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Table of Contents
Chapter 1.......................................................................................................................................
1.1 Title …………………………………………. Page
1.2 Introduction ………………………………Page
1.3 Problem……………………………………..Page
1.4 AimsandObjectives ………………….Page
1.5 Methodology…………………………….Page
1.6 Chapterstructure overview……….page
Chapter 2.......................................................................................................................................
2.1 Background(Literature review)
2.1 Introduction …………………………………………………………..Page
2.2 Interface andInteractiondesign……………………..........Page
2.3 AugmentedRealityInterface…………………………………. Page
2.4 Architecture forAR………………………………………………….Page
2.5 How environmentsbecome augmentedrealities……Page
2.6 Case Study –The TilesSystem………………………………….Page
2.7 Re-thinkingDesignforAugmentedReality………………Page
2.8 Summary Conclusionsof Literature review……………..Page
Chapter 3.......................................................................................................................................
3.1 Method
3.1 Introduction ……………………………………………………………Page
3.2 Three DesignChallenges………………………………………….Page
3.3 DesignMethodology……………………………………………….Page
3.4 Software Platform……………………………………………………Page
3.5 SupportingFramework……………………………………………..Page
3.6 The ProblemScenario……………………………………………….Page
3.7 StakeholderRequirements………………………………………..Page
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3.8 ConceptualizingApplicationof the FrameworkwithinaLibraryContext………Page
3.9 Technical Infrastructure…………………………………………….Page
3.10 Interface Design……………………………………………………………Page
3.11 InformationDesign……………………………………………………….Page
3.12 Constructingexperimental System……………………………..Page
3.12 The Implementation……………………………………………………..Page
3.13 Summary……………………………………………………………………….Page
Chapter 4……………………………………………………………………………………………………………………………………
Evaluation for application
4.1 Introduction
4.2 EvaluationPlan
4.3 EvaluationDrivers
Chapter 5 ………………………………………………………………………………..
Testing
5.1 TestingMechanism
5.2 TestSpecification
5.3 Sample andLimitations
5.4 Summary
Chapter 6.......................................................................................................................................
6.1 Analysisof ResultsandDiscussion
6.2 Analysisof Results
6.3 Discussion
Chapter 7
7.1 Conclusion
7.2 Reviewof Project
7.3 Suggestionforfuture work
7.4 References
7.5 Appendices
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1.1 Title
Augmented Reality Interface Design
David Poku
2014
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Chapter 1 Research overview
1.2 Introduction
The origins of AR technology links back to the 1960s and 1970s the term was,
coined by Tom Caudell in the 1990s has now become one of the most used
technologies. Cinematographer Morton Helig in the 50s created a simulator called
“Sensorama” producing vibration, smell, sounds, and visuals. In 1966, Ivan
Sutherland invented the first head mounted display that allowed users to interact with
the environment.
The evolution of AR is closely linked with virtual reality Fitzgerald, and Riva state;
“The basis for VR idea is that a computer can synthesize a three-dimensional
(3D) graphical environment from numerical data. Using visual and auditory
output devices, the human operator can experience the environment as if it
were part the world.” (Fitzgerald and Riva.Page390.2003)
From the above quote, it is very clear that augmented reality can be considered a
specific extension of virtual reality, as AR applications also use devices to output
visual and auditory data. The main differences between VR and AR are that the AR
data elements are projected against any surface within the user’s real environment.
AR goes a step further then virtual reality and enhances the visible real spaces
around humans.
In 1999 Dr. Hirokazu Kato from the Nara Institute of Science and Technology
developed the ARToolKit (Augmented Reality Toolkit); the kit is a library of visual
interpretation functions, designed for use with C which is visually based.
In 2003 the ARToolKit was released to the public, permitting developers to build AR
applications that allowed any device with a video camera to capture and track digital
content in the real world; this worked by merging the real world and augmented as
shown in the image below.
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Figure1. Nakaohome (2003) hitl.washington.edu
The ARToolkit provides 3D graphics that can be overlaid on any operating system
platform.
Augmented reality is now a thriving technology, where digital data is merged and
superimposed on the real world with computer generated information which
completely changes the user’s experience their environment. AR changes what we
hear, feel and see, by adding graphics, sounds, haptics and video to the natural
world as if it exists in real time.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world
environment whose elements are augmented by computer-generated sensory input
such as sound, video, graphics or GPS data. It is related to a more general concept
called mediated reality, in which a view of reality is modified (possibly even
diminished rather than augmented) by a computer. As a result, the technology
functions by enhancing one’s current perception of reality” (mashable.com 2013)
Experiencing our environments with the use of augmented reality technology has
now become more important, according to a new market research report published
by Markets and Markets. Augmented reality technology is expected to grow at a
compound annual growth rate of 15.18% from 2013 to 2018 and reach 1.06 billion in
2018. (digitaljournal.com.2013)
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Figure2. augmented reality revenue (2009) jimsuchara.wordpress.com
There is a serious need to understand how augmented reality applications should be
designed and developed, and for creators to have methods and approaches for the
construction as the technology becomes widely used.
1.3 The Problem
There is no existing set of design methods and principles in regards to augmented
reality interface design or development that seamlessly integrates the real
environment space and the augmented space. Currently, the design and
development for AR interfaces have developed using a range of design methods,
which work to variable degrees of achievement; an example of an AR interface, at
this time, is illustrated below:
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Figure3. augmented reality windscreen (augmentedplanet.com.2010)
As seen from the above image, AR interfaces need to be better designed in regards
to the following screen layouts, icons, buttons, sound, video and images. As seen
within the above image there is no structure for any of the components; within a
manner that support users. The paper seeks to develop methods and principles for
AR interface design.
1.4 Aims and Objectives
The fundamental aim for this research paper is to find processes that can be used to
develop and improve the design process for augmented reality interface
development.
