SlideShare ist ein Scribd-Unternehmen logo
1 von 55
Downloaden Sie, um offline zu lesen
DESIGNING OUTSTANDING
AUGMENTED REALITY
EXPERIENCES
Mark Billinghurst
mark.billinghurst@unisa.edu.au
May 17th 2016
Shenzen, China
•  adsf
•  jg
The Digital Divide
•  Screens are windows into digital spaces
•  Separation between digital and physical world
Augmented Reality
Vuforia Smart Terrain
Augmented Reality
Technology that:
1.  Combines Real andVirtual Images
• Both can be seen at the same time
2.  Interactive in real-time
• The virtual content can be interacted with
3.  Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
•  Web based AR
•  Flash, HTML 5
•  Marketing, education
•  Outdoor Mobile AR
•  GPS, compass tracking
•  Viewing Points of Interest in real world
•  Handheld AR
•  Vision based tracking
•  Marketing, gaming
•  Location Based Experiences
•  HMD, fixed screens
•  Museums, point of sale, advertising
Typical AR Experiences
AR Business Today
• Around $600 Million USD in 2014 (>$2B 2016)
• 70-80+% Games and Marketing
Market Projections
cf. 2014 computer game market = $84 Billion USD
DESIGNING AR
EXPERIENCES
What Makes a Good AR Experience?
• Compelling
• Engaging,‘Magic’ moment
• Intuitive, ease of use
• Uses existing skills
• Anchored in physical world
• Seamless combination of real and digital
Example: colAR (Quiver)
• Turn colouring book pages into AR scenes
• Markerless tracking, use your own colours..
• Try it yourself: http://www.colARapp.com/
• Interface Components
• Physical components
• Display elements
• Visual/audio
• Interaction metaphors
Physical
Elements
Display
ElementsInteraction
MetaphorInput Output
AR Interface Elements
AR Interface Design
• Combines physical + virtual object design
• Physical
• Tangible controllers and objects
• Virtual
• Virtual graphics and audio
Physical Design
• Industrial Design
• Type of Objects
•  Purposely built – affordances
•  “Found” – repurposed
•  Existing – already at use in marketplace
How are these used?
”… the perceived and actual properties of the
thing, primarily those fundamental properties
that determine just how the thing could
possibly be used. [...]
Affordances provide strong clues to the
operations of things.”
(Norman, The Psychology of EverydayThings 1988, p.9)
Affordance
Physical vs. Virtual Affordances
• Physical Affordances
•  Look and feel of real objects
•  Shape, texture, colour, weight, etc
•  Industrial Design
• Virtual Affordance
•  Look of virtual objects
•  Copy real objects
•  Interface Design
Design of AR Enhanced Objects
• Make affordances obvious
• Object affordances visible
• Give feedback
• Provide constraints
• Use natural mapping
• Use good cognitive model
Example: Haunted Book/AR Book
•  Camera hidden in lamp object
•  AR content seamlessly integrated into real book
•  Natural page turning/manipulation interaction
Interface Design Path
1/ Demonstration:Working Prototype
2/ Copying:Adoption of Interaction Techniques
from other interface metaphors
3/ Creation: Development of new interface
metaphors appropriate to the medium
4/ Theory: Development of formal theoretical
models for predicting and modeling user actions
Desktop WIMP
Virtual Reality
Augmented Reality
Example: VR Interfaces
•  Copying: Virtual Windows/keyboards
•  Creation: World in Miniature
AR Interaction Metaphors
• AR Lens/Window
• simple (conceptually!), unobtrusive
• 3D User Interfaces (VR)
• expressive, creative, require attention
• Tangible Interfaces (TUI)
• Embedded into conventional environments
• Tangible AR
• Combines TUI input + AR display
AR Lens
• Information is registered to
real-world context
•  Hand held AR displays
• Interaction
•  2D/3D virtual viewpoint control
•  Limited input/interactivity
• Applications
•  Context-aware information
Tourism, gaming
3D AR Interfaces
•  Virtual objects displayed in 3D
physical space and manipulated
•  HMDs and 6DOF head-tracking
•  6DOF hand trackers for input
•  Interaction
•  Viewpoint control
•  Traditional 3D interaction:
•  manipulation, selection, etc.
•  VR techniques
Tangible User Interfaces (Ishii 97)
• Create digital shadows
for physical objects
• Foreground
• graspable UI
• Background
• ambient interfaces
Tangible Interface: Augmented Groove
• Collaborative Instrument
• Physically Based Interaction
• Map actions to Midi output
•  Translation, rotation
•  Tilt, shake
Lessons from Tangible Interfaces
• Advantages
•  Physical objects make us smart
