COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
5. osgART Approach: AR Scene Graph
Video
Geode
Root
Transform
3D Object
Virtual
Camera
Projection matrix from
tracker calibration
Transformation matrix
updated from marker
tracking in realtimeVideo
Layer
Full-screen quad
with live texture
updated from
Video source
Orthographic
projection
6. AR Interaction
Designing AR System = Interface Design
Using different input and output technologies
Objective is a high quality of user experience
Ease of use and learning
Performance and satisfaction
7. AR Information Browsers
Information is registered to
real-world context
Hand held AR displays
Interaction
Manipulation of a window
into information space
Applications
Context-aware information displays
Rekimoto, et al. 1997
8. 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 user interface
interaction: manipulation, selection,
etc.
Kiyokawa, et al. 2000
10. Tangible AR: Time-multiplexed Interaction
Use of natural physical object manipulations to
control virtual objects
VOMAR Demo
Catalog book:
- Turn over the page
Paddle operation:
- Push, shake, incline, hit, scoop
11. Space-multiplexed
Many devices each with one function
- Quicker to use, more intuitive, clutter
- Real Toolbox
Time-multiplexed
One device with many functions
- Space efficient
- mouse
12. Object Based Interaction: MagicCup
Intuitive Virtual Object Manipulation
on a Table-Top Workspace
Time multiplexed
Multiple Markers
- Robust Tracking
Tangible User Interface
- Intuitive Manipulation
Stereo Display
- Good Presence
21. AR Interaction Design
Designing AR System = Interface Design
Using different input and output technologies
Objective is a high quality of user experience
Ease of use and learning
Performance and satisfaction
22. AR UI Design
Consider your user
Follow good HCI principles
Adapt HCI guidelines for AR
Design to device constraints
Using Design Patterns to Inform Design
Design for you interface metaphor
Design for evaluation
23. Consider Your User
Consider context of user
Physical, social, emotional, cognitive, etc
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
24. Good HCI Principles
Affordance
Reducing cognitive overload
Low physical effort
Learnability
User satisfaction
Flexibility in use
Responsiveness and feedback
Error tolerance
25. Norman’s Principles of Good Practice
Ensure a high degree of visibility
- allow the user to work out the current state of the system and
the range of actions possible.
Provide feedback
- continuous, clear information about the results of actions.
Present a good conceptual model
- allow the user to build up a picture of the way the system holds
together, the relationships between its different parts and how
to move from one state to the next.
Offer good mappings
- aim for clear, natural relationships between actions the user
performs and the results they achieve.
26. Adapting Existing Guidelines
Mobile Phone AR
Phone HCI Guidelines
Mobile HCI Guidelines
HMD Based AR
3D User Interface Guidelines
VR Interface Guidelines
Desktop AR
Desktop UI Guidelines
27. iPhone Guidelines
Make it obvious how to use your content.
Avoid clutter, unused blank space, and busy
backgrounds.
Minimize required user input.
Express essential information succinctly.
Provide a fingertip-sized target area for all links and
controls.
Avoid unnecessary interactivity.
Provide feedback when necessary
28. Applying Principles to Mobile AR
Clean
Large Video View
Large Icons
Text Overlay
Feedback
29. AR vs. Non AR Design
Design Guidelines
Design for 3D graphics + Interaction
Consider elements of physical world
Support implicit interaction
Characteristics Non-AR Interfaces AR Interfaces
Object Graphics Mainly 2D Mainly 3D
Object Types Mainly virtual objects Both virtual and physical objects
Object behaviors Mainly passive objects Both passive and active objects
Communication Mainly simple Mainly complex
HCI methods Mainly explicit Both explicit and implicit
31. Design to Device Constraints
Understand the platforms 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
31
Art of Defense Game
32. Design Patterns
“Each pattern describes a problem which occurs
over and over again in our environment, and then
describes the core of the solution to that problem in
such a way that you can use this solution a million
times over, without ever doing it the same way twice.”
– Christopher Alexander et al.
Use Design Patterns to Address Reoccurring Problems
C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
33. Handheld AR Design Patterns
Title Meaning Embodied Skills
Device Metaphors Using metaphor to suggest available
player actions
Body A&S Naïve physics
Control Mapping Intuitive mapping between physical and
digital objects
Body A&S Naïve physics
Seamful Design Making sense of and integrating the
technological seams through game
design
Body A&S
World
Consistency
Whether the laws and rules in
physical world hold in digital world
Naïve physics
Environmental A&S
Landmarks Reinforcing the connection between
digital-physical space through landmarks
Environmental A&S
Personal Presence The way that a player is represented in
the game decides how much they feel
like living in the digital game world
Environmental A&S
Naïve physics
Living Creatures Game characters that are responsive to
physical, social events that mimic
behaviours of living beings
Social A&S Body A&S
Body constraints Movement of one’s body position
constrains another player’s action
Body A&S Social A&S
34. Example: 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
35. Example: Living Creatures
Virtual creatures should respond to real world events
eg. Player motion, wind, light, etc
Creates illusion creatures are alive in the real world
Sony EyePet
Responds to player blowing on creature
35
36. Designing for Children
Development Psychology Factors
• Motor Abilities
• Spatial Abilities
• Logic Abilities
• Attention Abilities
Radu, Iulian, and Blair MacIntyre. "Using children's developmental psychology to
guide augmented-reality design and usability." Mixed and Augmented Reality
(ISMAR), 2012 IEEE International Symposium on. IEEE, 2012.