Objectives
1. Investigate AR interface design and interaction methods.
2. Find development methods for AR interface design.
3. Build a prototype that tests the methods found.
4. Construct a design methodology for AR interface development.
5. Test the prototype
6. Evaluate the feedback
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Augmented reality systems use tracked see-through and hear-through displays to
overlay virtual graphics and sound on the real world. AR systems have to function
indoors and outdoors, for example using AR within a museum will enable visitors to
interact with art and sculptures, outdoors guides for exploring a city. AR applications
need to be able to function within many display systems and work for users with a
range of abilities.
To design an AR interface at this time with AR technology developers will be
implanting principles familiar in other types of interface development. The basic goal
for an augmented reality interface is to map the ways users input feedback into
devices and then being able to output appropriate metaphors of interaction.
The elements to be considered are: the physical components of the interface, the
visual and auditory display and the interaction metaphors used to connect these
together.
The interface designer has available a wide variety of input and output devices and
methods for mapping input to output. The challenge is to combine these together in a
way that is most appropriate to augmented reality and the desired tasks carried out
within the interface space, while facilitating and providing a high level of user
performance and satisfaction.
1.5 Methodology
The research viewpoint
The viewpoint behind this research is that augmented reality as a technology is
growing and is believed to have the power to affect the way we interact with our
environments and each other. As the technology develops, there will be a greater
need for AR technology to be designed well. This paper focuses on the interface
design and development for AR interfaces. With well-developed interfaces, the users
of AR systems will enjoy using the technology and clear methods will save
developers time and money in the development of AR application.
The research strategy, including the research methodologies adopted:
The strategy will be to look at current methodologies in regards to interface design
and augmented reality systems development. The paper will draw from the following
areas of knowledge and researches:
Knowledge areas:
Image and object augmentation
Scene and space
Menu system within augmented reality system
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Augmented reality audio
Interface design space dichotomy
Current methods interface design
Interface and interaction design
Uses of avatars in interface design
How spaces become augmented realities
Researchers:
1. Ivan Sutherland
2. Hirokazu Kato
3. HITLab scientists
4. Bruce H. Thomas
5. Wikitude
6. Rachel Metz
Tools used during the research:
BuildAR
Juniao
HTML
Photoshop
Final cut pro
Samsung tablet
Desktop PC
MAC
Research tradition to work within
This paper will be undertaken using the approach of mixed methods research, the
goal of mixed methods research is to tackle a research question from any significant
position, making use of more than one type of investigative perspective.
Mixed methods research will offer this paper the in-depth, contextualized, and
natural but more time-consuming insights of qualitative research coupled with the
more-efficient but less rich or compelling predictive power of quantitative research.
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Using this approach the paper will be able to tackle the given research question from
additional significant angles. (Bulsara,C.B, 2012.)
Interface design lies within many areas of systems development, one is principles of
human-computer interaction which covers aspects like mental models that users
have in regards to using technology. To acquire this type of data from users this falls
within qualitative research which aims to gather a deeper understanding of social
behaviour reactions on a given issue. (Qualitative Research Consultants Assocation.
2013)
To apply this data to systems development and build real world systems or
prototypes, the data needs to be transformed into some form of quantitative
research, which refers to the logical and empirical analysis, needed to build
applications, systems and technologies.
Therefore, this paper will use a mixed methods research approach, which will explain
and interpret all data gathered.
Shulman 1988 states “There are times we wish to know not how many or how
well, but simply how” (Shulman, 1988, p. 7). For example, What are the
factors that influence a graduate students’ experience on a web design
course?” this approach will. (researchrundowns.2009.)
Research design sequences
The research will follow the following sequences:
1. Acquire literature for the research to be based on
2. Gather information from the literature and construct a design methodology
3. Build a prototype
4. Create a questionnaire and interview questions
5. Create and run experiment
6. Gather feedback and break it down in to logical and empirical data
7. Analysis and evaluation
1.6 Chapter Overview
The first Chapter will be focused on an introduction to Augmented Reality; this
chapter will also focus on the following: the problem that is be researched, the aim
and methodology.
The second Chapter introduces the basic concepts of interface design and AR
interface and includes:
1. Reference point
2. Interface and Interaction Design
3. Augmented Reality Interface
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4. Architecture for AR
5. How environments become augmented realities
6. Case Study – The Tiles System
7. Re-thinking Experience Design in Augmented Reality
The third chapter illustrates the concepts found within chapter two by describing and
implementing the themes and principles for augmented reality interface
development.
The fourth chapter presents the AR prototype interface and establishes the
constructed design methodology for AR interface design.
The fifth chapter presents Analysis of Results and Discussion Evaluation.
The sixth chapter presents the Conclusion and review of the project.
Chapter 2.1 Background (Literature review)
2.1 Background
Introductionto the LiteratureReview
This Literature review seeks to present a logically reasoned case founded on a
broad understanding of the current state of knowledge in regards to augmented
reality interface design and development. The Literature review will also draw from
knowledge areas in regards to the following:
1. Interface and Interaction design
2. Augmented Reality Interface
3. Architecture for AR
4. How environments become augmented realities
5. Case Study –The Tiles System
6. Re-thinking Experience design Augmented Reality
The literature review will be the foundation for a new insight into interface design and
development approaches, by drawing from themes and patterns such as information
architects, screen layouts and design within for environments.
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2.2 User Interface and Interaction Design
In order to understand how to develop an interface there is a need to go back to the
basics and ask the question “what is a user interface?” In addition, how do users
interact with them. We also need to build a deeper understanding of the word
interaction.
“A user interface, also called a "UI" or simply an "interface," is the means in
which a person controls a software application or hardware device. A good
user interface provides a "user-friendly" experience, allowing the user to
interact with the software or hardware in a natural and intuitive way.”
(techterms.com.2009). Interaction is the word used when users control a
device or software.
This paper will seek to explore interface design principles. “The golden rule of
design: Don’t do to others what others have done to you. Remember the things you
don’t like in software interfaces you use. Then make sure you don’t do the same
things to users of interfaces you design and develop.” Tracy Leonard 1996(Mande,
T.M, 2006)
There are many principles that can be applied to Interface and Interaction design.
