LECTURE 3: RAPID PROTOTYPING FOR MOBILE AR Mark Billinghurst [email protected] Zi Siang See [email protected] November 29 th -30 th 2015 Mobile-Based Augmented Reality Development
LECTURE 3: RAPID PROTOTYPING
FOR MOBILE AR Mark Billinghurst
Zi Siang See [email protected]
November 29th-30th 2015
Mobile-Based Augmented Reality Development
How can we quickly prototype Mobile AR 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”
Google Glass Prototyping
Design/Prototyping Tools
Prototyping Tools ▪ Static/Low fidelity ▪ Sketching ▪ User interface templates ▪ Storyboards/Application flows ▪ Screen sharing ▪ Interactive/High fidelity ▪ Wireframing tools ▪ Mobile prototyping ▪ Native Coding
Typical Development Steps
▪ Sketching ▪ Storyboards ▪ UI Mockups ▪ Interaction Flows ▪ Video Prototypes ▪ Interactive Prototypes ▪ Final Native Application
Increased Fidelity & Interactivity
• Low Fidelity Prototyping
Low Fidelity Tools • Sketching • GlassSim • UI Templates • Storyboards • GlassWare flow designer • Android Design Preview • Video sketches
High Fidelity Tools • UXPin/Proto.io • JustinMind • Processing • WearScript • AR browsers • Unity3D • Native Coding
Sketched Interfaces
▪ Sketch + Powerpoint/Photoshop/Illustrator
Paper Prototyping
Paper Prototyping w/Hardware
GlassSim – http://glasssim.com/
▪ Simulate the view through Google Glass ▪ Multiple card templates
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
Storyboarding
Example Storyboard
Example Storyboard p.2
Wireframes & Mock Ups Roughly sketched sequences exploring and
validating interaction design. Focus is on navigation and functionality. Usually explores one interaction but can also be
used as the foundation for development of testing prototypes.
Google Glass Application Flow
• High Fidelity Prototyping
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
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
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/
Pop - https://popapp.in/
• Combining sketching and interactivity on mobiles
• Take pictures of sketches, link pictures together
Using Pop
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
Android Design Preview
• Mirror portion of desktop to Android devices • Works with Google Glass and other Android wearables • Using any desktop application for prototyping
https://github.com/romannurik/AndroidDesignPreview
Interactive Wireframe Limitations • Can’t deploy on Device • No access to sensor data • Camera, orientation sensor
• No multimedia playback • Audio, video
• Simple transitions • No conditional logic
• No networking
Advanced Prototyping Tools • Existing applications
• Show examples • AR Browser applications
• Wikitude, Layar, Aurasma, etc • Rapid development platforms
• Processing – www.processing.org • PhoneGap - http://phonegap.com/
Mobile AR Design Case Study
ITERATIVE DESIGN PROCESS Design (redesign)
Prototype Test Design with Users (Note
problems) Evaluate (Fix Issues)
MOBILE AUGMENTED REALITY FOR SPATIAL NAVIGATION
Sharon Brosnan
0651869
Bachelor of Science in Digital Media Design
BUNRATTY FOLK PARK Sharon Brosnan
0651869
Bachelor of Science in Digital Media Design
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 Dra@
Camera View with 3D
Second Dra@ Third Dra@ • SelecFon highlighted in blue • Home buHon added for easy
navigaFon 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 simulaFon of how the navigaFonal aid will work
" Does not need to be realisFc in every detail
" Gives a good idea of how the finished system will work