•  Objects aid collaboration
•  Objects increase understanding
• Disadvantages
•  Difficult to change object properties
•  Limited display capabilities
•  Separation between object and display
Back to the Real World
• AR overcomes limitation of TUIs
•  enhance display possibilities
•  merge task/display space
•  provide public and private views
• TUI + AR = Tangible AR
•  Apply TUI methods to AR interface design
•  TUI for input, AR for output
Tangible AR Design Principles
• Tangible AR Interfaces use TUI principles
• Physical controllers for moving virtual content
• Support for spatial 3D interaction techniques
• Time and space multiplexed interaction
• Support for multi-handed interaction
• Match object affordances to task requirements
• Support parallel activity with multiple objects
• Allow collaboration between multiple users
Tangible AR: Tiles
• Tiles semantics
• data tiles
• operation tiles
• Operation on tiles
• proximity
• spatial arrangements
• space-multiplexed
Poupyrev, I., Tan, D., Billinghurst, M., Kato, H., Regenbrecht, H., & Tetsutani, N. (2001). Tiles: A
mixed reality authoring interface. In INTERACT 2001 Conference on Human Computer
Interaction (pp. 334-341).
Example:LevelHead
Case Study:LevelHead
• Physical Components
•  Real blocks
• Display Elements
•  Virtual person and rooms
• Interaction Metaphor
•  Blocks are rooms
Design for Technology Limitations
• Understand the platforms used and design for limitations
•  Hardware, software platforms
• Eg Handheld AR game with visual tracking
•  Use large screen icons
•  Consider screen reflectivity
•  Support one-hand interaction
•  Consider the natural viewing angle
•  Do not tire users out physically
•  Do not encourage fast actions
•  Keep at least one tracking surface in view
Art of Defense Game
Seamless Design
• Design to reduce seams in the user experience
•  Eg: AR tracking failure, change in interaction mode
• Paparazzi Game
•  Change between AR tracking to accelerometer input
Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality
games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--
Arts, Media, and Humanities, p.19-28, October 26-29, 2011
Consider the Whole User
Consider Your User
• Mobile Phone AR User
• Probably Mobile
• One hand interaction
• Short application use
• Need to be able to multitask
• Use in outdoor or indoor environment
• Want to enhance interaction with real world
Social Acceptance
• People don’t want to look silly
•  Only 12% of 4,600 adults would be willing to wear AR glasses
•  20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
•  Needs further study (ethnographic, field tests, longitudinal)
TAT Augmented ID
Google Glass Anyone?
Designing AR Experiences
• Create a compelling experience
• Intuitive and ease of use
• Anchor in the real world
• Design affordances for physical + virtual elements
• Create the appropriate Interaction Metaphor
• Design for technology limitations
• Consider the whole user (Social, cultural, ..)
RESEARCH DIRECTIONS
Looking to the Future
What’s Next?
Research Enables New Experiences
• Gesture/multimodal Input
• Natural user interaction
• Collaborative experiences
• Capturing rich communication cues
• Experience capture
• Sharing surroundings
• Empathic Computing
• Creating understanding
• Etc..
Gesture Based Interaction
• Use free hand gestures to interact
•  Depth camera, scene capture
• Multimodal input
•  Combining speech and gesture
HIT Lab NZ Microsoft Hololens
Meta SpaceGlasses
Social Panoramas
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable
computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on
(pp. 303-304). IEEE.
Empathy Glasses
•  Combine together eye-tracking, display, face expression
•  Implicit cues – eye gaze, face expression
++
Pupil Labs Epson BT-200 AffectiveWear
Remote Collboration
• Eye gaze pointer and remote pointing
• Face expression display
• Implicit cues for remote collaboration
Holoportation
•  Augmented Reality + 3D capture + high bandwidth
•  http://research.microsoft.com/en-us/projects/holoportation/
CONCLUSION
Conclusions
• AR enables connection back to real world
• Great AR experiences need good design
• Physical + virtual components, interaction metaphor
• Design for technology limitations
• Need to consider whole user
• Many directions for future research
• Natural interaction, collaboration, experience capture
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