Developers have to determine which principles are most needed and related to the
system or application being designed and developed. Interface design principles are
relevant to many areas within system and application design. Hansen (1971) in his
paper “User Engineering Principles for Interactive Systems” sets out some principles
that can be used within the development of user interfaces.
Principle 1. Give users the control of the interface
Principle 2. Decrease the need for users to use lots of memory while using the
interface
Principle 3. The interface should be consistent
Principle 4. Know the user
Principle 5. Minimize memorization
Principle 6. Optimize operations
Principle 7. Engineer for errors (Simon.2014)
As stated above developers can use the principles that have been listed to develop a
solution to the problem area of AR interface design and development. (Mandel,
(1997) Mandel and Hansen principles overlap for example both have a focus on
know the user, this theme is shown within both sets of principles.
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The main issue in regards to user interface design is control, allowing the users to
manipulate objects within the interface’s space, or allowing users to change aspects
of the interface; developers need to design meaningful navigation paths. Themes
that need to be considered using when designing interfaces, are the following:
interactive, intuitiveness, accessible, facilitative, and flexible.
Good user interface design should follow the above themes and principles. Basic
principles of UI development in regards to spacing, positioning, size, grouping, and
intuitiveness also need to be followed.
Getting down to the implementation of the basic user Interface design principles, the
following important characteristics need to be taken in to account;
Clear
Simplicity is a key element of user interface development and design. The main aim
of designing a user interface is to permit users to interact with the system and this is
done by communicating the meaning of functions in a clear and straightforward
manner. Users need to figure out how to use applications and not get confused or
dissatisfied.
Clear and ordered layout of an interface is illustrated below.
(Figure4. Chaotic) (Figure5. Ordered)
(Suzanne Martin. 1993)
Concise
To support users further, the development of an interface needs to be concise.
Interface developers should not add too much information or description, as users
will spend more time reading how to use the system than interacting with it;
information should be kept concise. For example, explaining a feature should be
done with as few words as the developer can this should also apply to labels. It will
save users time and energy if the interface is kept concise.
Example:DisorderedScreen Example:OrderedScreen
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Interface developers need to present information to users within a logical way,
language needs to be real “world communication” and not technology language.
Interfaces need to give users logical expectations in using them; this should reduce
strain in regards to thinking when interacting with the system.
Below is an illustrated image of concise, it also shows a logical way of
communicating with users.
(Figure6 intconst 1)
(Suzanne Martin.1993)
Intuitive
Interfaces need to be intuitive and familiar for users. Users should be able to use the
interface instinctively and with a natural manner. Developers therefore need to make
the interface seem like something the users have encountered before, the users will
then expect behaviours and identify familiar actions and processes. Such as when
using Google and Firefox browsers, both have familiar layouts and actions for they
buttons, users can easily move from one to another instinctively, and this is the kind
of interface that developers need to be aiming to create.
Responsive
The term responsive, can mean a number of things; developers should view this
word as meaning to get functions to load faster. Users should see the interface
responding quickly, for example, buttons giving feedback if a user clicks on it, this
design method will improve the user’s experience as the user will be made aware of
what is going and if users are giving feedback quickly this aids communication.
Consistent
Developers need to be consistent with the way interaction is carried out. A usage
pattern needs to be designed for the interface, for example, users should be able to
learn and recognise what all the elements of the interface do, be it an icon, taps or
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button. This will enable the users to flow quicker through the interface undertaking
tasks.
Below are two illustrated images that display inconsistent and consistent.
( codebalance, 2010, 1)
Inconsistent and Consistent Labels of a Screen
The image on the right above illustrates consistent labelling, alignment and shows
consistency with a logical way of communicating with users; it is clear, consistent,
appropriate, and shows solid relationships. Initial letters for all the labels are
capitalised and the components, for example, the text fields, are aligned on the right.
However, the image on the left illustrates inconsistent design, for example, the text
for surname is capitalised and the alignment is inconsistent.
The second image also provides elements of consistency within interface design.
(Figure 7 relat_r) (Suzanne Martin. 1993)
Flexibility and efficiency of use navigation.
Navigation techniques are important to support users and the following techniques
should be applied. The navigation techniques such as “context sensitive navigation”
give users a focus and get the users’ attention by decluttering the interface and
supporting dynamic interaction. Context sensitive navigation technique means
designers and developers can select which elements should be seen on the screen
for whatever situation the user is presented with, within the interface.
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The two images below illustrate context sensitive navigation and decluttering.
(Figure context sensitive navigation)
The image below on the left shows poor navigation design, and the image on the
right shows navigation techniques that enable viewers to focus on attention on the
most important part of the interface.
(Figure 9 navig)
The above images also are an illustration of decluttering. The image on the left
illustrates too much information that is not needed and the designer within this
example pulls the important fragments of information from the interface on the left to
the image on the right decluttering the interface. (Suzanne Martin.1993)
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Simplicity
Illustrated below is an example of simplicity, which includes elements that are most
important for communication.
(Figure 8 comsimp)(Suzanne Martin. 1993)
Components used within the interface need to be designed so their meaning is not
ambiguous for example the image below shows a box with the number 50 on the top
and two boxes, too many people that is very ambiguous. Were as the box with the
magnifier is clear that its used to zoom in and out as users link it back to the real
world object of a magnifying glass.
(Figure 10 clarity)
Example: Ambiguous and Clear Icons
Typography
Typography needs to readable, in order to communicate positively.
(Figure 11 il_leg)
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Example: of readable text and un readable text.(Suzanne Martin 1993).
Documentation
Users should be able to use the system via good interface design methods,
however, it may be necessary at times that a user needs to resort to using
documentation. For example using Microsoft word a user may need to be guided to
know how to insert an image in to a document undertake this specific task could
support the users to better access the system and understand it.
