially at the start of the Processing sketch
void setup() {
size(640, 360);
background(0);
}
//called every frame to draw output
void draw() {
background(0);
//draw a white text string showing Hello World
fill(255);
text("Hello World", 50, 50);
}
Demo
Hello World Image
PImage img; // Create an image variable
void setup() {
size(640, 360);
//load the ok glass home screen image
img = loadImage("okGlass.jpg"); // Load the image into
the program
}
void draw() {
// Displays the image at its actual size at point (0,0)
image(img, 0, 0);
}
Demo
Touch Pad Input
▪ Tap recognized as DPAD input
void keyPressed() {
if (key == CODED){
if (keyCode == DPAD) {
// Do something ..
▪ Java code to capture rich motion events
▪ import android.view.MotionEvent;
Motion Event
//Glass Touch Events - reads from touch pad
public boolean dispatchGenericMotionEvent(MotionEvent event) {
float x = event.getX(); // get x/y coords
float y = event.getY();
int action = event.getActionMasked(); // get code for action
switch (action) { // let us know which action code shows up
case MotionEvent.ACTION_DOWN:
touchEvent = "DOWN";
fingerTouch = 1;
break;
case MotionEvent.ACTION_MOVE:
touchEvent = "MOVE";
xpos = myScreenWidth-x*touchPadScaleX;
ypos = y*touchPadScaleY;
break;
Demo
Sensors
▪ Ketai Library for Processing
▪ https://code.google.com/p/ketai/
▪ Support all phone sensors
▪ GPS, Compass, Light, Camera, etc
▪ Include Ketai Library
▪ import ketai.sensors.*;
▪ KetaiSensor sensor;
Using Sensors
▪ Setup in Setup( ) function
▪ sensor = new KetaiSensor(this);
▪ sensor.start();
▪ sensor.list();
▪ Event based sensor reading
void onAccelerometerEvent(…)
{
accelerometer.set(x, y, z);
}
Sensor Demo
Using the Camera
▪ Import camera library
▪ import ketai.camera.*;
▪ KetaiCamera cam;
▪ Setup in Setup( ) function
▪ cam = new KetaiCamera(this, 640, 480, 15);
▪ Draw camera image
void draw() {
//draw the camera image
image(cam, width/2, height/2);
}
Camera Demo
Timeline Demo
▪ Create Card Class
▪ load image, card number, children/parent cards
▪ Timeline Demo
▪ Load cards in order
▪ Translate cards with finger motion
▪ Swipe cards in both directions
▪ Snap cards into position
Native Coding
Overview
▪ For best performance need native coding
▪ Low level algorithms etc
▪ Most current wearables based on Android OS
▪ Need Java/Android skills
▪ Many devices have custom API/SDK
▪ Vusix M-100: Vusix SDK
▪ Glass: Mirror API, Glass Developer Kit (GDK)
Mirror API + Glass GDK
Glassware and Timeline
Glassware and Timeline
▪ Static Cards
▪ Static content with text, HTML, images, and video.
▪ e.g. notification messages, news clip
▪ Live Cards
▪ Dynamic content updated frequently.
▪ e.g. compass, timer
▪ Immersions
▪ Takes over the whole control, out from timeline.
▪ e.g. interactive game
Glassware Development
▪ Mirror API
▪ Server programming, online/web application
▪ Static cards / timeline management
▪ GDK
▪ Android programming, Java (+ C/C++)
▪ Live cards & Immersions
▪ See: https://developers.google.com/glass/
▪ REST API
▪ Java servlet, PHP, Go,
Python, Ruby, .NET
▪ Timeline based apps
▪ Static cards
- Text, HTML, media attachment (image & video)
- Standard and custom menu items
▪ Manage timeline
- Subscribe to timeline notifications
- Sharing with contacts
- Location based services
Mirror API
GDK
▪ Glass Development Kit
▪ Android 4.0.3 ICS + Glass specific APIs
▪ Use standard Android Development Tools
▪ GDK add-on features
▪ Timeline and cards
▪ Menu and UI
▪ Touch pad and gesture
▪ Media (sound, camera and voice input)
GDK
Glass Summary
▪ Use Mirror API if you need ...
▪ Use GDK if you need ...
▪ Or use both
Hardware Prototyping
Fake Display
3D print Thingiverse model
see http://www.thingiverse.com/thing:65706
Have the social impact of Google Glass without the cost
Build Your Own Wearable
▪ MyVu display + phone + sensors
Beady-i
▪ http://www.instructables.com/id/DIY-
Google-Glasses-AKA-the-Beady-i/
Rasberry Pi Glasses
▪ Modify video glasses, connect to Rasberry Pi
▪ $200 - $300 in parts, simple assembly
▪ https://learn.adafruit.com/diy-wearable-pi-near-eye-kopin-video-
glasses
Physical Input Devices
▪ Can we develop unobtrusive input devices ?
▪ Reduce need for speech, touch pad input
▪ Socially more acceptable
▪ Examples
▪ Ring,
▪ pendant,
▪ bracelet,
▪ gloves, etc
Prototyping Platform
Arduino Kit Bluetooth Shield Google Glass
Example: Glove Input
▪ Buttons on fingertips
▪ Map touches to commands
Example: Ring Input
▪ Touch strip, button, accelerometer
▪ Tap, swipe, flick actions
How it works
Bracelet
Armband
Gloves
1,2,
3,4
Values/
output
Summary
▪ Prototyping for wearables is similar to mobiles
▪ Tools for UI design, storyboarding, wireframing
▪ Android tools to create interactive prototypes
▪ App Inventor, Processing, etc
▪ Arduino can be used for hardware prototypes
▪ Once prototyped Native Apps can be built
▪ Android + SDK for each platform
Other Tools
▪ Wireframing
▪ pidoco
▪ FluidUI
▪ Rapid Development
▪ Phone Gap
▪ AppMachine
▪ Interactive
▪ App Inventor
▪ WearScript
App Inventor - http://appinventor.mit.edu/
▪ Visual Programming for Android Apps
▪ Features
▪ Access to Android Sensors
▪ Multimedia output
▪ Drag and drop web based interface
▪ Designer view – app layout
▪ Blocks view – program logic/control
App Inventor Designer View
App Inventor Blocks View
Orientation Demo
▪ Use wearable orientation sensor
WearScript
▪ JavaScript development for Glass
▪ http://www.wearscript.com/en/
▪ Script directory
▪ http://weariverse.com/
Best Practices (Dos + don’ts)
✓ Don’t design an app
Glass OS is time-based model, not an app model.
X
✓ Know what makes Glass different than a phone
Glass has certain superpowers. Remember what these
superpowers are and use them to augment the experience you’re
designing.
X
Don’t just port your mobile
experience over to Glass
It won’t work. It will be too busy. It will be hard for users to
quickly understand and navigate your content. The
constraints on Glass are simply too strict.
Bad idea. Even inverted, aside from
the need to properly format each
screen, the layout simply contains
too much information for Glass.
Good idea!
✓ Design for the (hyper)now
When is
my next
meeting?
How many
calories have I
eaten today? Can I
get a burger for
lunch?
Spend 90% of your time thinking about what people want to know
(in sport or elsewhere) at any given moment. The more you know
about what info people need and currently don’t have - the more
compelling your design will be.
✓ Do one thing at a time
✓ Design for emotion
thumbs up viewsnap - running
✓ Make it glanceable
Seek to rigorously reduce information density. Successful designs
afford for recognition, not reading.
Bad Good
✓ Reduce the number of info chunksX✓
You are designing for recognition, not reading. Reducing the total # of
information chunks will greatly increase the glanceability of your design.
1
2
3
1
2
3
4
5 (6)
Test done by Morten Just using a watch
✓ Design single interactions to be faster than 4 s
Eye movements
For 1: 1 230ms
For 2: 1 230ms
For 3: 1 230ms
For 4: 3 (52/17) 690ms
For 5: 2 460ms
~1,840ms
Eye movements
For 1: 1-2 460ms
For 2: 1 230ms
For 3: 1 230ms
~920ms
1
2
3
1
2
3
4
5 (6)
Test done by Morten Just using a watch
Test the glanceability of your design✓
✓ Test your design indoors + outdoors
✓ White is your new black
✓ On the device, black is not blackX
Your mock Device simulation
✓ Establish hierarchy with color - not font size
White is your <h1> and grey is your <h2> or <h3>. Footer text -
establishing time, attribution, or distance - is the only place where
you see a smaller font size used.
✓ If you have brand-specific typography - use it
✓ Use relative information display
calendar card - in 10 minutes, Fri - viewsnap
✓
Remember, people have an ever-growing
ecosystem of wearablesX
Each device should be used when it’s most relevant and when it’s
the easiest interaction available.
✓ The Glass screen is just one part of the
experience
✓ Do view your design on the device
1. Download Android Design Preview
2. Plug in Glass
3. Terminal command: java -jar AndroidDesignPreview-0.3.2.jar
4. Drag the red rectangle over your work to take a look
5. Check out the developer site for more in-depth guidelines
5: Concept Design Exercise
Design Group (33 People)
▪ If your name is on this list you are in the Design Group
Yang Wang
Konstantino Kapetaneas
Preethi Srinivas
Tony James
Kate Vogt
Aneesh Tarun
Josh Andres
Maria Maimó
Bram Reurings
Luke Mill
Tuck-Voon How
M Gill
Janaki Kumar
Melinda Knight
M Calkins
Mike Tissenbaum
Samantha Tse
Kal McDowd
Adora Tam
Oscar Meruvia
Mike Chen
Anita Hoechtl
Merlin Stone
Ashoomi Dohlakia
Icy Zhu
Zdenek Mikovec
Cristina Manresa-Yee
Christian Winkler
Angela Noh
Amyris Fernandez
Deborah Ptak
Arne Renkema-Padmos
Thomas Fritz
6: Wearable Technologies
Wearable System
Some Key Aspects
▪ Display Technologies
▪ Input Devices
▪ Interaction Metaphors
▪ Perceptual Factors
▪ Ergonomics
▪ Cognitive Aspects
Display Technologies
Key Properties of HMD
▪ Field of View
▪ Human eye 95 deg. H, 60/70 deg. V
▪ Resolution
▪ > 320x240 pixel
▪ Refresh Rate
▪ Focus
▪ Fixed/manual
▪ Size, Weight
▪ < 350g for long term
▪ Power
Types of Head Mounted Displays
Occluded
See-thru
Multiplexed
Optical see-through HMD
Virtual images
from monitors
Real
World
Optical
Combiners
Optical See-Through HMD
Epson Moverio BT-200
▪ Stereo see-through display ($700)
▪ 960 x 540 pixels, 23 degree FOV, 60Hz, 88g
▪ Android Powered, separate controller
▪ VGA camera, GPS, gyro, accelerometer
Strengths of optical see-through
▪ Simpler (cheaper)
▪ Direct view of real world
▪ Full resolution, no time delay (for real world)
▪ Safety
▪ Lower distortion
▪ No eye displacement
▪ see directly through display
Video see-through HMD
Video
cameras
Monitors
Graphics
Combiner
Video
Video See-Through HMD
Vuzix Wrap 1200DXAR
▪ Stereo video see-through display ($1500)
▪ Twin 852 x 480 LCD displays, 35 deg. FOV
▪ Stereo VGA cameras
▪ 3 DOF head tracking
Strengths of Video See-Through
▪ True occlusion
▪ Block image of real world
▪ Digitized image of real world
▪ Flexibility in composition
▪ Matchable time delays
▪ More registration, calibration strategies
▪ Wide FOV is easier to support
▪ wide FOV camera
Multiplexed Displays
▪ Above or below line of sight
▪ Strengths
▪ User has unobstructed view of real world
▪ Simple optics/cheap
▪ Weaknesses
▪ Direct information overlay difficult
▪ Display/camera offset from eyeline
▪ Wide FOV difficult
Vuzix M-100
▪ Monocular multiplexed display ($1000)
▪ 852 x 480 LCD display, 15 deg. FOV
▪ 5 MP camera, HD video
▪ GPS, gyro, accelerometer
Display Types
▪ Curved Mirror
▪ off-axis projection
▪ curved mirrors in front of eye
▪ high distortion, small eye-box
▪ Waveguide
▪ use internal reflection
▪ unobstructed view of world
▪ large eye-box
See-through thin displays
▪ Waveguide techniques for thin see-through displays
▪ Wider FOV, enable AR applications
▪ Social acceptability
Opinvent Ora
Waveguide Methods
See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable
Holographic
Hologram diffracts light
Limited FOV
Colour bleeding
Diffractive
Slanted gratings
Total internal reflection
Costly, small FOV
Waveguide Methods
See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable
Clear-Vu Reflective
Several reflective elements
Thinner light guide
Large FOV, eye-box
Reflective
Simple reflective elements
Lower cost
Size is function of FOV
Comparison Chart
Input Technologies
Input Options
▪ Physical Devices
▪ Keyboard
▪ Pointer
▪ Stylus
▪ Natural Input
▪ Speech
▪ Gesture
▪ Other
▪ Physiological
Twiddler Input
▪ Chording or multi-tap input
▪ Possible to achieve 40 - 60 wpm after 30+ hours
▪ Chording input about 50% faster than multi-tap
▪ cf 20 wpm on T9, or 60+ wpm for QWERTY
Lyons, K., Starner, T., Plaisted, D., Fusia, J., Lyons, A., Drew, A., & Looney, E. W. (2004, April).
Twiddler typing: One-handed chording text entry for mobile phones. In Proceedings of the SIGCHI
conference on Human factors in computing systems (pp. 671-678). ACM.
Virtual Keyboards
▪ In air text input
▪ Virtual QWERTY keyboard up to 20 wpm
▪ On real keyboard around 45-60+ wpm
▪ Word Gesture up to 28 wpm
▪ On tablet/phone Word Gesture up to 47 wpm
▪ Handwriting around 20-30 wpm
A. Markussen, et. al. Vulture: A Mid-Air Word-Gesture Keyboard (CHI 2014)
Unobtrusive Input Devices