Weitere ähnliche Inhalte

Was ist angesagt?

COMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research DirectionsCOMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research DirectionsMark Billinghurst
 
COMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRCOMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
 
Lecture 8 Introduction to Augmented Reality
Lecture 8 Introduction to Augmented RealityLecture 8 Introduction to Augmented Reality
Lecture 8 Introduction to Augmented RealityMark Billinghurst
 
COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARMark Billinghurst
 
COMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionCOMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionMark Billinghurst
 
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsCOMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsMark Billinghurst
 
Comp4010 lecture6 Prototyping
Comp4010 lecture6 PrototypingComp4010 lecture6 Prototyping
Comp4010 lecture6 PrototypingMark Billinghurst
 
COMP 4026 Lecture2: Design and Prototype
COMP 4026 Lecture2: Design and PrototypeCOMP 4026 Lecture2: Design and Prototype
COMP 4026 Lecture2: Design and PrototypeMark Billinghurst
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityMark Billinghurst
 
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesVSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
 
COMP 4026 Lecture3 Prototyping and Evaluation
COMP 4026 Lecture3 Prototyping and EvaluationCOMP 4026 Lecture3 Prototyping and Evaluation
COMP 4026 Lecture3 Prototyping and EvaluationMark Billinghurst
 
Mixed Reality in the Workspace
Mixed Reality in the WorkspaceMixed Reality in the Workspace
Mixed Reality in the WorkspaceMark Billinghurst
 
COMP 4026 - Lecture1 introduction
COMP 4026 - Lecture1 introductionCOMP 4026 - Lecture1 introduction
COMP 4026 - Lecture1 introductionMark Billinghurst
 
COMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionCOMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionMark Billinghurst
 
Building AR and VR Experiences
Building AR and VR ExperiencesBuilding AR and VR Experiences
Building AR and VR ExperiencesMark Billinghurst
 
Rapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented RealityRapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented RealityMark Billinghurst
 
Designing Augmented Reality Experiences
Designing Augmented Reality ExperiencesDesigning Augmented Reality Experiences
Designing Augmented Reality ExperiencesMark Billinghurst
 

Was ist angesagt? (20)

COMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research DirectionsCOMP 4010 Lecture10 AR/VR Research Directions
COMP 4010 Lecture10 AR/VR Research Directions
 
COMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VRCOMP 4010 Lecture12 - Research Directions in AR and VR
COMP 4010 Lecture12 - Research Directions in AR and VR
 
Empathic Tele-Existence
Empathic Tele-ExistenceEmpathic Tele-Existence
Empathic Tele-Existence
 
Lecture 8 Introduction to Augmented Reality
Lecture 8 Introduction to Augmented RealityLecture 8 Introduction to Augmented Reality
Lecture 8 Introduction to Augmented Reality
 
COMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in ARCOMP 4010 Lecture12 Research Directions in AR
COMP 4010 Lecture12 Research Directions in AR
 
COMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR InteractionCOMP 4010 Lecture 9 AR Interaction
COMP 4010 Lecture 9 AR Interaction
 
COMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR ApplicationsCOMP 4010 - Lecture11 - AR Applications
COMP 4010 - Lecture11 - AR Applications
 
Lecture3 - VR Technology
Lecture3 - VR TechnologyLecture3 - VR Technology
Lecture3 - VR Technology
 
Comp4010 lecture6 Prototyping
Comp4010 lecture6 PrototypingComp4010 lecture6 Prototyping
Comp4010 lecture6 Prototyping
 
COMP 4026 Lecture2: Design and Prototype
COMP 4026 Lecture2: Design and PrototypeCOMP 4026 Lecture2: Design and Prototype
COMP 4026 Lecture2: Design and Prototype
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
 
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesVSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
VSMM 2016 Keynote: Using AR and VR to create Empathic Experiences
 
Lecture 9 AR Technology
Lecture 9 AR TechnologyLecture 9 AR Technology
Lecture 9 AR Technology
 
COMP 4026 Lecture3 Prototyping and Evaluation
COMP 4026 Lecture3 Prototyping and EvaluationCOMP 4026 Lecture3 Prototyping and Evaluation
COMP 4026 Lecture3 Prototyping and Evaluation
 
Mixed Reality in the Workspace
Mixed Reality in the WorkspaceMixed Reality in the Workspace
Mixed Reality in the Workspace
 
COMP 4026 - Lecture1 introduction
COMP 4026 - Lecture1 introductionCOMP 4026 - Lecture1 introduction
COMP 4026 - Lecture1 introduction
 
COMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR InteractionCOMP 4010: Lecture11 AR Interaction
COMP 4010: Lecture11 AR Interaction
 
Building AR and VR Experiences
Building AR and VR ExperiencesBuilding AR and VR Experiences
Building AR and VR Experiences
 
Rapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented RealityRapid Prototyping For Augmented Reality
Rapid Prototyping For Augmented Reality
 
Designing Augmented Reality Experiences
Designing Augmented Reality ExperiencesDesigning Augmented Reality Experiences
Designing Augmented Reality Experiences
 

Ähnlich wie Designing Outstanding AR Experiences

2016 AR Summer School Lecture3
2016 AR Summer School Lecture32016 AR Summer School Lecture3
2016 AR Summer School Lecture3Mark Billinghurst
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR PrototypingMark Billinghurst
 
Using Interaction Design Methods for Creating AR and VR Interfaces
Using Interaction Design Methods for Creating AR and VR InterfacesUsing Interaction Design Methods for Creating AR and VR Interfaces
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
 
Beyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityBeyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityMark Billinghurst
 
Augmented Reality: The Next 20 Years
Augmented Reality: The Next 20 YearsAugmented Reality: The Next 20 Years
Augmented Reality: The Next 20 YearsMark Billinghurst
 
COMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityCOMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
 
426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR Interfaces426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR InterfacesMark Billinghurst
 
Introduction to exploring hci
Introduction to exploring hciIntroduction to exploring hci
Introduction to exploring hcisawsan slii
 
Design challenges, content and tools for cultural heritage
Design challenges, content and tools for cultural heritageDesign challenges, content and tools for cultural heritage
Design challenges, content and tools for cultural heritageISMB
 
Augmented Reality and Virtual Reality: Research Advances in Creative Industry
Augmented Reality and Virtual Reality: Research Advances in Creative IndustryAugmented Reality and Virtual Reality: Research Advances in Creative Industry
Augmented Reality and Virtual Reality: Research Advances in Creative IndustryZi Siang See
 
Comp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRComp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRMark Billinghurst
 