Error prevention
Designers need to offer users a digital space where backward steps are possible,
including undoing and redoing previous actions. Good interface design eliminates
actions that may result in errors therefore inputting some form of error prevention is
useful.
Aesthetic and interface design
Respectable interface design takes into account the aesthetic and how that affects
spacing and positioning, keeping the interface uncluttered and to a minimum in
regards to the amount of elements used. All needless information for the users
should be limited so as to not inhibit recovery of relevant information for example
from the image below what information is the user looking for? What information
does the user needs? So seen the interface needs to be uncluttered.
.
Therefore, the interface layout must be reduced to only the necessary components
for the current tasks, however, also providing clearly visible and unmistakable means
of navigating to more detailed information or tasks and actions or any other content.
(Lowgren,Jonas 2013)
Interaction
Interaction and interface design are closely linked; Interaction Design is a term that
that developers use to apply to numerous concepts, for example, in development
theory, psychology, audio and visual design including ergonomics and cybernetics.
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Interface developers need to think about how users will behave and interact while
using an interface. Interaction principles need to shape digital elements; these digital
components need to be clearly stated for interaction during the design stage, as this
focus will go a long way to fulfilling the requirements of users.
Interaction principles are important aspects that need to be incorporated into
interface design. Human factor expert Norman (1988) states the following principles
that support the development of Interaction within interface design.
Principles:
1. Users physical capabilities
2. Users goals,
3. Plans,
4. Values,
5. Beliefs,
6. Past experiences
Human factor are very important in regards to the development of Interaction with
interfaces. It is imperative to have an understanding of how humans interact with
objects, application, interfaces, and systems. Norman principles are useful in
understanding how interaction principles can be better used by end users.(Norman,
1988 page 13-30)
2.3 Augmented Reality Interface
Understanding interface and interaction design and development principles this
chapter looks at elements that are used within augmented reality interfaces.
1. Key elements for AR interface
2. Image and object augmentation
3. Menu Driven Augmentation
4. Augmented Audio Environments
To develop AR interfaces there is a need to understand some key technology
elements-- tracking systems and computer vision techniques with the virtual space.
Countless developments within the area of virtual tracking technologies have made
however the interfaces of these systems only permit users to view digital object that
are being tracked within the virtual space.(I. Sutherland,1965)
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(Figure 12 boeing hudset 2012)
The early developers within the area of AR interfaces design have followed Ivan
Sutherland methods, Sutherland created a simple wireframe cube overlaid on the
real world by doing this he created the original AR interface.
Developers have not changed from the Sutherland design method in developing AR
interfaces, the problem with Sutherland method is that it only works well to view 3D
virtual models in real world contexts and as such is suit to just a number of
applications for example, machine maintenance or medical. This early AR interface
method was intuitive and good for viewing virtual data however the method needs to
be modified to enable the support AR content.(Liarokapis,White,Lister,2004.)
One of the main aims for an augmented reality system is to render computer
graphics, images 2D or 3D. AR is an advanced technology unlike TVs that just
display static images and does not need to alter camera movements, augmented
reality systems have to go deeper and take in to account how to display graphics for
each viewer's perspective.
Developers need to take in to account the following components in regards to
building an AR system:
1. Head mounted display: helmet, eyeglasses, visor.
2. Tracking system- Virtual tracking
3. Mobile computing power- Tablets, Smartphones, PDAs(Kevin Bonsor.2013)
As stated developers need to take in to account techniques for tracking as the is a
fundamental component within AR systems, developers need to include
1. Viewpoint direction
2. User position
3. Register virtual objects relative to the physical environment,
4. Render and present images or objects to the user
Augmented reality interface; design methods have been greatly based on Virtual
Reality systems as augmented reality system are considered as an extension of VR
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systems. Augmented reality systems interface design; has also been influenced, by
many aspects of user experience principles.
Interfaces are the means of how end users interact with systems and applications,
Interface are the top layer of application therefor we have to understand these
layers. Most interface design methods are made up of the following five layers:
The Surface layer
End uses will see text and images. The text and images perform functions for
example opening a menu system. The surface layer supports users in understanding
how to fundamentally interact with the system.
The Skeleton layer
The skeleton layer takes in to count the location of controls, buttons, and images
within the interface. This layer is there to enhance the planning of all the elements
within the interface and support users further in understanding how the system
works.
The Structure layer
The structure layer has been designed to support the interface in regards to defining
categories.
The scope layer, within the scope functions and features are establishes for the
application for example users the application via the interface end users should be
able to use save user information. Score helps the development of interfaces
question what features will be within the interface.
Strategy layer
Strategy layer takes in to a count all stakeholders of the application/system this layer
will look at what end users need from the system or application and what the
application can offer users, also this will look at any business needs.
The layer system support Interface/application development it aids development
from providing a conceptual framework and helps solve and problems. The layer
system provides concrete details for developers for example how end users,
interfaces interact with each other.(Garrett,JJG,2011)
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(Figure13 The Elements of User Experience)
Image and object augmentation
The components used within most of today’s interfaces are listed below:
1. Menus
2. Audio support
3. Personalisation
4. Images 2D or 3D
5. Digital objects
There are many more; components that could be discussed however this section will
focuses on the use of images and objects used within AR interface development.
Illustrated below is a digital object that is being, displayed via an AR marker.
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(Figure.14 augmentedreality.jpg 2010)
Illustrated below is are digital images that are being displayed via an AR application
or environment tagging
(Figure15 augmented reality paris 2014)
“Descriptive images are the most popular as they refer to situations where a
scene can be described or the image itself can tell a self-explanatory story.
Symbolic images identify a basic underlying principle or symbol and usually
allow both simple and complex symbolism and whose interpretation can
change over time. Iconic image representations try to identify a case of a
multinational meaningful icon that is not related to a specific language (i.e.
English).” (Liarokapis, White, Lister, 2004)
From the above quote, images can be used widely in many situations to further
support the augmentation of the environment. Images surpass using text as
representations can be multinational therefor AR application developers will found it
useful to integrate this component in to interface development.
