My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
5. What we’re
covering
WHAT IS MR/XR/AR/VR
o History – know what’s come before
o Making sense of the language & labels
o Different technologies & approaches
THE UX LAYER
o The first use experience & roadblocks
o Making sense of a spatial environment
o Guiding principles
o The on-boarding process
18. Definition of AR
Augmented Reality allows the user to see the real world,
with virtual objects superimposed upon or composited with
the real world. Augmented Reality:
RON AZUMA (1997)
1. Combines real and virtual
2. Interactive in real time
3. Registered in 3-D
20. 360º
WHAT DO WE MEAN BY 360º OR PANOSPHERE?
TYPE OF “360º” – PANORAMA, ECQUIRECTANGULAR, SPHERICAL
STATIC VS INTERACTIVE
USE CASES – TELEPORTING, VIRTUAL TOUR-GUIDING, EDUCATION & TRAINING
CAN BE LINKED TO PHYSICAL LOCATIONS
21. VR
HOW IS VR DIFFERENT TO 360º?
DISCOVERY VS. LED THROUGH
CHALLENGES
MORE COMPLEX STORYTELLING, CREATION
GENERALLY MORE EXPENSIVE THAN 360º CONTENT
22. The multi-flavoured
landscape of AR
LOCATION
o Relative
o Geo or “Fixed”
o Sensor
COMPUTER VISION
o Recognition / Visual Search
o Tracking
o SLAM
23. Content is relative to the viewer rather than a physical location
Location-based AR
RELATIVE
24. HOW DOES IT WORK?
HOW ACCURATE IS IT?
Location-based AR
FIXED or GEO
25. WHAT IS IT?
WHY WOULD YOU USE IT?
Location-based AR
SENSOR-BASED
34. INTIMATE
MR MODES
ONLY EXTREMETIES IN FOV MOSTLY 1 PARTICIPANT *
STILL LIMITED DISTRIBUTION ALTHOUGH GROWING
* Except for shared VR and AR experiences
38. How many people can use
AR & VR right now?
Installed web browsers
26 MILLION (END 2017)
Includes both the mobile and HMD
users above
2 BILLION
3 BILLION
Mobile devices
HMD only
40. Is this all a passing fad?
Don’t be fooled by the S-curve PAUL SAFFO
http://mcgeesmusings.net/2005/12/22/paul-saffo-on-rules-for-forecasting/
41. Obstacles to use
UX and content largest obstacles
Guiding principles from a UX perspective (i.e. inclusiveness, first use, onboarding)
Developing vs. viewing across different platforms including web
Other issues with single platform/siloed approach
42. Guiding principles
Planning – discovery, storyboarding, prototyping, user testing, etc.
You’re introducing a spatial environment that relates to the real world around people, or if not completely then
introduces real world elements and interactions.
Make interaction patterns consistent and strive to make it feel familiar and non-threatening (unless that is your
intent!)
Inclusiveness
If you’re developing for a single platform, don’t aim for fragmented silos. Think about how your audience on other
platforms or unsupported devices can also take part or be involved in the experience.
Smartphones & tablets will be the dominant form factor for at least the next 5+ years. HMDs are expensive.
Example from education
Minimise friction
Are you solving a real problem, or just using the technology because you can?
You need to make the complex simple.
43. “People don’t care
about the technology
or the label.
They want magic,
that just works!”
MOST IMPORTANT PIECE OF ADVICE…
SOURCE - ME
44. UX & CONTENT
OBSTACLES
Still largely in exploration phase
Adapt and re-purpose content.
You don’t always have to start from scratch.
Creative content that supports the narrative.
How do you want to guide people through the
experience?
If you set up rules and dictate flows, then make
sure your audience understands what you need
them to do.
VR and AR is not just the domain of 3D
modeling.
Traditional forms of digital media can be used
really effectively.
How can it be integrated with existing web-
based content (more on this later…)
https://sketchfab.com/trends/q2-2017
45. How do you view VR & AR?
Have a suitable HMD
v
1
2Have a valid account with
the HMD vendor's app
store
3
Complete the HMD
vendor's first use
4
v
Search for & find the app
in their app store
5 Download/install the
app through their app
store
6Often requires system or
app updates also
v
7
Select/play the
downloaded app
!
MOBILE ONLY APP
Have a valid account
with the Mobile OS
vendor's app store
v
1
2
Find the app in their
app store3
Download/install the
app through their app
store
4
v
Often requires
system or app
updates also
5
Download/install the
app through their app
store
6
Select/play the
downloaded app
v
7 !
View promo for app on
their website
WEB APP
1 Click on a web link to
open it in your
browser on any device
HMD ONLY APP
46. How do you create VR & AR?
MOBILE ONLY APPs WEB APPSHMD ONLY APPS
Hire or be a developer
v
1
2
Download & get to know (& deal
with the various issues/quirks)
the developer SDK for the
target platform
3 Develop your app/s
4
v
Test it on the target HMD
vendor platform/s
5
Convert media and
3D assets to the
app/s format
6
Sign & submit your app/s
to the app store/s & wait
for approval/s
v
7
Publish & distribute
links to one or more
app stores
!
