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Deep Dive Holographic
Applications
Clemente Giorio
Matteo Valoriani
Marco Dal Pino
Agenda
HoloLens UX
Demo
Takeaways
Shared holographic
experiences
Skype
Demo Share Space
Holo Remoting Player
Q&A?
HoloLens UX
Objects Interaction
Move Objects
Rotate Objects
Small and Large Interaction
Object size / Interaction space
Menu
Menu
Maximize 3D Use
Feedbacks
Learnability
Looking Indicator / Target
Looking Indicator / Target
Incidental Interaction
Space Limits
Security
Takeaways
Takeaways
Minimalize Fatigue
Gestural interaction involves more muscles than
keyboard interaction or speech.
Gestural interactions must therefore be concise and
quick, and minimize user’s effort and physical stress.
Two types of muscular stress are known:
static, the effort required maintaining a posture for a
fixed amount of time;
dynamic, related to the effort required to move a
portion of the body through a trajectory.
Favor ease of learning (Learnability) 1/2
It must be easy for the user to learn how to
perform and remember interaction,
minimizing the mental load of recalling
associated actions.
The learning rate depends on tasks, user
experience, skills, as well as the size of the
gesture language (more gestures decrease
the learnability rate).
Favor ease of learning (Learnability) 2/2
The interaction that are most natural, easy to learn and are immediately
assimilated by the user are those that belong to everyday life, or involve the
least physical effort.
Complex interaction can be more expressive and give more control, but have a
higher learnability burden.
Hence there is clearly a tension between design requirements, among which a
compromise must be made: naturalness of interaction, minimum size of the
gesture language, expressiveness and completeness of the interaction.
Intentionality (Immersion Syndrome)
Users can perform unintended gestures, i.e.,
movements that are not meant to communicate
with the system they are interacting with.
The “immersion syndrome” occurs if every
movement is interpreted by the system,
whether or not it was intended, and may
determine interaction effects against the user’s
will.
Need to design reaction to unpredicted user
interaction.
Not-self-revealing
Appropriate feedback indicating the effects
and correctness of the interaction
performed is necessary for successful
interaction, and to improve the user's
confidence in the system.
Sharing space
Sharing scenarios
How are they sharing? Presentation / Collaborarion /Guidance
What is the group size? 1:1 / Small < 7 / Large > 7
Where is everyone located? Co-located / Remote
When are they sharing? Sync / Async
How similar are their physical environments? Similar or not
What devices are they using? 3D (MR) / 3D (MR and VR) /
3D and 2D (MR/VR and phone or PC)
Demo
Skype
Demo
Holo Sharing
Demo
Holo Remoting Player
Deep Dive Holographic
Applications
Clemente Giorio
Matteo Valoriani
Marco Dal Pino
@HoloLensDevelop HoloLens Developers Group
https://www.linkedin.com/groups/8243800
Hololens Developers
https://www.facebook.com/groups/6285882
10601469
HoloLens Developers
https://plus.google.com/b/109053767376103420461/

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