Augmented reality attempts to not only superimpose images and objects over the
real world environments in real-time, but also change those images and objects to
accommodate a user's head and eye movements, so that the graphics always fit the
viewpoint, while maintaining alignment with the real world.
Below are superimpose images on the building, the Images display information in
regards to the building and the area it is within.
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(Figure16 Augmented reality001 2010)
Alignment of AR objects and images is very important due to reality changing fast,
especially in unanticipated ways. For example, in AR applications that have been
developed for navigation, road signals may change and accident may occur well
before the AR applications database is updated with the new information.
The important’s of alignment is Illustrated below, within this AR car application
developed and designed by German engineers at the Audi research, shows if the
alignment of the just one of the AR images where not correct it could be very
dangerous.(chella 2014.)
(Figure17 Augmented reality iPad app for car repiar AR media 2014)
The design of augmented reality spaces has recent seen rapid growth with the
development of google glass[11] and other hardware devices. This has raised many
questions for example what are the best ways in which augmented images can be
used in conjunction with the countless of other augmented layers, how do users
experiences augmented realities as places
To answer the above questions develops need to focus on the following three major
areas for the integration of image and object to generate realistic scenes:
(1) Geometrical consistency: example, the dimensions of the digital images and
objects have to be correctly created and the occlusion effects have also to be
faultlessly presented.
(2) Motion consistency: The motion of the digital objects should be consistent with
that of the objects contained in the scene images.
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(3) Photometry consistency: The shadows of the objects have to be corrected
generated.(Chen, C. S., Hung, Y. P., Shih, S. W., Hsieh, C. C., Tang, C. Y., Yu, C.
G., & Cheng, Y. C. 1998)
To merge the augmented space and real environments, visual tagging system based
on a 2D barcode technology can be uses to link the two environments. Using this
barcode tagging marker system to implement links between physical and augmented
space’s.
Augmented images and objects can be displayed by scanning the 2D barcode the
augmented image or object can be physically manipulated.
Using the tagging system, tags can be installed in any area of a space for example
walls, doors, shop signs and this puts augmented reality in to the environment, as
shown on the cover of Esquire magazine below
( Figure.18 spd. 2014.)
Augmentation of images and objects are widely used within augmented reality
systems, images as a means to communicate data and to increase realism helps
people to grasp information more effectively than text or auditory and for
communicating.
“Realistic visualization is an area of continuous development where a high
degree of realism could be produced in real time if tremendous computational
power is available. However, when designing an interactive real-time system it
is important to compromise between realism and efficiency.”(Liarokapis,
White, Lister, 2004.)
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Menu Driven Augmentation
All interfaces have some form of menu system within the interface development, end
users are presented with menus, in most applications. Menus system acts as an
important role in both system control and information presentation. Augmented
reality applications are no different, as they also need menus.
Below is an image that shows an AR menu system, the interface takes in to account
all of the above methods communicated so further in this paper for interface
development.
(Figure.19 Guinness world records 2014)
AR menu systems however need to take in to a count that users are or maybe
moving with the physical environment and that the physical environment can
potentially be changing also. Therefor menus that are ready to use at hand, would be
suitable within AR systems, this would enable users to focus on the tasks that are
being carried out, so pop-up menus could be used in this “ready to use menu”(White,
Sean, David Feng, and Steven Feiner 2009)
Below is an image of a menu system that has been development for outdoor uses,
the menu called, “In-Situ 3D Model Menu for Outdoors” developed by Thuong N.
Hoang and Bruce H. Thomas, uses 3D objects in a physical environment setting for
their AR outdoor application.(Hoang, T. N., & Thomas, B. H. 2008)
(Figure.20 capture 2008)
26
Indoor AR menu systems also follow “the ready to use menus” process however in
door AR applications need to take in to a count the furthering challenges GPS and
wifi positioning limitations, below is an example of an indoor AR menu system
developed within an AR application called “RescueMe”
(Figure21. MEDIUM 13673 2012 23 Fig1 HTML)
The menus use 3D and 2D images image (a) uses 3D image viewing (b) 2D image
viewing.
Ahn, Junho, and Richard Han. "Rescueme: An indoor mobile augmented-reality
evacuation system by personalized pedometry." Services Computing Conference
(APSCC), 2011 IEEE Asia-Pacific. IEEE, 2011.
AR menu systems as presented within all the above images from AR applications
use all the components from having menus using image be that 2D or 3D the
applications all use the above interface design methods also. Another component
used within interface design is audio.
Augmented Audio Environments
Augmented reality systems mostly are seen as visual systems with computer
graphics, images, 2D and 3D models superimposed with digital content. Augmented
Reality developers seem to be mainly focused on communicating information via
sight. Users however have more than the one sense of sight we have hearing and
three others. Augmented audio is one area that could be used to support and
develop AR system interfaces and help support end users better experience these
applications.(Vazquez-Alvarez,Oakley,Brewster 2010)
27
Augmented reality systems can integrate audio as part of any augmented systems
interface, be it an indoor system or outdoor system. Audio can server as a guiding
tool, also audio can be a great aid supporting visuals be that images or 2D and 3D
objects. Audio as part of the AR interface within any environment can be a powerful
medium users can interact with objects and images, that can also be done be with
audio. Audio could support end user within the area of positioning be it inside
environments or outside one.(Goudeseune, Kaczmarski, 2001.)
Within museums or attractions augmented audio is utilise for audio tours that has
been customised for the visitors, for example within an AR application called
“Toozla” user are supported within famous landmarks using audio.
28
Avatars in Interface Design
The use of avatars with interface design helps to create a new way of natural
communication between the user and the tangible systems.
(Figure22 3D Talking Avatars)
The above image illustrates avatars that provide humanised customer services
support. The companies have developed them to support their users
online.(livingactor 2014.)
The uses of avatars for augmented reality applications can be very useful, as AR
system can offer uses numerous options for interaction with the environment.
