2013 Lecture4: Designing AR Interfaces
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COSC 426: Augmented Reality
Mark Billinghurst
mark.billinghurst@hitlabnz.org
August 2nd 2013
Lecture 4: Designing AR Interfaces
Key Points from Lecture 3
Tracking Requirements
Augmented Reality Information Display World Stabilized Body Stabilized Head Stabilized
Increasing Tracking Requirements
Head Stabilized Body Stabilized World Stabilized
Tracking Types
Magnetic Tracker
Inertial Tracker
Ultrasonic Tracker
Optical Tracker
Marker-Based Tracking
Markerless Tracking
Specialized Tracking
Edge-Based Tracking
Template-Based Tracking
Interest Point Tracking
Mechanical Tracker
Marker Based Tracking: ARToolKit
http://artoolkit.sourceforge.net/
Markerless Tracking
Magnetic Tracker Inertial Tracker
Ultrasonic Tracker
Optical Tracker
Marker-Based Tracking
Markerless Tracking
Specialized Tracking
Edge-Based Tracking
Template-Based Tracking
Interest Point Tracking
No more Markers! Markerless Tracking
Natural Feature Tracking Use Natural Cues of Real Elements
Edges Surface Texture Interest Points
Model or Model-Free ++: no visual pollution
Contours
Features Points
Surfaces
Combining Sensors and Vision Sensors
- Produce noisy output (= jittering augmentations) - Are not sufficiently accurate (= wrongly placed augmentations) - Gives us first information on where we are in the world,
and what we are looking at Vision
- Is more accurate (= stable and correct augmentations) - Requires choosing the correct keypoint database to track from - Requires registering our local coordinate frame (online-
generated model) to the global one (world)
Outdoor AR Tracking System
You, Neumann, Azuma outdoor AR system (1999)
The Registration Problem Virtual and Real must stay properly aligned If not:
Breaks the illusion that the two coexist Prevents acceptance of many serious applications
Sources of registration errors Static errors
Optical distortions Mechanical misalignments Tracker errors Incorrect viewing parameters
Dynamic errors System delays (largest source of error)
- 1 ms delay = 1/3 mm registration error
Reducing static errors Distortion compensation Manual adjustments View-based or direct measurements Camera calibration (video)
Reducing dynamic errors (1)
Reduce system lag Faster components/system modules
Reduce apparent lag Image deflection Image warping
Reducing System Lag
Tracking Calculate Viewpoint Simulation
Render Scene
Draw to Display
x,y,z r,p,y
Application Loop
Faster Tracker Faster CPU Faster GPU Faster Display
Predictive Tracking
Time
Position
Past Future
Can predict up to 80 ms in future (Holloway)
Now
AR Design
experiences
applications
tools
components
Building Compelling AR Experiences
Tracking, Display
Authoring
Interaction
Usability
3. Discovering User Needs
Mark Billinghurst
Interaction Design Process
Interaction Design is User Centered
A methodology for ensuring good user experiences with products by getting feedback from users to inform the design.
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Discovering Needs
• Why: Requirements definition: the stage where failure occurs most commonly
Getting requirements right is crucial
What, How and Why? • What
1. Understand users, task, context 2. Produce a stable set of requirements
• How: Data gathering activities Data analysis activities Expression as ‘requirements’
• Why: Requirements definition: failure occurs most commonly
Getting requirements right is crucial
Iterate
What Are the Requirements? Functional What should the system do? What has it done?
Data What type of data?
Environment or Context of use Physical: dusty? noisy? light? heat? humidity? …. Social: sharing of files, of displays, work alone .. Organizational: IT support, hierarchy, training..
Users: Who are they? Usability: learnability, throughput, flexibility..
Who REALLY are your Users/Stakeholders?
• Not as obvious as you think: — those who interact directly with the product — those who manage direct users — those who receive output from the product — those who make the purchasing decision — those who use competitor’s products
• Three categories of user (Eason, 1987): — primary: frequent hands-on
— secondary: occasional or via someone else
— tertiary: affected by its introduction, or will influence its purchase
Who are the Stakeholders? Check-out operators
Customers Managers and owners
• Suppliers • Local shop owners
Consider the Whole User
Data Gathering
Mark Billinghurst
Data Gathering Techniques (1)
Questionnaires Looking for specific information Qualitative and quantitative results Good for getting data from a large, dispersed group
Interviews Good for exploring issues, using props Structured, unstructured or semi-structured But are time consuming and difficult to visit everyone
Data Gathering Techniques (2)
Workshops or focus groups Group interviews/activities Good at gaining a consensus view and/or highlighting areas
of conflict Observations Spending time with users in day to day tasks Good for understanding task context requires time and can result in a huge amount of data
Documentation Procedures and rules written down in manuals
A day in the Life of.. Cultural Probes.. Role Playing..