▪ GestureWrist
▪ Capacitive sensing
▪ Change signal depending on hand shape
Rekimoto, J. (2001). Gesturewrist and gesturepad: Unobtrusive wearable interaction devices. In
Wearable Computers, 2001. Proceedings. Fifth International Symposium on (pp. 21-27). IEEE.
Unobtrusive Input Devices
▪ GesturePad
▪ Capacitive multilayered touchpads
▪ Supports interactive clothing
Skinput
Using EMG to detect muscle activity
Tan, D., Morris, D., & Saponas, T. S. (2010). Interfaces on the go. XRDS:
Crossroads, The ACM Magazine for Students, 16(4), 30-34.
Issues to Consider
▪ Fatigue
▪ “Gorrilla” Arm from free-hand input
▪ Comfort
▪ People want to do small gestures by waist
▪ Interaction on the go
▪ Can input be done while moving?
Interaction on the Go
▪ Fitt’s law still applies while interacting on the go
▪ Eg: Tapping while walking reduces speed by > 35%
▪ Increased errors while walking
Lin, M., Goldman, R., Price, K. J., Sears, A., & Jacko, J. (2007). How do people tap when walking? An
empirical investigation of nomadic data entry.International Journal of Human-Computer Studies, 65(9),
759-769.
Interface Metaphors
Information Display
Head Stabilized
Fixed View
Body Stabilized
3 DOF Tracking
World Stabilized
6 DOF Tracking
Spatial Cues for Wearable Info
Billinghurst, M., Bowskill, J., Dyer, N., & Morphett, J. (1998, March). An evaluation of wearable
information spaces. In Virtual Reality Annual International Symposium, 1998. Proceedings., IEEE
1998 (pp. 20-27). IEEE.
▪ Spatial cues sign. improve performance
▪ No difference between audio and visual cues
Spatial Conferencing
3+ attendees can be distinguished with spatialized audio
but could not without spatialized audio
Billinghurst, M., Bowskill, J., Jessop, M., & Morphett, J. (1998, October). A wearable spatial
conferencing space. In Proceedings of ISWC, 1998. (pp. 76-83). IEEE.
Organizing Tools in a Halo Display
Biocca, F., Tang, A., Lamas, D., Gregg, J., Brady, R., & Gai, P. (2001). How do users organize virtual
tools around their body in immersive virtual and augmented environment?: An exploratory study of
egocentric spatial mapping of virtual tools in the mobile infosphere. Media Interface and Network Design
Labs, Michigan State University, East Lansing, MI.
User Attention Metaphors
Cognitive continuums (a) Input, (b) Output
Increase cognitive load from left to right
Notification Interruptions
▪ Gradually increase engagement
▪ Reduce attention load
Receiving SMS on Glass
“Bing”
Tap
Swipe
Glass
Show Message Start Reply
User
Look
Up
Say
Reply
Nomadic Radio (2000)
▪ Spatial audio wearable interface
Sawhney, N., & Schmandt, C. (2000). Nomadic radio: speech and audio interaction for contextual
messaging in nomadic environments. ACM transactions on Computer-Human interaction (TOCHI), 7
(3), 353-383.
Spatial Audio Metaphor
Messages/Events arranged depending on time of day
Notification Interruptions
▪ Dynamic scaling of incoming message
based on interruptibility of the user
▪ Busy = silence
▪ Availble = preview
Layered Audio Notifications
Background ambient audio
Notification scale depending on priority
Perception Issues
AR Perceptual Issues
❖ Environment: Issues related to the environment itself.
❖ Capturing: Issues related to digitizing the environment
❖ Augmentation: Issues related to the design, layout, and
registration or AR content
❖ Display device: Technical issues associated with the display
device.
❖ User: Issues associated with user perceiving content.
E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality revisited.
9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2010, pp. 3--12.
Cognitive Issues in Mobile AR
▪ Three categories of issues
▪ Information Presentation – displaying virtual
information on the real world
▪ Physical Interaction – content creation,
manipulation and navigation
▪ Shared Experience – collaboration and
supporting common experiences
Li, Nai, and Henry Been-Lirn Duh. "Cognitive Issues in Mobile Augmented
Reality: An Embodied Perspective." Human Factors in Augmented Reality
Environments. Springer New York, 2013. 109-135.
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
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.mobilizy.com
Bl
ah
Bl
ah
Bl
ah
Bl
ah Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Bl
ah
Information Filtering
Information Filtering
•Use context to support information filtering
•Show less information on AR mode (uncluttered screen)
Text Representation
▪ Object space
▪ In general, does not fit wearable applications
▪ Billboards
▪ Screen space
▪ Annotations placed on a 2D plane, usually
parallel to the projection plane.
▪ Better legibility of text.
Outdoor background textures
Changing outdoor illuminanation, and text drawing styles.
Billboard and green text drawing styles are recommended.
Active text drawing styles did not perform better relative to
static styles.
Screen Space Annotation
AR Navigation
▪ Problem – how to AR to assist with navigation to POI
Multi-View Navigation
▪ Use multiple views (ego vs exo-centric)
▪ Map/top down view – long distance navigation
▪ AR View – nearby navigation, situational awareness
▪ Radar view in AR view
Wearable Display: Limited FOV
Transitioning Between Views
▪ Seamless spatial awareness
Cognitive Models
Resource Competition Framework
▪ Mobility tasks compete for cognitive resources
with other tasks
▪ the most important given higher priority
▪ RCF is a method for analyzing this, based on:
▪ task analysis
▪ modelling cognitive resources
▪ a resource approach to attention
Oulasvirta, A., Tamminen, S., Roto, V., & Kuorelahti, J. (2005, April). Interaction in 4-second bursts: the
fragmented nature of attentional resources in mobile HCI. In Proceedings of the SIGCHI conference on
Human factors in computing systems (pp. 919-928). ACM.
RCF Key Assumptions
Four Key Assumptions
1. Functional Modularity: cognitive system divided into
functionally separate systems with diff. representations
2. Parallel Module Operation: cognitive modules operate
in parallel, independent of each other
3. Limited Capacity: cognitive modules are limited in
capacity with respect to time or content
4. Serial Central Operation: central coordination of
modules (eg monitoring) is serial
Cognitive Interference
▪ Structural interference
▪ Two or more tasks compete for limited
resources of a peripheral system
▪ eg two cognitive processes needing vision
▪ Capacity interference
▪ Total available central processing
overwhelmed by multiple concurrent tasks
▪ eg trying to add and count at same time
Cognitive Resources & Limitations
asdfasdf
Using RCF
1. Map cognitive faculty to task
2. Look for conflicts/overloads
3. Analyse for competition for attention
4. Look for opportunities for technology to
reduce conflicts/competition
Example: Going to work ..
Which is the most cognitively demanding?
Application of RCF
Busy street > Escalator > Café > Laboratory.
But if you made Wayfinding, Path Planning, Estimating Time
to Target, Collision Avoidance easier?
Ergonomics
Where to put Wearables?
▪ Places for unobtrusive wearable technology
Gemperle, F., Kasabach, C., Stivoric, J., Bauer, M., & Martin, R. (1998, October). Design for wearability. In
Wearable Computers, 1998. Digest of Papers. Second International Symposium on (pp. 116-122). IEEE.
Where to Place Trackpad?
▪ User study 25 people different postures
▪ Front of thigh most preferred, torso/upper arm worst
Thomas, Bruce, et al. "Determination of placement of a body-attached mouse as a pointing input
device for wearable computers." 2012 16th International Symposium on Wearable Computers. IEEE
Computer Society, 1999.
Where do
users want
Wearables?
29% on clothing
28% on wrist
12% on Glasses
Tool/Task Design Paradigm
Lin, R., & Kreifeldt, J. G. (2001). Ergonomics in wearable computer design.
International Journal of Industrial Ergonomics, 27(4), 259-269.
Social Perception
How is the User Perceived?
TAT Augmented ID
7: Design Exercise
Building on Glass
Design Exercise
Design for Glass
Guidelines
Design for Glass
Don’t get in the way
Guidelines
Design for Glass
Don’t get in the way
Keep it timely
Guidelines
Design for Glass
Don’t get in the way
Keep it timely
Avoid the unexpected
Guidelines
Design for Glass
Don’t get in the way
Keep it timely
Avoid the unexpected
Design for people
Guidelines
Platform
Platform
Platform - Mirror API
Platform
If you could build anything on Glass,
what would it be?
Sprint - Ideas
Person (mom, family, astronomer)
60 seconds
Sprint - Ideas
Place (in the kitchen, car, hike)
60 seconds
Sprint - Ideas
Function (dance, stargaze, sequence dna)
60 seconds
Sprint - Final deliverable
Make a poster - (Hayes will demo)
Title
One liner
Picture
Pitch
What is it?
What does it do?
Why is it a good idea?
Sprint - Focus
10 min - Ideas to create a product to solve
need
3 min - Share with your group
Sprint - Focus
Sprint - Focus
3 min - Pick a concept
Sprint - Focus
15 min - Dive deeper, develop, poster
Sprint - Focus
15 min - Poster
Sprint - Lightning
2 minute pitch
7: Design Presentations
Design Concepts
8: Research Directions
Challenges for the Future (2001)
▪ Privacy
▪ Power use
▪ Networking
▪ Collaboration
▪ Heat dissipation
▪ Interface design
▪ Intellectual tools
▪ Augmented Reality systems
Starner, T. (2001). The challenges of wearable computing: Part 1. IEEE Micro,21(4), 44-52.
Starner, T. (2001). The challenges of wearable computing: Part 2. IEEE Micro,21(4), 54-67.
Interface Design
Gesture Interaction
Capturing Behaviours
▪ 3 Gear Systems
▪ Kinect/Primesense Sensor
▪ Two hand tracking
▪ http://www.threegear.com
Gesture Interaction With Glass
▪ 3 Gear Systems
▪ Hand tracking
▪ Hand data sent to glass
▪ Wifi networking
▪ Hand joint position
▪ AR application rendering
▪ Vuforia tracking
Performance
▪ Full 3d hand model input
▪ 10 - 15 fps tracking, 1 cm fingertip resolution
User Study
▪ Gesture vs. Touch pad vs. Combined input
▪ Gesture 3x faster, no difference in accuracy
●Meta Gesture Interaction
▪Depth sensor + Stereo see-through
▪https://www.spaceglasses.com/
Collaboration
Social Panoramas
Ego-Vision Collaboration
▪ Wearable computer
▪ camera + processing + display + connectivity
Current Collaboration
▪ First person remote conferencing/hangouts
▪ Limitations
▪ Single POV, no spatial cues, no annotations, etc
Sharing Space: Social Panoramas
▪ Capture and share social spaces in real time
▪ Enable remote people to feel like they’re with you
Key Technology
▪ Google Glass
▪Capture live panorama (compass + camera)
▪Capture spatial audio, live video
▪ Remote device (desktop, tablet)
▪Immersive viewing, live annotation
Awareness Cues
▪ Where is my partner looking?
▪Enhanced radar display, Context compass
Interaction
▪ Glass Touchpad Input/Tablet Input
▪Shared pointers, Shared drawing
User Evaluation
▪ Key Results
Visual cues significantly increase awareness
Pointing cues preferred for collaboration
Drawing on Glass difficult, ranked low in usability
Intellectual Tools
Context Sensing
▪ Using context to manage information
▪ progressive information display as user shows
interest
▪ Context from
▪ Speech
▪ Gaze
▪ Real world
▪ Wearable AR Display
Ajanki, A., Billinghurst, M., Gamper, H., Järvenpää, T., Kandemir, M., Kaski, S., ... & Tossavainen, T.
(2011). An augmented reality interface to contextual information. Virtual reality, 15(2-3), 161-173.
Gaze Interaction
AR View
More Information Over Time
OpenSource Eyetracker
▪ Could use open source eyetracking
▪ Open Shades Eye Tracker
▪ http://www.wearscript.com/en/latest/eyetracking.html
9: Resources
Glass Resources
▪ Main Developer Website
▪ https://developers.google.com/glass/
▪ Glass Apps Developer Site
▪ http://glass-apps.org/glass-developer
▪ Google Design Guidelines Site
▪ https://developers.google.
com/glass/design/index?utm_source=tuicool
▪ Google Glass Emulator
▪ http://glass-apps.org/google-glass-emulator
Other Resources
▪ AR for Glass Website
▪ http://www.arforglass.org/
▪ Vandrico Database of wearable devices
▪ http://vandrico.com/database
Books
▪ Programming Google Glass
▪ Eric Redmond
▪ Rapid Android Development:
Build Rich, Sensor-Based
Applications with Processing
▪ Daniel Sauter
Contact Details
Mark Billinghurst
▪ email: mark.billinghurst@hitlabnz.org
▪ twitter: @marknb00
Hayes Raffle
▪ email: hraffle@google.com
Feedback + followup form
▪ goo.gl/6SdgzA