Avatars can support user’s navigation within the AR environment and interaction with
augmented objects with the space.
Augmented reality interfaces need to be designed with better ways of introducing
virtual data into the real world. The concept of the “smart avatars” have been created
to support augmented reality interfaces better introduce information.
At presented smart avatars are being used to teach “Digital Citizenship” education to
young people on how to be safe online.
( Figure.23 voki1 2013)
The above image is the avatar that is used to support students on the
program.(Suasan oxnevad.2013.)
The smart avatars within augmented reality interface create a new way of natural
communication between the end users and these augmented elements.
29
The approach of using smart avatars within interface design helps to bring down the
walls between end users and difficult tasks being carried out. The implantation of
smart avatars means there is no need to have numerous input devices to interact
with the augmented reality interface as the smart avatars will appear when needed.(
Amores,Benavides,Com´ın,Fuste,Pla,Miralles,2014)
2.4 Architecture for AR
The architecture for AR application is as followed:
Stage1. AR systems need sensors within the location that is to become, augmented.
Geo-location and image recognition can be Included at this stage depending on the
type of the AR application.
Stage2. AR systems require the need for activation marker matching, augmented
images or markers are used to enable AR systems to understand the scene as to
control the related components and display augmentations.
Stage3. AR systems need to be able to determine user’s interaction for example
input modalities including touch, and gesture and speech recognition. (Singh, M., &
Singh, M. P. 2013)
Architecture for an AR system
The Image below illustrates the above text, architecture for an AR system.
(Figure.24 Mohamed El-Zayatimage001,2011)
30
Gateway Architectural
Below is an extract showing the “Gateway” architectural style used by Layar, Junaio
and Sekai Camera.
The Image below illustrates the gateway architecture used by most AR system,
gateway meaning a device used to connect two different networks and in the image
below we an AR application accessing the virtual world and the real environment.
(Figure25. benismobile, (2011), gateway architeture diagram )
Understanding the architecture of augmented reality applications leads on to the
remixing reality as seen in the above image AR interfaces have to work within the
real environment and the virtual world.
AR interfaces need to be designed in a manner that supports the manipulation of
physical objects display of data.
Information displayed in AR interfaces can be very challenging to design due to
changing environments and the physical objects within them, properties dynamically
is difficult.(Joe Lamantia. 2009)
To develop AR interfaces there is a need to understand; “The Virtuality Continuum” a
concept first introduced by Paul Milgram and Fumio Kishino understanding the
virtuality continuum will support AR interface development in regards to knowing and
understanding the environment the interface will be used in.
31
(Figure.26 Virtuality Continuum , 2009)
Understanding the virtuality continuum will further support the interface development
in regards to the following:
1. Users will be able to better interact will virtual objects.
2. Images and object surfaces will be better augmented
3. Users will be given more power to manipulate 3D objects between
seamlessly anywhere in the space
4. AR system will be better focuses therefor interaction should be more effect
(mehopper 2012.)
AR Interface Challenges
The development and design for AR interfaces ultimate are the same to the design
challenges faced by traditional or non- AR interface development. Understanding this
helps in understand that there is a potential for to over load the interface with too
much information and this leads on to users being overwhelmed.
Developers need to understand that AR interfaces intensify the traditional
challenges, AR applications can offer users many experiences more than other
technologies due to this the design and development of them need to be focused on
not overwhelming users
AR developers need to understand the environments that the applications will be
used within. To develop effect interfaces for user developers need to be aware what
is real and augmented within the scene as to stop users making errors and being
confused, the augmented interface needs to align with reality, however the challenge
within maintaining alignment is that environments change.
AR interfaces need to deal with the challenge of enabling users to have transition
from the AR interface to the applications interface, illustrated below is an augmented
reality maps application for iPhone by crossfader it shows how they have
approached the challenge to enable users to move from the AR interface to the
applications interface. (Starner, T., Mann, S., Rhodes, B., Levine, J., Healey, J.,
Kirsch, D., ... & Pentland, A. 1997)
32
(Figure.27 designboom, 2012)
The need to also understand how augmented reality systems are develop in regards
to the laying systems for AR systems. Research’s Liarokapis, White, Lister go on to
state
The structure of AR systems, four basic layers of hierarchical are designed as
illustrated in Figure below
(Figure.28 Augmented reality interfaces (Liarokapis,White,Lister,2004.)
The above image shows a clear structure, architecture for how augmented reality
systems, are layered.
Application
interface
AR interface
33
2.5 How Environments become Augmented Realities
“…we’re going to end up with the Internet smearing itself all over the world
around us, visible at first in glimpses through enchanted windows, and then
possibly through glasses, or contact lenses, with embedded projection
displays.”
Stross, Charles. “LOGIN 2009 Keynote: Gaming in the World of 2030.” Charlie’s
The real environment that AR application work within have to be mapped seamlessly
however there is a challenge in doing so as stated within this paper, environments
change.
Developers need to know where they application sits along “The Virtuality
Continuum” line.
(Figure.29 Virtuality Continuum , 2009)
Environments become augmented readily space’s via a range of channels at present
developers have created Games[7], Art[8], and multimedia application[9], by being
together sound, video, graphics and GPS data, developers have brought AR in to the
real world.
To fully integrate AR applications and situations in to the real world, environments
need to be mapped from three-dimensions as to develop effect spatial
representations for AR applications.
In order to develop, frameworks for AR interface design that work within the real
environment the following components are needed;
1. Tagging
2. Mapping
3. Iconic
4. Images
5. Animated 3D
34
The coming together and important of the above components and understanding of
the environments they will function within is fundamental to AR interface
design.(Parasuraman, Raja, Thomas B. Sheridan, and Christopher D. Wickens.
2000)
AR environments can be divided, in to two classes, controlled and non-controlled,
controlled environments can be seen as a store, operating room, studio, or test
simulations. Non-controlled changing environment can be viewed as a public space,
for is not fixed and application will be access via mobile technology with less
processing power.