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...Shalin Hai-Jew
 
Designing Useful and Usable Augmented Reality Experiences
Designing Useful and Usable Augmented Reality Experiences Designing Useful and Usable Augmented Reality Experiences
Designing Useful and Usable Augmented Reality Experiences Yan Xu
 
Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsMark Billinghurst
 
Tangible User Interface Showcase
Tangible User Interface ShowcaseTangible User Interface Showcase
Tangible User Interface ShowcaseSimone Mora
 
Mobile AR Lecture 2 - Technology
Mobile AR Lecture 2 - TechnologyMobile AR Lecture 2 - Technology
Mobile AR Lecture 2 - TechnologyMark Billinghurst
 
Future Directions for Augmented Reality
Future Directions for Augmented RealityFuture Directions for Augmented Reality
Future Directions for Augmented RealityMark Billinghurst
 
Application in Augmented and Virtual Reality
Application in Augmented and Virtual RealityApplication in Augmented and Virtual Reality
Application in Augmented and Virtual RealityMark Billinghurst
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsMark Billinghurst
 

Ähnlich wie Designing Outstanding AR Experiences (20)

2016 AR Summer School Lecture3
2016 AR Summer School Lecture32016 AR Summer School Lecture3
2016 AR Summer School Lecture3
 
2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping2022 COMP4010 Lecture5: AR Prototyping
2022 COMP4010 Lecture5: AR Prototyping
 
Using Interaction Design Methods for Creating AR and VR Interfaces
Using Interaction Design Methods for Creating AR and VR InterfacesUsing Interaction Design Methods for Creating AR and VR Interfaces
Using Interaction Design Methods for Creating AR and VR Interfaces
 
Beyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented RealityBeyond Reality (2027): The Future of Virtual and Augmented Reality
Beyond Reality (2027): The Future of Virtual and Augmented Reality
 
CHI 2013 DARE Course
CHI 2013 DARE CourseCHI 2013 DARE Course
CHI 2013 DARE Course
 
Augmented Reality: The Next 20 Years
Augmented Reality: The Next 20 YearsAugmented Reality: The Next 20 Years
Augmented Reality: The Next 20 Years
 
COMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual RealityCOMP 4010 - Lecture 1: Introduction to Virtual Reality
COMP 4010 - Lecture 1: Introduction to Virtual Reality
 
426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR Interfaces426 lecture 7: Designing AR Interfaces
426 lecture 7: Designing AR Interfaces
 
Introduction to exploring hci
Introduction to exploring hciIntroduction to exploring hci
Introduction to exploring hci
 
Design challenges, content and tools for cultural heritage
Design challenges, content and tools for cultural heritageDesign challenges, content and tools for cultural heritage
Design challenges, content and tools for cultural heritage
 
Augmented Reality and Virtual Reality: Research Advances in Creative Industry
Augmented Reality and Virtual Reality: Research Advances in Creative IndustryAugmented Reality and Virtual Reality: Research Advances in Creative Industry
Augmented Reality and Virtual Reality: Research Advances in Creative Industry
 
Comp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VRComp4010 Lecture8 Introduction to VR
Comp4010 Lecture8 Introduction to VR
 
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...
Augmented Reality in Multi-Dimensionality: Design for Space, Motion, Multiple...
 
Designing Useful and Usable Augmented Reality Experiences
Designing Useful and Usable Augmented Reality Experiences Designing Useful and Usable Augmented Reality Experiences
Designing Useful and Usable Augmented Reality Experiences
 
Comp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR SystemsComp4010 Lecture7 Designing AR Systems
Comp4010 Lecture7 Designing AR Systems
 
Tangible User Interface Showcase
Tangible User Interface ShowcaseTangible User Interface Showcase
Tangible User Interface Showcase
 
Mobile AR Lecture 2 - Technology
Mobile AR Lecture 2 - TechnologyMobile AR Lecture 2 - Technology
Mobile AR Lecture 2 - Technology
 