Weitere ähnliche Inhalte

Was ist angesagt?

The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
 
Comp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-PerceptionComp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-PerceptionMark Billinghurst
 
426 Lecture 8: Mobile Augmented Reality
426 Lecture 8: Mobile Augmented Reality426 Lecture 8: Mobile Augmented Reality
426 Lecture 8: Mobile Augmented RealityMark Billinghurst
 
COSC 426 Lecture 1: Introduction to Augmented Reality
COSC 426 Lecture 1: Introduction to Augmented RealityCOSC 426 Lecture 1: Introduction to Augmented Reality
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
 
The UX of Mixed Reality
The UX of Mixed RealityThe UX of Mixed Reality
The UX of Mixed RealityAlex Young
 
Augmented Reality presentation 2018 for high schools
Augmented Reality presentation 2018 for high schoolsAugmented Reality presentation 2018 for high schools
Augmented Reality presentation 2018 for high schoolsMinas Pantelidakis
 
2014 COSC 426 Lecture 2: Augmented Reality Technology
2014 COSC 426 Lecture 2: Augmented Reality Technology2014 COSC 426 Lecture 2: Augmented Reality Technology
2014 COSC 426 Lecture 2: Augmented Reality TechnologyMark Billinghurst
 
Mini workshop on ar vr using unity3 d
Mini workshop on ar vr using unity3 dMini workshop on ar vr using unity3 d
Mini workshop on ar vr using unity3 dAkshetPatel
 
Natural Interaction for Augmented Reality Applications
Natural Interaction for Augmented Reality ApplicationsNatural Interaction for Augmented Reality Applications
Natural Interaction for Augmented Reality ApplicationsMark Billinghurst
 
Mobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research DirectionsMobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research DirectionsMark Billinghurst
 
TalkUX - UX in VR - UNIT9
TalkUX - UX in VR - UNIT9TalkUX - UX in VR - UNIT9
TalkUX - UX in VR - UNIT9Laura Cortes
 
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed Reality
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed RealityJohn Howard (LOOOK Inc) UX/UI Design for VR and Mixed Reality
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed RealityAugmentedWorldExpo
 
Virtual Reality UX - Designing for Interfaces without Screens
Virtual Reality UX - Designing for Interfaces without ScreensVirtual Reality UX - Designing for Interfaces without Screens
Virtual Reality UX - Designing for Interfaces without ScreensRhiannon Monks
 
Designing UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality AppsDesigning UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
 

Was ist angesagt? (20)

The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?The Reality of Augmented Reality: Are we there yet?
The Reality of Augmented Reality: Are we there yet?
 
Introduction to Wearables
Introduction to WearablesIntroduction to Wearables
Introduction to Wearables
 
Comp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-PerceptionComp4010 2021 Lecture2-Perception
Comp4010 2021 Lecture2-Perception
 
Easy Virtual Reality
Easy Virtual RealityEasy Virtual Reality
Easy Virtual Reality
 
2013 Lecture3: AR Tracking
2013 Lecture3: AR Tracking 2013 Lecture3: AR Tracking
2013 Lecture3: AR Tracking
 
426 Lecture 8: Mobile Augmented Reality
426 Lecture 8: Mobile Augmented Reality426 Lecture 8: Mobile Augmented Reality
426 Lecture 8: Mobile Augmented Reality
 
COSC 426 Lecture 1: Introduction to Augmented Reality
COSC 426 Lecture 1: Introduction to Augmented RealityCOSC 426 Lecture 1: Introduction to Augmented Reality
COSC 426 Lecture 1: Introduction to Augmented Reality
 
The UX of Mixed Reality
The UX of Mixed RealityThe UX of Mixed Reality
The UX of Mixed Reality
 
Augmented Reality presentation 2018 for high schools
Augmented Reality presentation 2018 for high schoolsAugmented Reality presentation 2018 for high schools
Augmented Reality presentation 2018 for high schools
 
2014 COSC 426 Lecture 2: Augmented Reality Technology
2014 COSC 426 Lecture 2: Augmented Reality Technology2014 COSC 426 Lecture 2: Augmented Reality Technology
2014 COSC 426 Lecture 2: Augmented Reality Technology
 
2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR2013 Lecture 8: Mobile AR
2013 Lecture 8: Mobile AR
 
Mini workshop on ar vr using unity3 d
Mini workshop on ar vr using unity3 dMini workshop on ar vr using unity3 d
Mini workshop on ar vr using unity3 d
 
Natural Interaction for Augmented Reality Applications
Natural Interaction for Augmented Reality ApplicationsNatural Interaction for Augmented Reality Applications
Natural Interaction for Augmented Reality Applications
 
Mobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research DirectionsMobile AR Lecture 10 - Research Directions
Mobile AR Lecture 10 - Research Directions
 
TalkUX - UX in VR - UNIT9
TalkUX - UX in VR - UNIT9TalkUX - UX in VR - UNIT9
TalkUX - UX in VR - UNIT9
 
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed Reality
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed RealityJohn Howard (LOOOK Inc) UX/UI Design for VR and Mixed Reality
John Howard (LOOOK Inc) UX/UI Design for VR and Mixed Reality
 
Wearable Computers
Wearable ComputersWearable Computers
Wearable Computers
 
Virtual Reality - Get in the Game
Virtual Reality - Get in the GameVirtual Reality - Get in the Game
Virtual Reality - Get in the Game
 
Virtual Reality UX - Designing for Interfaces without Screens
Virtual Reality UX - Designing for Interfaces without ScreensVirtual Reality UX - Designing for Interfaces without Screens
Virtual Reality UX - Designing for Interfaces without Screens
 
Designing UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality AppsDesigning UI and UX for Interactive Virtual Reality Apps
Designing UI and UX for Interactive Virtual Reality Apps
 

Ähnlich wie The Glass Class: Designing Wearable Interfaces

COMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable ComputingCOMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable ComputingMark Billinghurst
 
The Glass Class Lecture 2: History
The Glass Class Lecture 2: HistoryThe Glass Class Lecture 2: History
The Glass Class Lecture 2: HistoryMark Billinghurst
 
2016 AR Summer School - Lecture1
2016 AR Summer School - Lecture12016 AR Summer School - Lecture1
2016 AR Summer School - Lecture1Mark Billinghurst
 
VRCAI 2011 Billinghurst Keynote
VRCAI 2011 Billinghurst KeynoteVRCAI 2011 Billinghurst Keynote
VRCAI 2011 Billinghurst KeynoteMark Billinghurst
 
Le PC est mort. Vive le PC!
Le PC est mort. Vive le PC!Le PC est mort. Vive le PC!
Le PC est mort. Vive le PC!Giorgio Pauletto
 
COMP 4010 - Lecture10: Mobile AR
COMP 4010 - Lecture10: Mobile ARCOMP 4010 - Lecture10: Mobile AR
COMP 4010 - Lecture10: Mobile ARMark Billinghurst
 
426 lecture1: Introduction to AR
426 lecture1: Introduction to AR426 lecture1: Introduction to AR
426 lecture1: Introduction to ARMark Billinghurst
 
COSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to ARCOSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to ARMark Billinghurst
 
Mobile AR Lecture1-introduction
Mobile AR Lecture1-introductionMobile AR Lecture1-introduction
Mobile AR Lecture1-introductionMark Billinghurst
 
UX Unicorns - legend or fable?
UX Unicorns - legend or fable?UX Unicorns - legend or fable?
UX Unicorns - legend or fable?Vanessa Kirby
 
New technology
New technologyNew technology
New technologyArpit Jain
 
Being digital, the skills of the interactive systems designer.pptx
Being digital, the skills of the interactive systems designer.pptxBeing digital, the skills of the interactive systems designer.pptx
Being digital, the skills of the interactive systems designer.pptxHamzakhalid708089
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: PerceptionMark Billinghurst
 