For environments to become AR space, the above components need to be
integrated within AR interface development this needs to be done within a logical
manner that supports the environment fully.(Bauer, M., Bruegge, B., Klinker, G.,
MacWilliams, A., Reicher, T., Riss, S., ... & Wagner, M. 2001)
Physical objects within the environment can become tangible digital interfaces by
using the tagging component. The object is than augmented and once the surface is
superimposed with digital content.
Tangible interfaces support the AR environment; by providing augmented reality
system with seamless interaction with the digital space and the physical space,
tangible surfaces this integration provides augmented reality environments with
seamless interaction.(Poupyrev, Tan ,Billinghurst, Kato ,Regenbrecht, Tetsutani
2002)
35
2.6 Case Study – The Tiles System
Tiles Interface
Research carried out by hitlab has focused on the uses of tiles as a form to aid
augmented reality interface. The tile AR system interface provides users with rich
interactive digital content. Tiles AR interfaces ultimate include the following methods;
1. Tracking user position
2. Viewpoint direction
3. Registering virtual objects relative to the physical environment,
4. Rendering and presenting this data to the end
users(Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002)
(Figure.30 Tiles AR interfaces system on whiteboard)(
Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002)
In this case, study the team implemented the following;
1. The Tiles system
2. The ARToolKit(open source library for developing computer-vision-based AR
applications)
36
3. The team created physical tiles out of mark paper cards measuring 15 cm ×
15 cm with simple square patterns consisting of a thick black border and
unique symbols in the middle.
(Figure.31 The three-step process of mapping virtual objects onto physical tiles so
that the user can view them with a head-mounted display.)
4. The symbols are used for identification to distinguish between the square
border’s four possible orientations.
5. Hardware used within the case study a Sony Glasstron PLMS700 headset. A
miniature NTSC Toshiba camera with a wide-angle lens attaches to the
headset (Lightweight and comfortable, the headset provides an 800 × 600-
pixel VGA image.).
The case study highlights most of the methods outlined within this research paper.
The following are key outcomes and findings from the case study
37
1. Tangible AR interfaces should focus on both the interface’s physical design and
the virtual icons’ computer graphics design.
2. Physical component designs can convey additional interface semantics.
3. The tile interface model and interaction techniques can be extended to other
applications that require AR interfaces.
4. The interaction methods remain applicable to other AR systems.
5. The tile system found the tight coupling of 3D input and display in a single
interface component—the tile— let users perform complex functions through
essentially simple spatial manipulation and physical arrangements of these
tangible interface components.
6. Thus, Tiles provides an application-independent interface that could lead to the
development of generic AR interface models based on tangible augmented-
reality concepts.( Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002)
38
2.7 Re-thinking Experience Design in Augmented Reality Spaces
Augmented reality is a fast growing area of technology; developers are re-thinking
what kinds of new experiences can be designed and develop for users. At this, time
Sony has developed “SmartAR” smart AR re –things the experience of using virtual
objects, within the real environment. From the image below the 3D object, is
moving within the environment, this new design of interaction gives the user a new
powerful means of interaction with the virtual world. These new engineered,
experiences of design within the AR space opens up the thinking of developers in
regards to what can be done with 3D objects and interaction.(Sony 2011.)
(Figure32 smartar_26 2011)
From the image above, the 3D object is not on a marker and this is a new step within
the development. The marker-less approach, does not need any form of 2D
barcoding, objects are captured by the camera and tracked. (Sony 2011.)
39
2.8 Findings, Conclusions of Literature review
In conclusion, numerous themes and results have been identified; from the literature
review,
From the part of section 2.1 titled Augmented Reality Interface, the themes we find
here is understanding that the base for all augmented reality system starts with the
understanding of the structure of the application this referees to the develop of laying
systems that are used to structure augmented reality systems. The findings show
there are four basic layers of hierarchical within the augmented reality system;
1. Operating system and hardware
2. The AR development framework
3. The visual algorithm on API, interface framework, interaction framework
4. AR application
The findings also show the augmentation of images and objects are widely used
within augmented reality systems, these images are a means of communicating data
to end users. The augmentation of images, are effective tools or communicating.
Augmented readily systems heavily use Images at present, images give more
illustration to the augmented layer of data they also can be non-language specific
therefor all users within a space should be able to interact with the system. Images
used as Iconic annotations within a direction scenario can be very useful.
The literature review also found that developers within the AR shape seem to be
mainly focused on communicating information via images, icons and objects AR
system are heavily focused on sight. Audio can be a get tool to integrate in to AR
interface development to support and help end users in regards to undertaking takes
for example positioning within a space.
Menu development within augmented reality interface area fundamental areas that
developers need present well to end users. We find that users maybe be moving
with the physical environment this being a fact menus need to be that to be ready to
use “on hand”, this as this will enable users to focus on the tasks that are being
carried out. The pop-up menu could work well within the AR interface development
model.
Developers can use a tiling system that will provide users with superimposed digital
content via an augmentation Image or object content the tiles could be make out of
any materials for example cardboard or paper and then placed within any space. Tile
can be used for tracking user position, viewpoint direction, registering virtual objects
relative to the physical environment, and rendering presenting information to end
users.
40
Themes formed from this section have given further understanding that there are no
existing set of design methods/principles in regards to augmented reality interface
development . This theme supports the research question behind this paper how can
we find process that can be used to develop and improve the design for augmented
reality interface development. Another theme find was at this time there are interface
design methods that can be applied to augmented reality interface development and
systems the layers are as followed; The Surface layer, The Skeleton layer, The
Structure layer , The structure layer , Scope layer , Strategy layer.
Interaction principles are important aspects in regards to interface design, and that
there are many principles that support the development of interfaces design. The
principles are focused on the need to take ends users physical and mental
capabilities in to consideration for example the users goals, plans, values, beliefs,
and past experiences. Human factor are very important in regards to the
development of interfaces.