Case Study: Equator Domestic Probes
4. Design and Prototyping Mark Billinghurst
Interaction Design Process
Elaboration and Reduction Elaborate - generate solutions. These are the opportunities Reduce - decide on the ones worth pursuing Repeat - elaborate and reduce again on those solutions
Source: Laseau,P. (1980) Graphic Thinking for Architects & Designers. John Wiley and Sons
The Design Funnel Alternate generation of ideas and convergence until resolution
Modified from Pugh, S. (1990) Total design: Integrated methods for successful products engineering. Addison-Wesley. P. 75
Design Inspiration
Unmet Needs
Digital Cameras for Apple Late 80s – What would happen if we married
a computer with a digital camera?
Many studies of current photography use. Uncovering of unmet needs in traditional experience
- not enough photos - not knowing whether photo good or not - ability to add sound - ability to organize
Features determined through research and designed Iteratively.
Brainstorming
Best with interdisciplinary team
Other Products
Notice all the iPod look-alikes?
Tools for Effective Design
Personas Scenarios Storyboards Wireframes and Mock-ups Prototypes
Persona Technique • Personas are a design tool to help visualize who you are
designing for and imagine how person will use the product • A persona is an archetype that represents the behavior and
goals of a group of users • Based on insights and observations from customer research • Not real people, but synthesised from real user characteristics • Bring them to life with a name, characteristics, goals, background • Develop multiple personas
Gunther the Ad Guy
Gunther is from Germany. He Travels extensively for work and As he is an advertising executive he needs to present concepts to clients quickly and easily. He is a person very well-versed in new technologies and wishes he had easier portable solutions for his presentations…..
Scenarios Usage Scenarios are narrative descriptions of how the product
meets the needs of a persona
Short (2 pages max) Focus on unmet needs of persona Concrete story Set of stories around essential tasks, problems... Use to test ideas
A business woman travels from SF to Paris on a business trip. On her way to the airport she narrowly misses a traffic delay. She avoids the jam because her Smartphone beeps and send her a warning text message on her route from the office to the airport.
Upon arrival the location-sensitive Smartphone notifies the airline that she‘ll check in shortly and an airline employee finds her immediately and takes her baggage. Her display shows that her flight is on time and provides a map to her gate. On the way she downloads tourist information (maps, events) for Paris.
Once found her seat, she begins to review the downloaded information. She books a ticket for an opera she wants to see. Her Smartphone makes the booking using her credit card number stored in memory. The security software of the Smartphone protects her against fraud.
The Smartphone stores the opera booking along with emails written on the plane. As soon as she steps off the plane, it makes the calls and sends the emails. As she leaves the airport, a map appears on the display and guides her to her hotel
Storyboarding
Sequence of sketches showing use of system in everyday use context
Concrete example Easier (faster) to grasp than text based stories Means of communication with users and system
developers Sketches, not drawings... Use to test interaction and make sure design works
Example Storyboard
Example Storyboard p.2
Sketching Mark Billinghurst
Sketching is about design Sketching is not about drawing It is about design.
Sketching is a tool to help you: - express - develop, and - communicate design ideas
Sketching is part of a process: - idea generation, - design elaboration - design choices, - engineering
Why is sketching useful? Early ideation Think through ideas Force you to visualize how things come together Communicate ideas to others to inspire new
designs Active brainstorming
Figure 41: A Sketch of a Dialogue with a Sketch
The “conversation” between the sketch (right bubble) and the mind (left
bubble). A sketch is created from current knowledge (top arrow). Reading,
or interpreting the resulting representation (bottom arrow), creates new
knowledge. The creation results from what Goldschmidt calls “seeing
that” reasoning, and the extraction of new knowledge results from what
she calls “seeing as.”
sketchrepresentation
mind(new) knowledge
Create(seeing that)
Read(seeing as)
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Sketchbook examples Industrial designer
ideas variations annotations
Source: sketch page from student Industrial designer Samnang Eav
Form factors for wearable computer watch
Sketchbook examples Idea variations
Source: Nicolai Marquardt sketchbook, with permission.