EDTP 2015 D1 Tomorrow's World - Fran Rabuck, Futurist
EDTP 2015 D1 Tomorrow's World - Fran Rabuck, FuturistEDTP 2015 D1 Tomorrow's World - Fran Rabuck, Futurist
EDTP 2015 D1 Tomorrow's World - Fran Rabuck, FuturistComit Projects Ltd
 
Tech Careers 101 - Empowering Your Tech Journey
Tech Careers 101 - Empowering Your Tech JourneyTech Careers 101 - Empowering Your Tech Journey
Tech Careers 101 - Empowering Your Tech JourneySFSupport
 
ISA11 - Mike Kuniavsky - Designing Smart Things
ISA11 - Mike Kuniavsky - Designing Smart ThingsISA11 - Mike Kuniavsky - Designing Smart Things
ISA11 - Mike Kuniavsky - Designing Smart ThingsInteraction South America
 
IS 139 Lecture 1 - 2015
IS 139 Lecture 1 - 2015IS 139 Lecture 1 - 2015
IS 139 Lecture 1 - 2015Aron Kondoro
 
IRJET - Touchless Technology
IRJET - Touchless TechnologyIRJET - Touchless Technology
IRJET - Touchless TechnologyIRJET Journal
 

Ähnlich wie The Glass Class: Designing Wearable Interfaces (20)

COMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable ComputingCOMP 4026 Lecture 6 Wearable Computing
COMP 4026 Lecture 6 Wearable Computing
 
The Glass Class Lecture 2: History
The Glass Class Lecture 2: HistoryThe Glass Class Lecture 2: History
The Glass Class Lecture 2: History
 
2016 AR Summer School - Lecture1
2016 AR Summer School - Lecture12016 AR Summer School - Lecture1
2016 AR Summer School - Lecture1
 
VRCAI 2011 Billinghurst Keynote
VRCAI 2011 Billinghurst KeynoteVRCAI 2011 Billinghurst Keynote
VRCAI 2011 Billinghurst Keynote
 
Le PC est mort. Vive le PC!
Le PC est mort. Vive le PC!Le PC est mort. Vive le PC!
Le PC est mort. Vive le PC!
 
COMP 4010 - Lecture10: Mobile AR
COMP 4010 - Lecture10: Mobile ARCOMP 4010 - Lecture10: Mobile AR
COMP 4010 - Lecture10: Mobile AR
 
426 lecture1: Introduction to AR
426 lecture1: Introduction to AR426 lecture1: Introduction to AR
426 lecture1: Introduction to AR
 
COSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to ARCOSC 426 Lect. 1 - Introduction to AR
COSC 426 Lect. 1 - Introduction to AR
 
Mobile AR Lecture1-introduction
Mobile AR Lecture1-introductionMobile AR Lecture1-introduction
Mobile AR Lecture1-introduction
 
UX Unicorns - legend or fable?
UX Unicorns - legend or fable?UX Unicorns - legend or fable?
UX Unicorns - legend or fable?
 
New technology
New technologyNew technology
New technology
 
Being digital, the skills of the interactive systems designer.pptx
Being digital, the skills of the interactive systems designer.pptxBeing digital, the skills of the interactive systems designer.pptx
Being digital, the skills of the interactive systems designer.pptx
 
Touchscreen Technology: VDC-Whitepaper
Touchscreen Technology: VDC-WhitepaperTouchscreen Technology: VDC-Whitepaper
Touchscreen Technology: VDC-Whitepaper
 
2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
Wearable computers
Wearable computersWearable computers
Wearable computers
 
EDTP 2015 D1 Tomorrow's World - Fran Rabuck, Futurist
EDTP 2015 D1 Tomorrow's World - Fran Rabuck, FuturistEDTP 2015 D1 Tomorrow's World - Fran Rabuck, Futurist
EDTP 2015 D1 Tomorrow's World - Fran Rabuck, Futurist
 
Tech Careers 101 - Empowering Your Tech Journey
Tech Careers 101 - Empowering Your Tech JourneyTech Careers 101 - Empowering Your Tech Journey
Tech Careers 101 - Empowering Your Tech Journey
 
ISA11 - Mike Kuniavsky - Designing Smart Things
ISA11 - Mike Kuniavsky - Designing Smart ThingsISA11 - Mike Kuniavsky - Designing Smart Things
ISA11 - Mike Kuniavsky - Designing Smart Things
 
IS 139 Lecture 1 - 2015
IS 139 Lecture 1 - 2015IS 139 Lecture 1 - 2015
IS 139 Lecture 1 - 2015
 
IRJET - Touchless Technology
IRJET - Touchless TechnologyIRJET - Touchless Technology
IRJET - Touchless Technology
 

Mehr von Mark Billinghurst

Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented RealityMark Billinghurst
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesMark Billinghurst
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VRMark Billinghurst
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR SystemsMark Billinghurst
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR SystemsMark Billinghurst
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR PrototypingMark Billinghurst
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR InteractionMark Billinghurst
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR TechnologyMark Billinghurst
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XRMark Billinghurst
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional InterfacesMark Billinghurst
 
Comp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research DirectionsComp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research DirectionsMark Billinghurst
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsMark Billinghurst
 

Mehr von Mark Billinghurst (20)

Future Research Directions for Augmented Reality
Future Research Directions for Augmented RealityFuture Research Directions for Augmented Reality
Future Research Directions for Augmented Reality
 
Evaluation Methods for Social XR Experiences
Evaluation Methods for Social XR ExperiencesEvaluation Methods for Social XR Experiences
Evaluation Methods for Social XR Experiences
 
Empathic Computing: Delivering the Potential of the Metaverse
Empathic Computing: Delivering  the Potential of the MetaverseEmpathic Computing: Delivering  the Potential of the Metaverse
Empathic Computing: Delivering the Potential of the Metaverse
 
Empathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the MetaverseEmpathic Computing: Capturing the Potential of the Metaverse
Empathic Computing: Capturing the Potential of the Metaverse
 
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationTalk to Me: Using Virtual Avatars to Improve Remote Collaboration
Talk to Me: Using Virtual Avatars to Improve Remote Collaboration
 
Empathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader MetaverseEmpathic Computing: Designing for the Broader Metaverse
Empathic Computing: Designing for the Broader Metaverse
 
2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR2022 COMP 4010 Lecture 7: Introduction to VR
2022 COMP 4010 Lecture 7: Introduction to VR
 
2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems2022 COMP4010 Lecture 6: Designing AR Systems
2022 COMP4010 Lecture 6: Designing AR Systems
 
ISS2022 Keynote
ISS2022 KeynoteISS2022 Keynote
ISS2022 Keynote
 
Novel Interfaces for AR Systems
Novel Interfaces for AR SystemsNovel Interfaces for AR Systems
Novel Interfaces for AR Systems
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction2022 COMP4010 Lecture4: AR Interaction
2022 COMP4010 Lecture4: AR Interaction
 
2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology2022 COMP4010 Lecture3: AR Technology
2022 COMP4010 Lecture3: AR Technology
 
2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR2022 COMP4010 Lecture1: Introduction to XR
2022 COMP4010 Lecture1: Introduction to XR
 
Empathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive AnalyticsEmpathic Computing and Collaborative Immersive Analytics
Empathic Computing and Collaborative Immersive Analytics
 
Metaverse Learning
Metaverse LearningMetaverse Learning
Metaverse Learning
 
Empathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole MetaverseEmpathic Computing: Developing for the Whole Metaverse
Empathic Computing: Developing for the Whole Metaverse
 
Research Directions in Transitional Interfaces
Research Directions in Transitional InterfacesResearch Directions in Transitional Interfaces
Research Directions in Transitional Interfaces
 
Comp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research DirectionsComp4010 Lecture13 More Research Directions
Comp4010 Lecture13 More Research Directions
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research Directions
 

Kürzlich hochgeladen

QCon London: Mastering long-running processes in modern architectures
QCon London: Mastering long-running processes in modern architecturesQCon London: Mastering long-running processes in modern architectures
QCon London: Mastering long-running processes in modern architecturesBernd Ruecker
 
Genislab builds better products and faster go-to-market with Lean project man...
Genislab builds better products and faster go-to-market with Lean project man...Genislab builds better products and faster go-to-market with Lean project man...
Genislab builds better products and faster go-to-market with Lean project man...Farhan Tariq
 
Generative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptxGenerative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptxfnnc6jmgwh
 
2024 April Patch Tuesday
2024 April Patch Tuesday2024 April Patch Tuesday
2024 April Patch TuesdayIvanti
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxLoriGlavin3
 
Generative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfGenerative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfIngrid Airi González
 
Zeshan Sattar- Assessing the skill requirements and industry expectations for...
Zeshan Sattar- Assessing the skill requirements and industry expectations for...Zeshan Sattar- Assessing the skill requirements and industry expectations for...
Zeshan Sattar- Assessing the skill requirements and industry expectations for...itnewsafrica
 
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS:  6 Ways to Automate Your Data IntegrationBridging Between CAD & GIS:  6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integrationmarketing932765
 
A Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptxA Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptxLoriGlavin3
 
[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality AssuranceInflectra
 
MuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotes
MuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotesMuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotes
MuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotesManik S Magar
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxLoriGlavin3
 
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...Wes McKinney
 
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...Nikki Chapple
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
A Framework for Development in the AI Age
A Framework for Development in the AI AgeA Framework for Development in the AI Age
A Framework for Development in the AI AgeCprime
 
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxThe Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxLoriGlavin3
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
Testing tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examplesTesting tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examplesKari Kakkonen
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024Lonnie McRorey
 

Kürzlich hochgeladen (20)

QCon London: Mastering long-running processes in modern architectures
QCon London: Mastering long-running processes in modern architecturesQCon London: Mastering long-running processes in modern architectures
QCon London: Mastering long-running processes in modern architectures
 
Genislab builds better products and faster go-to-market with Lean project man...
Genislab builds better products and faster go-to-market with Lean project man...Genislab builds better products and faster go-to-market with Lean project man...
Genislab builds better products and faster go-to-market with Lean project man...
 
Generative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptxGenerative AI - Gitex v1Generative AI - Gitex v1.pptx
Generative AI - Gitex v1Generative AI - Gitex v1.pptx
 
2024 April Patch Tuesday
2024 April Patch Tuesday2024 April Patch Tuesday
2024 April Patch Tuesday
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
 
Generative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfGenerative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdf
 
Zeshan Sattar- Assessing the skill requirements and industry expectations for...
Zeshan Sattar- Assessing the skill requirements and industry expectations for...Zeshan Sattar- Assessing the skill requirements and industry expectations for...
Zeshan Sattar- Assessing the skill requirements and industry expectations for...
 