Future Directions for Augmented Reality
Future Directions for Augmented RealityFuture Directions for Augmented Reality
Future Directions for Augmented Reality
 
Application in Augmented and Virtual Reality
Application in Augmented and Virtual RealityApplication in Augmented and Virtual Reality
Application in Augmented and Virtual Reality
 
Comp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research DirectionsComp4010 Lecture12 Research Directions
Comp4010 Lecture12 Research Directions
 

Mehr von Mark Billinghurst

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsMark Billinghurst
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024Mark 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 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 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: PerceptionMark 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
 

Mehr von Mark Billinghurst (20)

Human Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR SystemsHuman Factors of XR: Using Human Factors to Design XR Systems
Human Factors of XR: Using Human Factors to Design XR Systems
 
IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024IVE Industry Focused Event - Defence Sector 2024
IVE Industry Focused Event - Defence Sector 2024
 
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 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 Lecture2: Perception
2022 COMP4010 Lecture2: Perception2022 COMP4010 Lecture2: Perception
2022 COMP4010 Lecture2: Perception
 
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
 

Kürzlich hochgeladen

Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubKalema Edgar
 
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
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxhariprasad279825
 
From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .Alan Dix
 
Scanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsScanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsRizwan Syed
 
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek SchlawackFwdays
 
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DayH2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DaySri Ambati
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenHervé Boutemy
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Scott Keck-Warren
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfRankYa
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostZilliz
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Commit University
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteDianaGray10
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piececharlottematthew16
 
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
 
Developer Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLDeveloper Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLScyllaDB
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebUiPathCommunity
 

Kürzlich hochgeladen (20)

Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding Club
 
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptxE-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
E-Vehicle_Hacking_by_Parul Sharma_null_owasp.pptx
 
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
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
Artificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptxArtificial intelligence in cctv survelliance.pptx
Artificial intelligence in cctv survelliance.pptx
 
From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .From Family Reminiscence to Scholarly Archive .
From Family Reminiscence to Scholarly Archive .
 
Scanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsScanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL Certs
 
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
"Subclassing and Composition – A Pythonic Tour of Trade-Offs", Hynek Schlawack
 
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo DayH2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
H2O.ai CEO/Founder: Sri Ambati Keynote at Wells Fargo Day
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache Maven
 
Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024Advanced Test Driven-Development @ php[tek] 2024
Advanced Test Driven-Development @ php[tek] 2024
 
Search Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdfSearch Engine Optimization SEO PDF for 2024.pdf
Search Engine Optimization SEO PDF for 2024.pdf
 
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage CostLeverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
Leverage Zilliz Serverless - Up to 50X Saving for Your Vector Storage Cost
 
Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!Nell’iperspazio con Rocket: il Framework Web di Rust!
Nell’iperspazio con Rocket: il Framework Web di Rust!
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 
Story boards and shot lists for my a level piece
Story boards and shot lists for my a level pieceStory boards and shot lists for my a level piece
Story boards and shot lists for my a level piece
 
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
 
Developer Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLDeveloper Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQL
 
Dev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio WebDev Dives: Streamline document processing with UiPath Studio Web
Dev Dives: Streamline document processing with UiPath Studio Web
 