Download & get to know (& deal
with the various issues/quirks)
the developer SDK for the target
mobile OS
v
1
2
Develop your app/s3
Test it on the target HMD
vendor platform/s 4
v
Convert media and
3D assets to the
app/s format
5
Sign & submit your app/s to
the app store/s & wait for
approval/s
6
Publish & distribute
links to one or more
app stores
v
7
Hire or be a developer
8
Create promotional web
content to drive people to
the app/s ! 8
Create promotional web
content to drive people to
the app/s
Get an account with
awe.media
*blatant plug
v
1
2
Upload any types of
common media you
need (photos, videos,
3D & more)
3
Manipulate these objects
and add rich interactions to
create your VR & AR
experiences
4
Open your browser on
any type of device
v
5 Share a single link that points
directly to your web-based
VR/AR experience
47. WHAT MADE IT
SO SUCCESSFUL?
Content seeding
Latent brand fan base
Social across demographics
THE LONG PLAY
Community and partnerships
THE MECHANICS
Simple locative AR
The Pokemon GO effect
48. Constraints in MR environments
On-site experience
Have you actually been to the locations?
Physical obstacles
Factors impacting location accuracy
Line of sight
Interior of buildings
Gathering location data
Location source not allowed by the user
Have you considered what the experience will be like for people accessing off-site?
Friction when moving between modes (demo: https://www.youtube.com/watch?v=FQ6DvK8Wb_k)
LOCATION SPECIFIC
- Strip down to grey-scale- Look for feature definition, so basically points where there are clear contrast changes. These create unique patterns that can be used to identify the image.- Examples that don’t work so well… - Pastel colours – wall graphics example – basically becomes one hue of grey - Australia’s obsession with clean, white lines and bloody subway tiles! White bathrooms and kitchen real estate example, 1 million images.
2D planes – fiducial markers and NFTOnce a trigger is identified, then objects can be positioned over or at a relative distance from the image. As long as the source trigger is in view the objects will “stick” to it, so you can change the orientation and the related objects will move with it. If you hide any part of the trigger, the related objects will disappear.
SLAMSimultaneous localisation and mapping. Looks for features and builds a global map, so when they are out of sight it stills knows it’s there, unlike normal computer vision, where once say the trigger is out of sight it’s gone and any objects that were being tracked are no longer displayed. Portal example of ARKit
- Depth sensingSo normal cameras use RGB and depth cameras use other sensors to sense the space. So if you think of our eyes as a “normal” camera and, not that it uses sound, but a depth sensing camera more like a bat’s sonar. You can create 3D objects from everyday things, do scene reconstruction so in your AR view you could bounce digital balls off real walls and furniture for example and even be able to side digital objects behind real world objects.
We’re seeing a massive fragmentation in this area.- Although there are “standards” they are not being fully adhered to and there are lot of new “default” standards being pushed into the market.- Even using standards or “standard” approaches to integrating cross-platform support for controllers has issues and needs adaptation across platforms and for different devices.
The table represents shipments of Augmented Reality and Virtual Reality headsets only. Any additional software, services, or compute devices (e.g. PC, game console, smartphone, etc.) are excluded.
Shipments of simplistic headsets that do not have any technology built in are excluded. Examples of such headsets include Google Cardboard and other Cardboard-like devices.
Mary Meekers slide (and how does this impact on Apple’s ARKit market?
Likely transition pathway
http://blogs.gartner.com/smarterwithgartner/files/2016/08/Emerging-Technology-Hype-Cycle-for-2016_Infographic_revise2.jpg
- VR resurgence, physical hardware you can sell.
AR still in left segment, but ARKit will likely change people’s perception of that.
- Include VR/360 which part of your scene do you want to load In viewers fov initially? A part of the background or which way points north for example.
Include VR/360 which part of your scene do you want to load In viewers fov initially? A part of the background or which way points north for example.
Inclusiveness example:Can’t expect everyone to have immersive headsets/displays - the general expectation is that everyone will be walking around with these or have access to them, but in reality that’s not the case. They are expensive and we’re finding more often than not, even out of the league of all but very cashed up corporate cost centres. BUT, everyone has one of these… and this will be their primary tool for at least the next 8-10 years - adoption takes a lot longer than anyone predicts for new technologies. So make experiences inclusive… another reason for web-based - how expensive is it to create standalone experiences across multiple platforms and devices types.
Include VR/360 which part of your scene do you want to load In viewers fov initially? A part of the background or which way points north for example.
Inclusiveness example:Can’t expect everyone to have immersive headsets/displays - the general expectation is that everyone will be walking around with these or have access to them, but in reality that’s not the case. They are expensive and we’re finding more often than not, even out of the league of all but very cashed up corporate cost centres. BUT, everyone has one of these… and this will be their primary tool for at least the next 8-10 years - adoption takes a lot longer than anyone predicts for new technologies. So make experiences inclusive… another reason for web-based - how expensive is it to create standalone experiences across multiple platforms and devices types.