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS:  6 Ways to Automate Your Data IntegrationBridging Between CAD & GIS:  6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
 
A Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptxA Deep Dive on Passkeys: FIDO Paris Seminar.pptx
A Deep Dive on Passkeys: FIDO Paris Seminar.pptx
 
[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance
 
MuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotes
MuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotesMuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotes
MuleSoft Online Meetup Group - B2B Crash Course: Release SparkNotes
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptx
 
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
 
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
Microsoft 365 Copilot: How to boost your productivity with AI – Part one: Ado...
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
A Framework for Development in the AI Age
A Framework for Development in the AI AgeA Framework for Development in the AI Age
A Framework for Development in the AI Age
 
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxThe Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
Testing tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examplesTesting tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examples
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024
 

The Glass Class: Designing Wearable Interfaces

  • 1. The Glass Class Designing Wearable Interfaces May 1, CHI 2014 Mark Billinghurst HIT Lab NZ University of Canterbury mark.billinghurst@canterbury.ac.nz Hayes Raffle Glass team Google [x] hraffle@google.com
  • 3. Mark Billinghurst ▪ Director of HIT Lab NZ, University of Canterbury ▪ PhD Univ. Washington ▪ Research on AR, mobile HCI, Collaborative Interfaces ▪ More than 250 papers in AR, VR, interface design ▪ Sabbatical in Glass team at Google [x] in 2013
  • 4. Hayes Raffle ▪ Interaction Research Lead, Google Glass ▪ PhD MIT Media Lab ▪ Ran a couple of companies ▪ Launched a few products ▪ Won a few awards ▪ Published many papers in HCI
  • 5.
  • 6. Major changes in computing
  • 7.
  • 8. How do you Design for this?
  • 9. Course Goals In this course you will learn ▪ Introduction to head mounted wearable computers ▪ Understanding of current wearable technology ▪ Key design principles/interface metaphors ▪ Relevant human perceptual principles ▪ Rapid prototyping tools ▪ Areas for future research ▪ Hands on experience with the technology
  • 10. What You Won’t Learn ▪ Low level programming ▪ Glass Mirror API, GDK, Vuzix SDK, etc ▪ Designing for non-HMD based interfaces ▪ Watches, fitness bands, etc ▪ How to develop wearable hardware ▪ optics, sensor assembly, etc ▪ Evaluation methods ▪ Experimental design, statistics, etc
  • 11. Schedule 9:00 Introduction (Mark + Hayes) 9:05 Overview/History (Mark) 9:20 Evolution and Design Principles (Hayes) 9:45 Prototyping Tools + Best Practices (Mark / Hayes) 10:20 Break/Demo 10:30 Concept Design Exercise (Design group / Hayes) 10:50 Wearable Technologies (Lecture group / Mark) 11:20 Design Presentations (Design group / Hayes) 11:50 Research Directions (Mark + Hayes) 12:20 Finish
  • 12. Design Group (33 People) If your name is on this list you are in the Design Group Yang Wang Konstantino Kapetaneas Preethi Srinivas Tony James Kate Vogt Aneesh Tarun Josh Andres Maria Maimó Bram Reurings Luke Mill Tuck-Voon How M Gill Janaki Kumar Melinda Knight M Calkins Mike Tissenbaum Samantha Tse Kal McDowd Adora Tam Oscar Meruvia Mike Chen Anita Hoechtl Merlin Stone Ashoomi Dohlakia Icy Zhu Zdenek Mikovec Cristina Manresa-Yee Christian Winkler Angela Noh Amyris Fernandez Deborah Ptak Arne Renkema-Padmos Thomas Fritz
  • 13. Display Demos You Can Try Google Glass Display Glass UI, AR demos, Games, multimedia capture Vuzix M-100 Display Monocular display Epson BT-100, Epson BT-200 See through displays, Junaio markerless tracking Brother AirScouter display Projected see-through image Recon Snow Micro-display integrated into ski goggles
  • 14. CHI Wearables Exhibit ■ Online at http://wcc.gatech.edu/exhibition
  • 16. A Brief History of Time ▪ Trend ▪ smaller, cheaper, more functions, more intimate ▪ Time pieces moved from public space onto the body 18th Century 20th Century 13th Century
  • 17. A Brief History of Computing Trend ▪ Smaller, cheaper, faster, more intimate ▪ Moving from fixed to handheld and onto body 1950’s 1980’s 1990’s
  • 18. Room Desk Lap Hand Head
  • 19. What is a Wearable Computer ? ▪ A computer that is: ▪ Portable while operational ▪ Enables hands-free/hands-limited use ▪ Able to get the user’s attention ▪ Is always on, acting on behalf of the user ▪ Able to sense the user’s current context Rhodes, B. J. (1997). The wearable remembrance agent: A system for augmented memory. Personal Technologies, 1(4), 218-224.
  • 20. In Other Words .. ▪ A computer that is .. ▪ Eudaemonic: User considers it part of him/herself ▪ Existential: User has complete control of the system ▪ Ephemeral: System always operating at some level Mann, S. (1997). Wearable computing: A first step toward personal imaging. Computer, 30(2), 25-32.
  • 21. Wearable Computing ▪ Computer on the body that is: ▪ Always on ▪ Always accessible ▪ Always connected ▪ Other attributes ▪ Augmenting user actions ▪ Aware of user and surroundings
  • 22. Augmented Interaction Rekimoto, J., & Nagao, K. (1995, December). The world through the computer: Computer augmented interaction with real world environments. In Proceedings of the 8th annual ACM symposium on User interface and software technology (pp. 29-36).
  • 23. The Ideal Wearable ▪ Persists and Provides Constant Access: Designed for everyday and continuous user over a lifetime. ▪ Senses and Models Context: Observes and models the users environment, mental state, it’s own state. ▪ Augments and Mediates: Information support for the user in both the physical and virtual realities. ▪ Interacts Seamlessly: Adapts its input and output modalities to those most appropriate at the time. Starner, T. E. (1999). Wearable computing and contextual awareness (Doctoral dissertation, Massachusetts Institute of Technology).
  • 25. History of Wearables ▪ 1960-90: Early Exploration ▪ Custom build devices ▪ 1990 - 2000: Academic, Military Research ▪ MIT, CMU, Georgia Tech, EPFL, etc ▪ 1997: ISWC conference starts ▪ 1995 – 2005+: First Commercial Uses ▪ Niche industry applications, Military ▪ 2010 - : Second Wave of Wearables ▪ Consumer applications, Head Worn
  • 26. Thorp and Shannon (1961) ▪ Wearable timing device for roulette prediction ▪ Audio feedback, four button input Ed Thorp Thorp, E. O. (1998, October). The invention of the first wearable computer. In Wearable Computers, 1998. Second International Symposium on (pp. 4-8). IEEE.
  • 27. Keith Taft (1972) ▪ Wearable computer for blackjack card counting ▪ Toe input, LED in Glasses for feedback Belt computer Shoe Input Glasses Display
  • 28. Steve Mann (1980s - ) http://wearcomp.org/
  • 29. MIT Wearable Computing (1993-) http://www.media.mit.edu/wearables/
  • 30. Enabling Technologies (1989+) ▪ Private Eye Display (Reflection Technologies) ▪ 720 x 280 dipslay ▪ Red LED ▪ Vibrating mirror ▪ Twiddler (Handykey) ▪ Chording keypad ▪ Mouse emulation
  • 31. MIT Tin Lizzy (1993) ▪ General Purpose Wearable ▪ Doug Platt, Thad Starner ▪ 150 MHz Pentium CPU ▪ 32-64 Mb RAM ▪ 6 Gb hard disk ▪ VGA display ▪ 2 PCMCIA slots ▪ Cellular modem http://www.media.mit.edu/wearables/lizzy/lizzy/index.html
  • 34. Early Technology ▪ Computing ▪ Belt or Backpack ▪ Displays ▪ Head Mounted, LCD Panel, Audio ▪ Input Devices ▪ Chording Keyboard, Speech, Camera ▪ Networking ▪ Wireless LAN, Infra-Red, Cellular
  • 35. US Military Wearables (1989- ) ▪ Early experimentation ▪ 386 computer, VGA display ▪ GPS, mapping software ▪ Land Warrior (1991-) ▪ Integrated wearable system ▪ Camera, colour display, radio ▪ Navigation, reports, photos Zieniewicz, M. J., Johnson, D. C., Wong, C., & Flatt, J. D. (2002). The evolution of army wearable computers. IEEE Pervasive Computing, 1(4), 30-40.
  • 36. Wearables at CMU (1991–2000) ▪ Industry focused wearables ▪ Maintenance, repair ▪ Custom designed interface ▪ Dial/button input ▪ Rapid prototyping approach ▪ Industrial designed, ergonomic http://www.cs.cmu.edu/afs/cs/project/vuman/www/frontpage.html
  • 37.
  • 38. Early Commercial Systems ▪ Xybernaut (1996 - 2007) ▪ Belt worn, HMD, 200 MHz ▪ ViA (1996 – 2001) ▪ Belt worn, Audio Interface ▪ 700 MHz Crusoe ■ Symbol (1998 – 2006) ■ Wrist worn computer ■ Finger scanner
  • 39. Prototype Applications ▪ Remembrance Agent ▪ Rhodes (97) ▪ Augmented Reality ▪ Feiner (97), Thomas (98) ▪ Remote Collaboration ▪ Garner (97), Kraut (96) ■ Maintenance ■ Feiner (93), Caudell (92) ▪ Factory Work ▪ Thompson (97)
  • 40. Mobile AR: Touring Machine (1997) ▪ University of Columbia ▪ Feiner, MacIntyre, Höllerer, Webster ▪ Combines ▪ See through head mounted display ▪ GPS tracking ▪ Orientation sensor ▪ Backpack PC (custom) ▪ Tablet input Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
  • 41. MARS View ▪ Virtual tags overlaid on the real world ▪ “Information in place”
  • 42. Backpack/Wearable Systems 1997 Backpack Wearables ▪ Feiner’s Touring Machine ▪ AR Quake (Thomas) ▪ Tinmith (Piekarski) ▪ MCAR (Reitmayr) ▪ Bulky, HMD based Piekarski, W., & Thomas, B. (2002). ARQuake: the outdoor augmented reality gaming system. Communications of the ACM, 45(1), 36-38.
  • 43. PCI 3D Graphics Board Hard Drive Serial Ports CPU PC104 Sound Card PC104 PCMCIA GPS Antenna RTK correction Antenna HMD Controller Tracker Controller DC to DC Converter Battery Wearable Computer GPS RTK correction Radio Example self-built working solution with PCI-based 3D graphics Columbia Touring Machine Mobile AR - Hardware
  • 44. HIT Lab NZ Wearable AR (2004) ▪ Highly accurate outdoor AR tracking system ▪ GPS, Inertial, RTK system ▪ HMD ▪ First prototype ▪ Laptop based ▪ Video see-through HMD ▪ 2-3 cm tracking accuracy
  • 45. 2008: Location Aware Phones Nokia NavigatorMotorola Droid
  • 46. 2009 - Layar (www.layar.com) • Location based data – GPS + compass location – Map + camera view • AR Layers on real world – Customized data – Audio, 3D, 2D content • Easy authoring • Android, iPhone
  • 47. Wearable Evolution Backpack+HMD: …10+ kg Handheld + HMD … Separate sensors .... UMPC 1.1GHz …1.5kg …still >$5K Scale it down more: Smartphone…$500 …Integrated …0.1kg …billions of units 1997 2003 2007
  • 49.
  • 50.
  • 51. ▪ Hardware ▪ CPU TI OMAP 4430 – 1 Ghz ▪ 16 GB SanDisk Flash,1 GB Ram ▪ 570mAh Battery ▪ Input ▪ 5 mp camera, 720p recording, microphone ▪ GPS, InvenSense MPU-9150 inertial sensor ▪ Output ▪ Bone conducting speaker ▪ 640x360 micro-projector display Google Glass Specs
  • 52. Other Wearables ▪ Vuzix M-100 ▪ $999, professional ▪ Recon Jet ▪ $600, more sensors, sports ▪ Opinvent ▪ 500 Euro, multi-view mode ▪ Motorola Golden-i ▪ Rugged, remote assistance