Designing Outstanding AR Experiences

  • 1. DESIGNING OUTSTANDING AUGMENTED REALITY EXPERIENCES Mark Billinghurst mark.billinghurst@unisa.edu.au May 17th 2016 Shenzen, China
  • 4. The Digital Divide •  Screens are windows into digital spaces •  Separation between digital and physical world
  • 6. Augmented Reality Technology that: 1.  Combines Real andVirtual Images • Both can be seen at the same time 2.  Interactive in real-time • The virtual content can be interacted with 3.  Registered in 3D • Virtual objects appear fixed in space Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
  • 7. •  Web based AR •  Flash, HTML 5 •  Marketing, education •  Outdoor Mobile AR •  GPS, compass tracking •  Viewing Points of Interest in real world •  Handheld AR •  Vision based tracking •  Marketing, gaming •  Location Based Experiences •  HMD, fixed screens •  Museums, point of sale, advertising Typical AR Experiences
  • 8. AR Business Today • Around $600 Million USD in 2014 (>$2B 2016) • 70-80+% Games and Marketing
  • 9. Market Projections cf. 2014 computer game market = $84 Billion USD
  • 11. What Makes a Good AR Experience? • Compelling • Engaging,‘Magic’ moment • Intuitive, ease of use • Uses existing skills • Anchored in physical world • Seamless combination of real and digital
  • 12. Example: colAR (Quiver) • Turn colouring book pages into AR scenes • Markerless tracking, use your own colours.. • Try it yourself: http://www.colARapp.com/
  • 13. • Interface Components • Physical components • Display elements • Visual/audio • Interaction metaphors Physical Elements Display ElementsInteraction MetaphorInput Output AR Interface Elements
  • 14. AR Interface Design • Combines physical + virtual object design • Physical • Tangible controllers and objects • Virtual • Virtual graphics and audio
  • 15. Physical Design • Industrial Design • Type of Objects •  Purposely built – affordances •  “Found” – repurposed •  Existing – already at use in marketplace
  • 16. How are these used?
  • 17. ”… the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. [...] Affordances provide strong clues to the operations of things.” (Norman, The Psychology of EverydayThings 1988, p.9) Affordance
  • 18. Physical vs. Virtual Affordances • Physical Affordances •  Look and feel of real objects •  Shape, texture, colour, weight, etc •  Industrial Design • Virtual Affordance •  Look of virtual objects •  Copy real objects •  Interface Design
  • 19. Design of AR Enhanced Objects • Make affordances obvious • Object affordances visible • Give feedback • Provide constraints • Use natural mapping • Use good cognitive model
  • 20. Example: Haunted Book/AR Book •  Camera hidden in lamp object •  AR content seamlessly integrated into real book •  Natural page turning/manipulation interaction
  • 21. Interface Design Path 1/ Demonstration:Working Prototype 2/ Copying:Adoption of Interaction Techniques from other interface metaphors 3/ Creation: Development of new interface metaphors appropriate to the medium 4/ Theory: Development of formal theoretical models for predicting and modeling user actions Desktop WIMP Virtual Reality Augmented Reality
  • 22. Example: VR Interfaces •  Copying: Virtual Windows/keyboards •  Creation: World in Miniature
  • 23. AR Interaction Metaphors • AR Lens/Window • simple (conceptually!), unobtrusive • 3D User Interfaces (VR) • expressive, creative, require attention • Tangible Interfaces (TUI) • Embedded into conventional environments • Tangible AR • Combines TUI input + AR display
  • 24. AR Lens • Information is registered to real-world context •  Hand held AR displays • Interaction •  2D/3D virtual viewpoint control •  Limited input/interactivity • Applications •  Context-aware information Tourism, gaming
  • 25. 3D AR Interfaces •  Virtual objects displayed in 3D physical space and manipulated •  HMDs and 6DOF head-tracking •  6DOF hand trackers for input •  Interaction •  Viewpoint control •  Traditional 3D interaction: •  manipulation, selection, etc. •  VR techniques
  • 26. Tangible User Interfaces (Ishii 97) • Create digital shadows for physical objects • Foreground • graspable UI • Background • ambient interfaces
  • 27. Tangible Interface: Augmented Groove • Collaborative Instrument • Physically Based Interaction • Map actions to Midi output •  Translation, rotation •  Tilt, shake