Four different versions of an idea
Sketch examples – design variations
From Carloyn Snyder’s Book: Paper Prototyping (2003) Morgan Kaufmann, p350
Sketch examples – storyboard transitions
From Carloyn Snyder’s Book Paper Prototyping (2003) Morgan Kaufmann, p11
Techniques: Annotations Augment a sketch
Directly on sketch As layer
- Tracing - Photoshop layer
Over dynamic video
Technique: Annotations Textual notes
Name and/or explain thinks Add details List of items Questions/issues about design
Graphical marks Connect notes to sketch elements Relates sketch elements Show dynamics of elements or interaction over time
Technique: Tracing Basic Idea
- Copy/trace the fixed elements of an existing interface/screen
Technology - Camera, photograph, tracing
paper or.. - Photoshop or equivalent (trace
over image on a separate layer)
Drawing skill required - Almost zero
Technique Hybrid Sketches Mixes full and low fidelity elements High fidelity parts:
Fixed design elements
Low fidelity parts: Speculative components
Contrast Makes certain parts of the sketch stand out
Your Turn Design a mobile AR user interface
Viewing virtual buildings in Christchurch
Views (Should be able to swap between) Map View AR View List View
Prototyping Mark Billinghurst
68 www.id-book.com
What is a prototype? In interaction design it can be (among other things):
• a series of screen sketches • a storyboard, i.e. a cartoon-like series of scenes • a Powerpoint slide show • a video simulating the use of a system • a lump of wood (e.g. PalmPilot) • a cardboard mock-up • a piece of software with limited functionality
69 www.id-book.com
Why Prototype? • Evaluation and feedback are central to interaction design • Stakeholders can see, hold, interact with a prototype
more easily than a document or a drawing • Team members can communicate effectively • You can test out ideas for yourself • It encourages reflection: very important aspect of design • Prototypes answer questions, and support designers in
choosing between alternatives
Sketch vs. Prototype Sketch Prototype
Invite A)end
Suggest Describe
Explore Refine
Ques;on Answer
Propose Test
Provoke Resolve
Tenta;ve, non commi)al Specific Depic;on
The primary differences are in the intent
Types of Prototypes
Low Fidelity – quick and dirty, easy access materials like cardboard and paper.
High Fidelity – more involved electronic versions similar in materials to final product.
RAPID Prototyping
Fast and inexpensive Identifies problems before they’re coded Elicits more and better feedback from users Helps developers think creatively Gets users and other stakeholders involved early
Fosters teamwork and communication Avoids opinion wars Helps decide design directions
Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces Use office materials Easier to criticize, quick to change Creative process (develop in team) Can also use for usability test (focus on flow of interaction rather than visuals) Used a lot to test out concepts before real design begins.
Paper Prototyping
Paper Proto: Create Widgets
Paper Prototyping with Hardware
Blank Model Prototypes
Technique: State Transition Diagrams
Create transition diagram key interaction steps branch points
For each transition Sketch the screen Include the transitional diagram Label the transition with what triggered the
transition (typically user input of set of system responses)
Technique: State Transition Diagrams
Wireframes and Page Semantics
Half-Functional Prototypes
More hi-fi
HTML (or Powerpoint) ...
Mostly precoded flow, but allows clicking and experiencing flow
Wireframing Tools Pidoco (websites, mobile, desktop) No programming http://www.pidoco.com
WireframeSketcher Plug-in for Eclipse http://wireframesketcher.com/
Omnigraffle (Mac) Digramming tool http://www.omnigroup.com/products/omnigraffle/
Screen MockUp Prototypes
HTML Wireframes
Transitions
Technique: Make storyboards come alive An interactive foam
core and paper sketch/storyboard
Mobile Rapid Prototype Tools
Android: App Inventor http://appinventor.mit.edu/
Interactive Role Play
High-fidelity prototyping • Uses materials that you would expect to be in the
final product. • Prototype looks more like the final system than a
low-fidelity version. • For a high-fidelity software prototype common
environments include Macromedia Director, Visual Basic, and Smalltalk.
• Danger that users think they have a full system…….see compromises
Interactive Role Play in Environment
Tethered Prototypes (High Fidelity)
Goal: Communicate Vision
HIGH FIDELITY PROTOTYE
Rapid Prototyping
Speed development time with quick hardware mockups handheld device connected to PC LCD screen, USB phone keypad, Camera
Can use PC development tools for rapid development Flash, Visual Basic, etc
‘Wizard-of-Oz’ Prototyping • The user thinks they are interacting with a
computer, but a developer is responding to output rather than the system.
• Usually done early in design to understand users’ expectations
>Blurb blurb >Do this >Why?