  • 53. Ex: Recon Instruments Snow Ski display/computer ▪ Location, speed, altitude, phone headset http://www.reconinstruments.com/
  • 55. dsfh
  • 56.
  • 57. Summary Wearables are a new class of computing Intimate, persistent, aware, accessible, connected Evolution over 50 year history Backpack to head worn Custom developed to consumer ready device Enables new applications Collaboration, memory, AR, industry, etc Many head worn wearables are coming Android based, sensor package, micro-display
  • 58. Evolution + Design Principles
  • 59.
  • 60. Last year Last week NowForever The Now machine Focus on location, contextual and timely information, and communication.
  • 61.
  • 62.
  • 64. "Computing should just be more comfortable" "Google should do the hard work, and you should have a chance to live, have a good life, and get on with it."
  • 65. As technology becomes more personal and immediate, it can start to disappear. Distant Intimate
  • 80.
  • 81.
  • 83. Transparent displays are tricky Colors are funny and inconsistent. You can only add light to a scene, not cover anything up. Motion can be disorienting. Clarity, contrast, brightness, visual field and attention are important.
  • 84.
  • 89. The world is the experience Get the interface and interactions out of the way.
  • 90.
  • 91. Micro Interactions The position of the display and limited input ability makes longer interactions less comfortable. Using it shouldn’t take longer than taking out your phone.
  • 92.
  • 93. A rear view mirror Don't overload the user. Stick to the absolutely essential, avoid long interactions. Be explicit.
  • 94.
  • 95. As personal as it gets Recognize and adapt to the user… not the other way around. Glass is the most personal device you own. It operates closer to your most valuable senses and your environment, and it knows more about both. Glass should adapt, be personal and recognize the wearer; be aware of what consists his identity (physiology, memory, preferences, environment) and connect to it. As personal as it gets Glass is the most personal device you own. It should recognize and adapt to you… not the other way around.
  • 96. For the closest people and most important moments Glass should be for prioritizing your closest people and creating value for the whole group, not just the wearer.
  • 98. Search Picture Messaging PhoneNavigation Video CallVideo
  • 100.
  • 101.
  • 102.
  • 103. How are people using Glass for creative expression?
  • 104. A world of stories In Viewpoint of Billions by David Datuna, Glass allows viewers to unlock images and video with interactive experiences.
  • 105. Social action First-person journalist Tim Pool broadcasts an intimate view of Istanbul protests. 'I want to show you what it's like to be there as best I can, even if that ends with me running full-speed into a cafe and rubbing lemons all over my face after being tear-gassed'
  • 106.
  • 107. Sharing and connecting Conductor Cynthia Johnston Turner shares a 1st person experience with her orchestra.
  • 108. Personal expression Alexander Chen’s Viola through Glass.
  • 109. Our tools are becoming more intimate and immediate. We can craft a future of learning, creative expression and empathy. Distant Intimate
  • 111. How can we quickly prototype Wearable experiences with little or no coding?
  • 112. Why Prototype? ▪ Quick visual design ▪ Capture key interactions ▪ Focus on user experience ▪ Communicate design ideas ▪ “Learn by doing/experiencing”
  • 113. Prototyping Tools ▪ Static/Low fidelity ▪ Sketching ▪ User interface templates ▪ Storyboards/Application flows ▪ Interactive/High fidelity ▪ Wireframing tools ▪ Mobile prototyping ▪ Native Coding
  • 114. Important Note ▪ Most current wearables run Android OS ▪ eg Glass, Vuzix, Atheer, Epson, etc ▪ So many tools for prototyping on Android mobile devices will work for wearables ▪ If you want to learn to code, learn ▪ Java, Android, Javascript/PHP
  • 115. Typical Development Steps ▪ Sketching ▪ Storyboards ▪ UI Mockups ▪ Interaction Flows ▪ Video Prototypes ▪ Interactive Prototypes ▪ Final Native Application Increased Fidelity & Interactivity
  • 116. Sketched Interfaces ▪ Sketch + Powerpoint/Photoshop/Illustrator
  • 117. GlassSim – http://glasssim.com/ ▪ Simulate the view through Google Glass ▪ Multiple card templates
  • 118. GlassSim Card Builder ▪ Use HTML for card details ▪ Multiple templates ▪ Change background ▪ Own image ▪ Camera view
  • 120. Glass UI Templates ▪ Google Glass Photoshop Templates ▪ http://glass-ui.com/ ▪ http://dsky9.com/glassfaq/the-google-glass-psd-template/
  • 121. Sample Slides From Templates
  • 123. ToolKit for Designers ▪ Vectoform Google Glass Toolkit for Designers ▪ http://blog.vectorform.com/2013/09/16/google-glass- toolkit-for-designers-2/ ▪ Sample cards, app flows, icons, etc
  • 125. Limitations ▪ Positives ▪ Good for documenting screens ▪ Can show application flow ▪ Negatives ▪ No interactivity/transitions ▪ Can’t be used for testing ▪ Can’t deploy on wearable ▪ Can be time consuming to create
  • 127.
  • 128. ▪Series of still photos in a movie format. ▪Demonstrates the experience of the product ▪Discover where concept needs fleshing out. ▪Communicate experience and interface ▪You can use whatever tools, from Flash to iMovie. Video Sketching
  • 132. Interactive Wireframing ▪ Developing interactive interfaces/wireframes ▪ Transitions, user feedback, interface design ▪ Web based tools ▪ UXpin - http://www.uxpin.com/ ▪ proto.io - http://www.proto.io/ ▪ Native tools ▪ Justinmind - http://www.justinmind.com/ ▪ Axure - http://www.axure.com/
  • 133. UXpin - www.uxpin.com ▪ Web based wireframing tool ▪ Mobile/Desktop applications ▪ Glass templates, run in browser https://www.youtube.com/watch?v=0XtS5YP8HcM
  • 134. Proto.io - http://www.proto.io/ ▪ Web based mobile prototyping tool ▪ Features ▪ Prototype for multiple devices ▪ Gesture input, touch events, animations ▪ Share with collaborators ▪ Test on device
  • 136. Demo: Building a Simple Flow
  • 137. Gesture Flow Scr1 Scr2 Scr3 Scr4 Scr5 Scr6 Ta p Swipe
  • 139. Demo
  • 140. Justinmind - http://www.justinmind.com/ ▪ Native wireframing tool ▪ Build mobile apps without programming ▪ drag and drop, interface templates ▪ web based simulation ▪ test on mobile devices ▪ collaborative project sharing ▪ Templates for Glass, custom templates
  • 141. User Interface - Glass Templates
  • 143. Comparing Wireframe Tools Tool Web Native Wearable Template Interaction Uxpin X X Proto.io X X Justinmind X X X Axure X X X
  • 144. Wireframe Limitations ▪ Can’t deploy on Glass ▪ No access to sensor data ▪ Camera, orientation sensor ▪ No multimedia playback ▪ Audio, video ▪ Simple transitions ▪ No conditional logic ▪ No networking
  • 146. Processing ▪ Programming tool for Artists/Designers ▪ http://processing.org ▪ Easy to code, Free, Open source, Java based ▪ 2D, 3D, audio/video support ▪ Processing For Android ▪ http://wiki.processing.org/w/Android ▪ Strong Android support ▪ Generates Android .apk file
  • 147. Processing - Motivation ▪ Language of Interaction ▪ Sketching with code ▪ Support for rich interaction ▪ Large developer community ▪ Active help forums ▪ Dozens of plug-in libraries ▪ Strong Android support ▪ Easy to run on wearables
  • 151. Basic Parts of a Processing Sketch /* Notes comment */ //set up global variables float moveX = 50; //Initialize the Sketch void setup (){ } //draw every frame void draw(){ }
  • 152. Importing Libraries ▪ Can add functionality by Importing Libraries ▪ java archives - .jar files ▪ Include import code import processing.opengl.*; ▪ Popular Libraries ▪ Minim - audio library ▪ OCD - 3D camera views ▪ Physics - physics engine ▪ bluetoothDesktop - bluetooth networking
  • 154. Processing and Glass ▪ One of the easiest ways to build rich interactive wearable applications ▪ focus on interactivity, not coding ▪ Collects all sensor input ▪ camera, accelerometer, touch ▪ Can build native Android .apk files ▪ Side load onto Glass
  • 155. Example: Hello World //called initially at the start of the Processing sketch void setup() { size(640, 360); background(0); } //called every frame to draw output void draw() { background(0); //draw a white text string showing Hello World fill(255); text("Hello World", 50, 50); }
  • 156. Demo
  • 157. Hello World Image PImage img; // Create an image variable void setup() { size(640, 360); //load the ok glass home screen image img = loadImage("okGlass.jpg"); // Load the image into the program } void draw() { // Displays the image at its actual size at point (0,0) image(img, 0, 0); }
  • 158. Demo
  • 159. Touch Pad Input ▪ Tap recognized as DPAD input void keyPressed() { if (key == CODED){ if (keyCode == DPAD) { // Do something .. ▪ Java code to capture rich motion events ▪ import android.view.MotionEvent;
  • 160. Motion Event //Glass Touch Events - reads from touch pad public boolean dispatchGenericMotionEvent(MotionEvent event) { float x = event.getX(); // get x/y coords float y = event.getY(); int action = event.getActionMasked(); // get code for action switch (action) { // let us know which action code shows up case MotionEvent.ACTION_DOWN: touchEvent = "DOWN"; fingerTouch = 1; break; case MotionEvent.ACTION_MOVE: touchEvent = "MOVE"; xpos = myScreenWidth-x*touchPadScaleX; ypos = y*touchPadScaleY; break;
  • 161. Demo
  • 162. Sensors ▪ Ketai Library for Processing ▪ https://code.google.com/p/ketai/ ▪ Support all phone sensors ▪ GPS, Compass, Light, Camera, etc ▪ Include Ketai Library ▪ import ketai.sensors.*; ▪ KetaiSensor sensor;
  • 163. Using Sensors ▪ Setup in Setup( ) function ▪ sensor = new KetaiSensor(this); ▪ sensor.start(); ▪ sensor.list(); ▪ Event based sensor reading void onAccelerometerEvent(…) { accelerometer.set(x, y, z); }
  • 165. Using the Camera ▪ Import camera library ▪ import ketai.camera.*; ▪ KetaiCamera cam; ▪ Setup in Setup( ) function ▪ cam = new KetaiCamera(this, 640, 480, 15); ▪ Draw camera image void draw() { //draw the camera image image(cam, width/2, height/2); }
  • 167. Timeline Demo ▪ Create Card Class ▪ load image, card number, children/parent cards ▪ Timeline Demo ▪ Load cards in order ▪ Translate cards with finger motion ▪ Swipe cards in both directions ▪ Snap cards into position
  • 169. Overview ▪ For best performance need native coding ▪ Low level algorithms etc ▪ Most current wearables based on Android OS ▪ Need Java/Android skills ▪ Many devices have custom API/SDK ▪ Vusix M-100: Vusix SDK ▪ Glass: Mirror API, Glass Developer Kit (GDK)
  • 170. Mirror API + Glass GDK
  • 172. Glassware and Timeline ▪ Static Cards ▪ Static content with text, HTML, images, and video. ▪ e.g. notification messages, news clip ▪ Live Cards ▪ Dynamic content updated frequently. ▪ e.g. compass, timer ▪ Immersions ▪ Takes over the whole control, out from timeline. ▪ e.g. interactive game
  • 173. Glassware Development ▪ Mirror API ▪ Server programming, online/web application ▪ Static cards / timeline management ▪ GDK ▪ Android programming, Java (+ C/C++) ▪ Live cards & Immersions ▪ See: https://developers.google.com/glass/