  • 28. Lessons from Tangible Interfaces • Advantages •  Physical objects make us smart •  Objects aid collaboration •  Objects increase understanding • Disadvantages •  Difficult to change object properties •  Limited display capabilities •  Separation between object and display
  • 29. Back to the Real World • AR overcomes limitation of TUIs •  enhance display possibilities •  merge task/display space •  provide public and private views • TUI + AR = Tangible AR •  Apply TUI methods to AR interface design •  TUI for input, AR for output
  • 30. Tangible AR Design Principles • Tangible AR Interfaces use TUI principles • Physical controllers for moving virtual content • Support for spatial 3D interaction techniques • Time and space multiplexed interaction • Support for multi-handed interaction • Match object affordances to task requirements • Support parallel activity with multiple objects • Allow collaboration between multiple users
  • 31. Tangible AR: Tiles • Tiles semantics • data tiles • operation tiles • Operation on tiles • proximity • spatial arrangements • space-multiplexed Poupyrev, I., Tan, D., Billinghurst, M., Kato, H., Regenbrecht, H., & Tetsutani, N. (2001). Tiles: A mixed reality authoring interface. In INTERACT 2001 Conference on Human Computer Interaction (pp. 334-341).
  • 33. Case Study:LevelHead • Physical Components •  Real blocks • Display Elements •  Virtual person and rooms • Interaction Metaphor •  Blocks are rooms
  • 34.
  • 35. Design for Technology Limitations • Understand the platforms used and design for limitations •  Hardware, software platforms • Eg Handheld AR game with visual tracking •  Use large screen icons •  Consider screen reflectivity •  Support one-hand interaction •  Consider the natural viewing angle •  Do not tire users out physically •  Do not encourage fast actions •  Keep at least one tracking surface in view Art of Defense Game
  • 36. Seamless Design • Design to reduce seams in the user experience •  Eg: AR tracking failure, change in interaction mode • Paparazzi Game •  Change between AR tracking to accelerometer input Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality-- Arts, Media, and Humanities, p.19-28, October 26-29, 2011
  • 38. Consider Your User • Mobile Phone AR User • Probably Mobile • One hand interaction • Short application use • Need to be able to multitask • Use in outdoor or indoor environment • Want to enhance interaction with real world
  • 39. Social Acceptance • People don’t want to look silly •  Only 12% of 4,600 adults would be willing to wear AR glasses •  20% of mobile AR browser users experience social issues • Acceptance more due to Social than Technical issues •  Needs further study (ethnographic, field tests, longitudinal)
  • 41.
  • 42.
  • 44. Designing AR Experiences • Create a compelling experience • Intuitive and ease of use • Anchor in the real world • Design affordances for physical + virtual elements • Create the appropriate Interaction Metaphor • Design for technology limitations • Consider the whole user (Social, cultural, ..)
  • 46. Looking to the Future What’s Next?
  • 47. Research Enables New Experiences • Gesture/multimodal Input • Natural user interaction • Collaborative experiences • Capturing rich communication cues • Experience capture • Sharing surroundings • Empathic Computing • Creating understanding • Etc..
  • 48. Gesture Based Interaction • Use free hand gestures to interact •  Depth camera, scene capture • Multimodal input •  Combining speech and gesture HIT Lab NZ Microsoft Hololens Meta SpaceGlasses
  • 49. Social Panoramas • Google Glass • Capture live image panorama (compass + camera) • Remote device (tablet) • Immersive viewing, live annotation Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 303-304). IEEE.
  • 50. Empathy Glasses •  Combine together eye-tracking, display, face expression •  Implicit cues – eye gaze, face expression ++ Pupil Labs Epson BT-200 AffectiveWear
  • 51. Remote Collboration • Eye gaze pointer and remote pointing • Face expression display • Implicit cues for remote collaboration
  • 52. Holoportation •  Augmented Reality + 3D capture + high bandwidth •  http://research.microsoft.com/en-us/projects/holoportation/
  • 54. Conclusions • AR enables connection back to real world • Great AR experiences need good design • Physical + virtual components, interaction metaphor • Design for technology limitations • Need to consider whole user • Many directions for future research • Natural interaction, collaboration, experience capture