User
Typical Iterations for HW/SW Product:
1. Paper prototype to evaluate conceptual model 2. Interactive computer-based prototype with rough
screens to evaluate feature placement 3. Tethered prototype to evaluate button + screen
interactions 4. Real device prototyped with major features
working 5. Real device prototyped with all features working
and graphic design implemented
AR Design Case Study
ITERATIVE DESIGN PROCESS
Design (redesign)
Prototype Test Design with Users (Note
problems) Evaluate (Fix Issues)
BUNRATTY FOLK PARK
BUNRATTY FOLK PARK
Irish visitor attraction run by Shannon Heritage 19th century life is recreated Buildings from the mid-west have been relocated to the 26-land surrounding Bunratty Castle 30 buildings are set in a rural or village setting there.
AUGMENTED REALITY
In Bunratty Folk Park: Allows the visitor to point a camera at an
exhibit, the device recognises it by it’s location and layers digital information on to the display
3-dimensional virtual objects can be positioned with real ones on display
Leads to dynamic combination of a live camera view and information
NAVIGATIONAL AID
Smartphone Platform Most people carry mobile phones and are
comfortable with them Ideal Augmented Reality Technology Global tracking tools Wireless communication capabilities Location based computing Large display for interaction
DESIGNING FOR THE VISITOR
HUMAN CENTRED DESIGN
Goal of the Navigational Aid Easy to use, clear and understandable Useful to visitors Creating interaction between the visitor and the aid
through the user interface
Engage the visitor It is necessary to understand the visitor to Bunratty Identify visitor motives and goals while going through
the Folk Park.
HUMAN CENTRED DESIGN
Understanding the technology and Related Works Literature Similar Technologies Electronic Tours in Museum Settings Interactions design in Outdoor Museums
Understanding the User over time Observations Interviews
HUMAN CENTRED DESIGN
Findings Most visitors do not use the map Most visitors have mobile phones Visitors want more information View the Folk Park at their own pace Information should be straight to the point Large social interaction within groups
NEXT STEPS FROM RESEARCH
Define Visitors Goals Define Functionalities of the Aid
Develop Personas – visitors who use the Aid Develop Scenarios – how the persona uses the navigational aid in the Folk Park Draw up Storyboards on scenarios
FUNCTIONALITY View Options Camera View Map View List View
Sub-Options Places Events Restaurants
AR Features Text Information 3D Objects 3D Tour Guide 3D Placement of Buildings
STORYBOARD
ITERATIVE DESIGN PROCESS
ITERATIVE DESIGN PROCESS
Prototyping and User Testing Low Fidelity Prototyping Sketches Paper Prototyping Post-It Prototyping PowerPoint Prototyping
High Fidelity Prototyping Wikitude
INITIAL SKETCHES - Photoshop
Pros: • Good for idea generation • Cheap • Concepts seem feasible
Cons: • Not great feedback gained • Photoshop not fast enough for making changes
POST IT PROTOTYPING
First DraJ
Camera View with 3D
Second DraJ Third DraJ • Selec;on highlighted in blue • Home bu)on added for easy
naviga;on to main menu
POWERPOINT PROTOTYPING Benefits • Used for User Testing • Interactive • Functionalities work • Quick • Easy arrangement of slides
User Testing • Participants found • 15 minute sessions screen captured • ‘Talk Allowed’ technique used • Notes taken • Post-Interview
WIKITUDE
Popular AR browser Mapping Point of Interest abilities Multiplatform Shows points of interest Markers can be selected in and
information pop-up appears
WIKITUDE
User Testing Application well received
Understandable
Participants playful with the technology
FINAL CONCEPT DESIGN
FINAL DESIGN CONCEPT
Key Issues Fix issues found in previous sessions
Design with guidelines in mind
Appealing to the Mental Model Icon Design
Aesthetic Design Colour/Font Buttons Look
VIDEO PROTOTYPE
Flexible tool for capturing the use of an interface
Elaborate simula;on of how the naviga;onal aid will work
Does not need to be realis;c in every detail
Gives a good idea of how the finished system will work
Project List Mobile
Hybrid Tracking for Outdoor AR City Scale AR Visualization Outdoor AR Authoring Tool Outdoor AR collaborative game AR interaction for Google Glass
Non-Mobile AR Face Painting AR Authoring Tool Tangible AR puppeteer studio Gesture based interaction with AR content
BuildAR Assignment Download and install Build AR (or HIT Lab NZ)
http://www.buildar.org/
Build two AR scenes Marker based
- at least 3 markers, 3D models, same theme
Image based - at least 2 images, 3D model, text, image/video
Due August 16th
Project Assignment Design/Related work exercise Individual
Each person find 2 relevant papers/videos/websites Write two page literature review
As a team - prototype design Sketch out the user interface of application Design the interaction flow/Screen mockups 3 minute Presentation in class August 16th
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