  • 174. ▪ REST API ▪ Java servlet, PHP, Go, Python, Ruby, .NET ▪ Timeline based apps ▪ Static cards - Text, HTML, media attachment (image & video) - Standard and custom menu items ▪ Manage timeline - Subscribe to timeline notifications - Sharing with contacts - Location based services Mirror API
  • 175. GDK ▪ Glass Development Kit ▪ Android 4.0.3 ICS + Glass specific APIs ▪ Use standard Android Development Tools
  • 176. ▪ GDK add-on features ▪ Timeline and cards ▪ Menu and UI ▪ Touch pad and gesture ▪ Media (sound, camera and voice input) GDK
  • 177. Glass Summary ▪ Use Mirror API if you need ... ▪ Use GDK if you need ... ▪ Or use both
  • 179. Fake Display 3D print Thingiverse model see http://www.thingiverse.com/thing:65706 Have the social impact of Google Glass without the cost
  • 180. Build Your Own Wearable ▪ MyVu display + phone + sensors
  • 182. Rasberry Pi Glasses ▪ Modify video glasses, connect to Rasberry Pi ▪ $200 - $300 in parts, simple assembly ▪ https://learn.adafruit.com/diy-wearable-pi-near-eye-kopin-video- glasses
  • 183. Physical Input Devices ▪ Can we develop unobtrusive input devices ? ▪ Reduce need for speech, touch pad input ▪ Socially more acceptable ▪ Examples ▪ Ring, ▪ pendant, ▪ bracelet, ▪ gloves, etc
  • 184. Prototyping Platform Arduino Kit Bluetooth Shield Google Glass
  • 185. Example: Glove Input ▪ Buttons on fingertips ▪ Map touches to commands
  • 186. Example: Ring Input ▪ Touch strip, button, accelerometer ▪ Tap, swipe, flick actions
  • 188. Summary ▪ Prototyping for wearables is similar to mobiles ▪ Tools for UI design, storyboarding, wireframing ▪ Android tools to create interactive prototypes ▪ App Inventor, Processing, etc ▪ Arduino can be used for hardware prototypes ▪ Once prototyped Native Apps can be built ▪ Android + SDK for each platform
  • 189. Other Tools ▪ Wireframing ▪ pidoco ▪ FluidUI ▪ Rapid Development ▪ Phone Gap ▪ AppMachine ▪ Interactive ▪ App Inventor ▪ WearScript
  • 190. App Inventor - http://appinventor.mit.edu/ ▪ Visual Programming for Android Apps ▪ Features ▪ Access to Android Sensors ▪ Multimedia output ▪ Drag and drop web based interface ▪ Designer view – app layout ▪ Blocks view – program logic/control
  • 193. Orientation Demo ▪ Use wearable orientation sensor
  • 194. WearScript ▪ JavaScript development for Glass ▪ http://www.wearscript.com/en/ ▪ Script directory ▪ http://weariverse.com/
  • 195. Best Practices (Dos + don’ts)
  • 196. ✓ Don’t design an app Glass OS is time-based model, not an app model. X
  • 197. ✓ Know what makes Glass different than a phone Glass has certain superpowers. Remember what these superpowers are and use them to augment the experience you’re designing.
  • 198. X Don’t just port your mobile experience over to Glass It won’t work. It will be too busy. It will be hard for users to quickly understand and navigate your content. The constraints on Glass are simply too strict. Bad idea. Even inverted, aside from the need to properly format each screen, the layout simply contains too much information for Glass. Good idea!
  • 199. ✓ Design for the (hyper)now When is my next meeting? How many calories have I eaten today? Can I get a burger for lunch? Spend 90% of your time thinking about what people want to know (in sport or elsewhere) at any given moment. The more you know about what info people need and currently don’t have - the more compelling your design will be.
  • 200. ✓ Do one thing at a time
  • 201. ✓ Design for emotion thumbs up viewsnap - running
  • 202. ✓ Make it glanceable Seek to rigorously reduce information density. Successful designs afford for recognition, not reading. Bad Good
  • 203. ✓ Reduce the number of info chunksX✓ You are designing for recognition, not reading. Reducing the total # of information chunks will greatly increase the glanceability of your design. 1 2 3 1 2 3 4 5 (6) Test done by Morten Just using a watch
  • 204. ✓ Design single interactions to be faster than 4 s Eye movements For 1: 1 230ms For 2: 1 230ms For 3: 1 230ms For 4: 3 (52/17) 690ms For 5: 2 460ms ~1,840ms Eye movements For 1: 1-2 460ms For 2: 1 230ms For 3: 1 230ms ~920ms 1 2 3 1 2 3 4 5 (6) Test done by Morten Just using a watch
  • 205. Test the glanceability of your design✓
  • 206. ✓ Test your design indoors + outdoors
  • 207. ✓ White is your new black
  • 208. ✓ On the device, black is not blackX Your mock Device simulation
  • 209. ✓ Establish hierarchy with color - not font size White is your <h1> and grey is your <h2> or <h3>. Footer text - establishing time, attribution, or distance - is the only place where you see a smaller font size used.
  • 210. ✓ If you have brand-specific typography - use it
  • 211. ✓ Use relative information display calendar card - in 10 minutes, Fri - viewsnap
  • 212. ✓ Remember, people have an ever-growing ecosystem of wearablesX Each device should be used when it’s most relevant and when it’s the easiest interaction available.
  • 213. ✓ The Glass screen is just one part of the experience
  • 214. ✓ Do view your design on the device 1. Download Android Design Preview 2. Plug in Glass 3. Terminal command: java -jar AndroidDesignPreview-0.3.2.jar 4. Drag the red rectangle over your work to take a look 5. Check out the developer site for more in-depth guidelines
  • 215. 5: Concept Design Exercise
  • 216. Design Group (33 People) ▪ If your name is on this list you are in the Design Group Yang Wang Konstantino Kapetaneas Preethi Srinivas Tony James Kate Vogt Aneesh Tarun Josh Andres Maria Maimó Bram Reurings Luke Mill Tuck-Voon How M Gill Janaki Kumar Melinda Knight M Calkins Mike Tissenbaum Samantha Tse Kal McDowd Adora Tam Oscar Meruvia Mike Chen Anita Hoechtl Merlin Stone Ashoomi Dohlakia Icy Zhu Zdenek Mikovec Cristina Manresa-Yee Christian Winkler Angela Noh Amyris Fernandez Deborah Ptak Arne Renkema-Padmos Thomas Fritz
  • 219. Some Key Aspects ▪ Display Technologies ▪ Input Devices ▪ Interaction Metaphors ▪ Perceptual Factors ▪ Ergonomics ▪ Cognitive Aspects
  • 221. Key Properties of HMD ▪ Field of View ▪ Human eye 95 deg. H, 60/70 deg. V ▪ Resolution ▪ > 320x240 pixel ▪ Refresh Rate ▪ Focus ▪ Fixed/manual ▪ Size, Weight ▪ < 350g for long term ▪ Power
  • 222. Types of Head Mounted Displays Occluded See-thru Multiplexed
  • 223. Optical see-through HMD Virtual images from monitors Real World Optical Combiners
  • 225. Epson Moverio BT-200 ▪ Stereo see-through display ($700) ▪ 960 x 540 pixels, 23 degree FOV, 60Hz, 88g ▪ Android Powered, separate controller ▪ VGA camera, GPS, gyro, accelerometer
  • 226. Strengths of optical see-through ▪ Simpler (cheaper) ▪ Direct view of real world ▪ Full resolution, no time delay (for real world) ▪ Safety ▪ Lower distortion ▪ No eye displacement ▪ see directly through display
  • 229. Vuzix Wrap 1200DXAR ▪ Stereo video see-through display ($1500) ▪ Twin 852 x 480 LCD displays, 35 deg. FOV ▪ Stereo VGA cameras ▪ 3 DOF head tracking
  • 230. Strengths of Video See-Through ▪ True occlusion ▪ Block image of real world ▪ Digitized image of real world ▪ Flexibility in composition ▪ Matchable time delays ▪ More registration, calibration strategies ▪ Wide FOV is easier to support ▪ wide FOV camera
  • 231. Multiplexed Displays ▪ Above or below line of sight ▪ Strengths ▪ User has unobstructed view of real world ▪ Simple optics/cheap ▪ Weaknesses ▪ Direct information overlay difficult ▪ Display/camera offset from eyeline ▪ Wide FOV difficult
  • 232. Vuzix M-100 ▪ Monocular multiplexed display ($1000) ▪ 852 x 480 LCD display, 15 deg. FOV ▪ 5 MP camera, HD video ▪ GPS, gyro, accelerometer
  • 233. Display Types ▪ Curved Mirror ▪ off-axis projection ▪ curved mirrors in front of eye ▪ high distortion, small eye-box ▪ Waveguide ▪ use internal reflection ▪ unobstructed view of world ▪ large eye-box
  • 234. See-through thin displays ▪ Waveguide techniques for thin see-through displays ▪ Wider FOV, enable AR applications ▪ Social acceptability Opinvent Ora
  • 235. Waveguide Methods See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable Holographic Hologram diffracts light Limited FOV Colour bleeding Diffractive Slanted gratings Total internal reflection Costly, small FOV
  • 236. Waveguide Methods See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable Clear-Vu Reflective Several reflective elements Thinner light guide Large FOV, eye-box Reflective Simple reflective elements Lower cost Size is function of FOV
  • 239. Input Options ▪ Physical Devices ▪ Keyboard ▪ Pointer ▪ Stylus ▪ Natural Input ▪ Speech ▪ Gesture ▪ Other ▪ Physiological
  • 240. Twiddler Input ▪ Chording or multi-tap input ▪ Possible to achieve 40 - 60 wpm after 30+ hours ▪ Chording input about 50% faster than multi-tap ▪ cf 20 wpm on T9, or 60+ wpm for QWERTY Lyons, K., Starner, T., Plaisted, D., Fusia, J., Lyons, A., Drew, A., & Looney, E. W. (2004, April). Twiddler typing: One-handed chording text entry for mobile phones. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 671-678). ACM.
  • 241. Virtual Keyboards ▪ In air text input ▪ Virtual QWERTY keyboard up to 20 wpm ▪ On real keyboard around 45-60+ wpm ▪ Word Gesture up to 28 wpm ▪ On tablet/phone Word Gesture up to 47 wpm ▪ Handwriting around 20-30 wpm A. Markussen, et. al. Vulture: A Mid-Air Word-Gesture Keyboard (CHI 2014)
  • 242. Unobtrusive Input Devices ▪ GestureWrist ▪ Capacitive sensing ▪ Change signal depending on hand shape Rekimoto, J. (2001). Gesturewrist and gesturepad: Unobtrusive wearable interaction devices. In Wearable Computers, 2001. Proceedings. Fifth International Symposium on (pp. 21-27). IEEE.
  • 243. Unobtrusive Input Devices ▪ GesturePad ▪ Capacitive multilayered touchpads ▪ Supports interactive clothing
  • 244. Skinput Using EMG to detect muscle activity Tan, D., Morris, D., & Saponas, T. S. (2010). Interfaces on the go. XRDS: Crossroads, The ACM Magazine for Students, 16(4), 30-34.
  • 245. Issues to Consider ▪ Fatigue ▪ “Gorrilla” Arm from free-hand input ▪ Comfort ▪ People want to do small gestures by waist ▪ Interaction on the go ▪ Can input be done while moving?
  • 246. Interaction on the Go ▪ Fitt’s law still applies while interacting on the go ▪ Eg: Tapping while walking reduces speed by > 35% ▪ Increased errors while walking Lin, M., Goldman, R., Price, K. J., Sears, A., & Jacko, J. (2007). How do people tap when walking? An empirical investigation of nomadic data entry.International Journal of Human-Computer Studies, 65(9), 759-769.
  • 248. Information Display Head Stabilized Fixed View Body Stabilized 3 DOF Tracking World Stabilized 6 DOF Tracking
  • 249. Spatial Cues for Wearable Info Billinghurst, M., Bowskill, J., Dyer, N., & Morphett, J. (1998, March). An evaluation of wearable information spaces. In Virtual Reality Annual International Symposium, 1998. Proceedings., IEEE 1998 (pp. 20-27). IEEE. ▪ Spatial cues sign. improve performance ▪ No difference between audio and visual cues