37. Motor Abilities
Skill Type Challenging AR Interaction
Multiple hand coordination Holding phone in one hand and
using another hand to move
marker
Hand-eye coordination Using a marker to intercept a
moving object
Fine motor skills Moving a marker on a specified
path
Gross motor skills and endurance Turning body around to look at a
panorama
38. Spatial Abilities
Skill Type Challenging AR Interaction
Spatial memory Remembering the configuration of a large
virtual space while handheld screen shows
a limited view
Spatial Perception Understanding when a virtual item is on top
of a physical item
Spatial Visualization Predict when virtual objects are visible by
other people or virtual characters
39. Attention and Logic
Skill Type Challenging AR Interaction
Divided attention Playing an AR game, and making sure to
keep marker in view so tracking is not lost
Selective and executive
attention
Playing an AR game while moving outdoors
Skill Type Challenging AR Interaction
Remembering and reversing Remembering how to recover from tracking
loss
Abstract over concrete
thinking
Understanding that virtual objects are
computer generated, and they do not need
to obey physical laws
Attention Abilities
Logic and Memory
40. Design Considerations
Combining Real and Virtual Images
• Perceptual issues
Interactive in Real-Time
• Interaction issues
Registered in 3D
• Technology issues
42. AR and Perception
Creating the illusion that virtual images are
seamlessly part of the real world
• Must match real and virtual cues
• Depth, occlusion, lighting, shadows..
43. AR as Perception Problem
Goal of AR to fool human senses – create
illusion that real and virtual are merged
Depth
Size
Occlusion
Shadows
Relative motion
Etc..
44. Perceptual Issues
Combining multiple display modes
• Direct View, Stereo Video View, Graphics View
Conflict between display modes
• Mismatch between depth cues
45. Perceptual Issues
Static and Dynamic registration mismatch
Restricted Field of View
Mismatch of Resolution and Image clarity
Luminance mismatch
Contrast mismatch
Size and distance mismatch
Limited depth resolution
Vertical alignment mismatches
Viewpoint dependency mismatch
48. 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
52. 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
64. Design of Objects
Objects
Purposely built – affordances
“Found” – repurposed
Existing – already at use in marketplace
Affordance
The quality of an object allowing an action-
relationship with an actor
An attribute of an object that allows people to
know how to use it
- e.g. a door handle affords pulling
65. Norman on Affordances
"...the term affordance refers to 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. Plates are for pushing.
Knobs are for turning. Slots are for inserting
things into. Balls are for throwing .. "
(Norman, The Psychology of Everyday
Things 1988, p.9)
66. Physical vs. Virtual Affordances
Physical affordances
- Physical and material aspects of real object
Virtual affordance
- Visual and perceived aspects of digital objects
AR is mixture of physical and virtual
affordances
Physical
- Tangible controllers and objects
Virtual
- Virtual graphics and audio
-
67. Affordance Framework
William W. Gaver. 1991. Technology affordances. In Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems (CHI '91), Scott P. Robertson, Gary M. Olson, and Judith S.
Olson (Eds.). ACM, New York, NY, USA, 79-84.
68. Affordance Led Design
Make affordances perceivable
Provide visual, haptic, tactile, auditory cues
Affordance Led Usability
Give feedback
Provide constraints
Use natural mapping
Use good cognitive model
69. Example: AR Chemistry
Tangible AR chemistry education (Fjeld)
Fjeld, M., Juchli, P., and Voegtli, B. M. 2003. Chemistry education: A tangible interaction
approach. Proceedings of INTERACT 2003, September 1st -5th 2003, Zurich,
Switzerland.
73. Interface Components
Physical components
Display elements
- Visual/audio
Interaction metaphors
Physical
Elements
Display
ElementsInteraction
MetaphorInput Output
AR Design Elements
74. Interface Design Path
1/ Prototype Demonstration
2/ Adoption of Interaction Techniques from other
interface metaphors
3/ Development of new interface metaphors
appropriate to the medium
4/ Development of formal theoretical models for
predicting and modeling user actions
Desktop WIMP
Virtual Reality
Augmented Reality
75. Interface metaphors
Designed to be similar to a physical entity but also has own
properties
e.g. desktop metaphor, search engine
Exploit user’s familiar knowledge, helping them to understand
‘the unfamiliar’
Conjures up the essence of the unfamiliar activity, enabling
users to leverage of this to understand more aspects of the
unfamiliar functionality
People find it easier to learn and talk about what they are
doing at the computer interface in terms familiar to them
76. Example: The spreadsheet
Analogous to ledger
sheet
Interactive and
computational
Easy to understand
Greatly extending
what accountants
and others could do
www.bricklin.com/history/refcards.htm
77. Why was it so good?
It was simple, clear, and obvious to the users how to
use the application and what it could do
“it is just a tool to allow others to work out their
ideas and reduce the tedium of repeating the same
calculations.”
capitalized on user’s familiarity with ledger sheets
Got the computer to perform a range of different
calculations in response to user input
79. Benefits of interface metaphors
Makes learning new systems easier
Helps users understand the underlying
conceptual model
Can be innovative and enable the realm of
computers and their applications to be made
more accessible to a greater diversity of users
80. Problems with interface metaphors
(Nielson, 1990)
Break conventional and cultural rules
e.g., recycle bin placed on desktop
Can constrain designers in the way they conceptualize a problem
Conflict with design principles
Forces users to only understand the system in terms of the
metaphor
Designers can inadvertently use bad existing designs and transfer
the bad parts over
Limits designers’ imagination with new conceptual models
84. 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
85. 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