  • 250. Spatial Conferencing 3+ attendees can be distinguished with spatialized audio but could not without spatialized audio Billinghurst, M., Bowskill, J., Jessop, M., & Morphett, J. (1998, October). A wearable spatial conferencing space. In Proceedings of ISWC, 1998. (pp. 76-83). IEEE.
  • 251. Organizing Tools in a Halo Display Biocca, F., Tang, A., Lamas, D., Gregg, J., Brady, R., & Gai, P. (2001). How do users organize virtual tools around their body in immersive virtual and augmented environment?: An exploratory study of egocentric spatial mapping of virtual tools in the mobile infosphere. Media Interface and Network Design Labs, Michigan State University, East Lansing, MI.
  • 252. User Attention Metaphors Cognitive continuums (a) Input, (b) Output Increase cognitive load from left to right
  • 253. Notification Interruptions ▪ Gradually increase engagement ▪ Reduce attention load Receiving SMS on Glass “Bing” Tap Swipe Glass Show Message Start Reply User Look Up Say Reply
  • 254. Nomadic Radio (2000) ▪ Spatial audio wearable interface Sawhney, N., & Schmandt, C. (2000). Nomadic radio: speech and audio interaction for contextual messaging in nomadic environments. ACM transactions on Computer-Human interaction (TOCHI), 7 (3), 353-383.
  • 255. Spatial Audio Metaphor Messages/Events arranged depending on time of day
  • 256. Notification Interruptions ▪ Dynamic scaling of incoming message based on interruptibility of the user ▪ Busy = silence ▪ Availble = preview
  • 257. Layered Audio Notifications Background ambient audio Notification scale depending on priority
  • 259. AR Perceptual Issues ❖ Environment: Issues related to the environment itself. ❖ Capturing: Issues related to digitizing the environment ❖ Augmentation: Issues related to the design, layout, and registration or AR content ❖ Display device: Technical issues associated with the display device. ❖ User: Issues associated with user perceiving content. E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality revisited. 9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2010, pp. 3--12.
  • 260. Cognitive Issues in Mobile AR ▪ Three categories of issues ▪ Information Presentation – displaying virtual information on the real world ▪ Physical Interaction – content creation, manipulation and navigation ▪ Shared Experience – collaboration and supporting common experiences Li, Nai, and Henry Been-Lirn Duh. "Cognitive Issues in Mobile Augmented Reality: An Embodied Perspective." Human Factors in Augmented Reality Environments. Springer New York, 2013. 109-135.
  • 261. 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
  • 262. 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
  • 263. 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
  • 264. Twitter 360 ▪ www.twitter-360.com ▪ iPhone application ▪ See geo-located tweets in real world ▪ Twitter.com supports geo tagging
  • 265. Wikitude – www.mobilizy.com Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah Bl ah
  • 267. Information Filtering •Use context to support information filtering •Show less information on AR mode (uncluttered screen)
  • 268. Text Representation ▪ Object space ▪ In general, does not fit wearable applications ▪ Billboards ▪ Screen space ▪ Annotations placed on a 2D plane, usually parallel to the projection plane. ▪ Better legibility of text.
  • 269. Outdoor background textures Changing outdoor illuminanation, and text drawing styles. Billboard and green text drawing styles are recommended. Active text drawing styles did not perform better relative to static styles.
  • 271. AR Navigation ▪ Problem – how to AR to assist with navigation to POI
  • 272. Multi-View Navigation ▪ Use multiple views (ego vs exo-centric) ▪ Map/top down view – long distance navigation ▪ AR View – nearby navigation, situational awareness ▪ Radar view in AR view
  • 274. Transitioning Between Views ▪ Seamless spatial awareness
  • 276. Resource Competition Framework ▪ Mobility tasks compete for cognitive resources with other tasks ▪ the most important given higher priority ▪ RCF is a method for analyzing this, based on: ▪ task analysis ▪ modelling cognitive resources ▪ a resource approach to attention Oulasvirta, A., Tamminen, S., Roto, V., & Kuorelahti, J. (2005, April). Interaction in 4-second bursts: the fragmented nature of attentional resources in mobile HCI. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 919-928). ACM.
  • 277. RCF Key Assumptions Four Key Assumptions 1. Functional Modularity: cognitive system divided into functionally separate systems with diff. representations 2. Parallel Module Operation: cognitive modules operate in parallel, independent of each other 3. Limited Capacity: cognitive modules are limited in capacity with respect to time or content 4. Serial Central Operation: central coordination of modules (eg monitoring) is serial
  • 278. Cognitive Interference ▪ Structural interference ▪ Two or more tasks compete for limited resources of a peripheral system ▪ eg two cognitive processes needing vision ▪ Capacity interference ▪ Total available central processing overwhelmed by multiple concurrent tasks ▪ eg trying to add and count at same time
  • 279. Cognitive Resources & Limitations asdfasdf
  • 280. Using RCF 1. Map cognitive faculty to task 2. Look for conflicts/overloads 3. Analyse for competition for attention 4. Look for opportunities for technology to reduce conflicts/competition
  • 281. Example: Going to work .. Which is the most cognitively demanding?
  • 282.
  • 283. Application of RCF Busy street > Escalator > Café > Laboratory. But if you made Wayfinding, Path Planning, Estimating Time to Target, Collision Avoidance easier?
  • 285. Where to put Wearables? ▪ Places for unobtrusive wearable technology Gemperle, F., Kasabach, C., Stivoric, J., Bauer, M., & Martin, R. (1998, October). Design for wearability. In Wearable Computers, 1998. Digest of Papers. Second International Symposium on (pp. 116-122). IEEE.
  • 286. Where to Place Trackpad? ▪ User study 25 people different postures ▪ Front of thigh most preferred, torso/upper arm worst Thomas, Bruce, et al. "Determination of placement of a body-attached mouse as a pointing input device for wearable computers." 2012 16th International Symposium on Wearable Computers. IEEE Computer Society, 1999.
  • 287. Where do users want Wearables? 29% on clothing 28% on wrist 12% on Glasses
  • 288. Tool/Task Design Paradigm Lin, R., & Kreifeldt, J. G. (2001). Ergonomics in wearable computer design. International Journal of Industrial Ergonomics, 27(4), 259-269.
  • 290. How is the User Perceived?
  • 292.
  • 293.
  • 297. Design for Glass Don’t get in the way Guidelines
  • 298. Design for Glass Don’t get in the way Keep it timely Guidelines
  • 299. Design for Glass Don’t get in the way Keep it timely Avoid the unexpected Guidelines
  • 300. Design for Glass Don’t get in the way Keep it timely Avoid the unexpected Design for people Guidelines
  • 301.
  • 306. If you could build anything on Glass, what would it be?
  • 307. Sprint - Ideas Person (mom, family, astronomer) 60 seconds
  • 308. Sprint - Ideas Place (in the kitchen, car, hike) 60 seconds
  • 309. Sprint - Ideas Function (dance, stargaze, sequence dna) 60 seconds
  • 310. Sprint - Final deliverable Make a poster - (Hayes will demo) Title One liner Picture Pitch What is it? What does it do? Why is it a good idea?
  • 311. Sprint - Focus 10 min - Ideas to create a product to solve need
  • 312. 3 min - Share with your group Sprint - Focus
  • 313. Sprint - Focus 3 min - Pick a concept
  • 314. Sprint - Focus 15 min - Dive deeper, develop, poster
  • 315. Sprint - Focus 15 min - Poster
  • 316. Sprint - Lightning 2 minute pitch
  • 320. Challenges for the Future (2001) ▪ Privacy ▪ Power use ▪ Networking ▪ Collaboration ▪ Heat dissipation ▪ Interface design ▪ Intellectual tools ▪ Augmented Reality systems Starner, T. (2001). The challenges of wearable computing: Part 1. IEEE Micro,21(4), 44-52. Starner, T. (2001). The challenges of wearable computing: Part 2. IEEE Micro,21(4), 54-67.
  • 323. Capturing Behaviours ▪ 3 Gear Systems ▪ Kinect/Primesense Sensor ▪ Two hand tracking ▪ http://www.threegear.com
  • 324. Gesture Interaction With Glass ▪ 3 Gear Systems ▪ Hand tracking ▪ Hand data sent to glass ▪ Wifi networking ▪ Hand joint position ▪ AR application rendering ▪ Vuforia tracking
  • 325. Performance ▪ Full 3d hand model input ▪ 10 - 15 fps tracking, 1 cm fingertip resolution
  • 326. User Study ▪ Gesture vs. Touch pad vs. Combined input ▪ Gesture 3x faster, no difference in accuracy
  • 327. ●Meta Gesture Interaction ▪Depth sensor + Stereo see-through ▪https://www.spaceglasses.com/
  • 330. Ego-Vision Collaboration ▪ Wearable computer ▪ camera + processing + display + connectivity
  • 331. Current Collaboration ▪ First person remote conferencing/hangouts ▪ Limitations ▪ Single POV, no spatial cues, no annotations, etc
  • 332. Sharing Space: Social Panoramas ▪ Capture and share social spaces in real time ▪ Enable remote people to feel like they’re with you
  • 333. Key Technology ▪ Google Glass ▪Capture live panorama (compass + camera) ▪Capture spatial audio, live video ▪ Remote device (desktop, tablet) ▪Immersive viewing, live annotation
  • 334. Awareness Cues ▪ Where is my partner looking? ▪Enhanced radar display, Context compass
  • 335. Interaction ▪ Glass Touchpad Input/Tablet Input ▪Shared pointers, Shared drawing
  • 336. User Evaluation ▪ Key Results Visual cues significantly increase awareness Pointing cues preferred for collaboration Drawing on Glass difficult, ranked low in usability
  • 338. Context Sensing ▪ Using context to manage information ▪ progressive information display as user shows interest ▪ Context from ▪ Speech ▪ Gaze ▪ Real world ▪ Wearable AR Display Ajanki, A., Billinghurst, M., Gamper, H., Järvenpää, T., Kandemir, M., Kaski, S., ... & Tossavainen, T. (2011). An augmented reality interface to contextual information. Virtual reality, 15(2-3), 161-173.
  • 339.
  • 340.
  • 341.
  • 345. OpenSource Eyetracker ▪ Could use open source eyetracking ▪ Open Shades Eye Tracker ▪ http://www.wearscript.com/en/latest/eyetracking.html
  • 347. Glass Resources ▪ Main Developer Website ▪ https://developers.google.com/glass/ ▪ Glass Apps Developer Site ▪ http://glass-apps.org/glass-developer ▪ Google Design Guidelines Site ▪ https://developers.google. com/glass/design/index?utm_source=tuicool ▪ Google Glass Emulator ▪ http://glass-apps.org/google-glass-emulator
  • 348. Other Resources ▪ AR for Glass Website ▪ http://www.arforglass.org/ ▪ Vandrico Database of wearable devices ▪ http://vandrico.com/database
  • 349. Books ▪ Programming Google Glass ▪ Eric Redmond ▪ Rapid Android Development: Build Rich, Sensor-Based Applications with Processing ▪ Daniel Sauter
  • 350. Contact Details Mark Billinghurst ▪ email: mark.billinghurst@hitlabnz.org ▪ twitter: @marknb00 Hayes Raffle ▪ email: hraffle@google.com Feedback + followup form ▪ goo.gl/6SdgzA