Another theme was found in this section the need for good interface design
principles this is in regards to the following; layouts, alignments, Spacing and
Positioning, Flexibility and efficiency of use navigation, consistency and standards
Aesthetic and interface design, documentation and helping end uses control the
interface better
The uses of avatars within interface design, help to create a new way of natural
communication between the end user and the tangible systems. The use of smart
avatars helps to bring down the walls between end users and difficult tasks being
carried out if developer’s use smart avatars within interfaces as a “pop up” appear
when needed this could great aid end users.
Developing augmented reality and mixed realities, means the fusion of the physical
with the digital. We need to understand the advantages of mixed realities and how
there are layered, from understanding these layers there can be better designed
ways of introducing virtual data into the real world.
Findings from this section conclude that spaces are becoming more and more
augmented and we can find may ways to represent how these places, in conjunction
with the countless of digitally layers. The theme found here is understanding the
power of using maps the merger of content, software and spaces, to build a
framework that with help with the development of building an augmented space.
Another theme was found “Tagging” tagging the physical spaces with makers
images or icons and using smart devices to recover digital information is a method
widely used at this to develop mixed realities.
The findings from the literature review will be used to development a prototype for an
AR interface. The prototype interface will focus on the themes and principles for
design, interaction and useable.
41
Chapter 3 Design
6.1Introduction
The prototype system will be focused on supporting students obtain information and
navigation within the library space. The interface will enable students to undertake
the following tasks; find books and gather information within the library space. As the
projects, aim is to build an augmented reality interface based on findings from the
literature review sound, text, video and images will be used to undertake tasks within
the system. Markers will be used within the library space to display augmented
reality content, as stated within the literature review markers can be a good way to
integrate the physical and digital.
6.2 Design Challenges
The design challenges will be within the following areas:
AR Frameworks
The frameworks and platforms however well designed and built offer a range of
packages that come limited to full technical options. The design challenge here will
be trying to get the best out of the free limited technical options package to develop
and build a prototype that is able to support of the design.
Cost
The frameworks selected will as stated above will offer limited technical options so a
budget will be need to add more technical options in order to for full the prototype
design specification.
Hardware
Hardware used during the prototype design and testing stage will be the Samsung
tablet 10.1. The Samsung10.1 runs on the android system. The design challenge
here will be design and testing on the android system and trusting that the lays and
the factions will work on any other system for example ios.
The spaces
To design the prototype, I will need access to the library space and be able to move
around freely in order to map the space this will be a challenge as the space is fixed
and I will need design around it and work with the spaces as it is.
42
Digital content
In developing any AR application, the design and implementation of digital content
will take up a lot of time. There are many challenges within this area
Testing
The design process for testing will be a challenge in regards to the following, the
hardware will participants know how to use the hardware? Can I just leave the
participants, with the application loaded up? Will the participants know what to do?
Accessibility
Accessibility is a fundamental area for any application this will be a design challenge
to make it so that all users of ranging abilities can use the prototype.
6.3 Design Methodology
A prototype augmented reality system focusing on the interface will be developed.
The prototype will draw from the themes and principles located within the literature
review this will support the project in regards to detecting which principles and
themes can come to gather to build a framework for augmented reality interface
development.
To undertake this project a software development methodologies will be
implemented. A waterfall methodology will be used, as a waterfall development
model is useful for small projects where requirements are understood. The waterfall
model will support this project development in regards to management and following
areas:
6.4 AR Software Platform
There are many AR software platforms within the development space, from the list
below the project will be built will “BuildAR”. The buildAR like many of the other
software platforms was very easy to use and the developer interface was very easy
to learn to use. The platform also has a very supporting help team. The Platform has
been selected over all the others below for the following points: the entry cost of
BuildAR is low, support and the interface system is easy to use, the platform also
allowed for a fast build.
43
Software Platform Location-based AR Previewing
&
publishing
your
project
development
needed
Image-
based AR
1.Rox Odometry SDK
http://www.robocortex.
com/index.php/product
s/rox-odometry-sdk
Will be able to
develop with
however will take
more time and cost
£600
Will be able
to develop
with
however
will take
more time
and cost
£600
Will be able
to develop
with however
will take
more time
and cost
£600
Will be
able to
develop
with
however
will take
more
time and
cost £600
2. Wikitude
http://www.wikitude.co
m/
Will be able to
develop with
however I found
this platform to be
too technical
Will be able
to develop
with
however I
found this
platform to
be too
technical
Will be able
to develop
with however
I found this
platform to
be too
technical
Will be
able to
develop
with
however I
found this
platform
to be too
technical
3.ARToolKit
http://sourceforge.net/
projects/artoolkit/
Will be able to
develop with
however will take
more time
Will be able
to develop
with
however
will take
more time
Will be able
to develop
with however
will take
more time
Will be
able to
develop
with
however
will take
more
time
4.BuildAR
https://buildar.com/star
t
Will be able to
develop with and
match my skill
level
Time will not be
problematic to
develop an
application
Will be able
to develop
with and
match my
skill level
Time will
not be
problematic
to develop
an
Will be able
to develop
with and
match my
skill level
Time will not
be
problematic
to develop
Will be
able to
develop
with and
match my
skill level
Time will
not be
problema
44
application an
application
tic to
develop
an
applicatio
n
5.ARPA SDK
http://www.arpa-
solutions.net/en/ARPA
_Plugin_Unity
I found this
platform to be too
technical
I found this
platform to
be too
technical
I found this
platform to
be too
technical
I found
this
platform
to be too
technical
6.Metaio AR
www.metaio.com/prod
ucts/
I found this
platform to be too
technical
I found this
platform to
be too
technical
I found this
platform to
be too
technical
I found
this
platform
to be too
technical
(Platform, is a software tool that helps you write, debug, and deploy code created by
the developer)
6.5 Supporting framework
Supporting framework
1.Aurasma
http://www.aurasma.com/#/whats-
your-aura
I felt this framework did not offer the interaction
that was need
2.Zappar http://www.zappar.com/ I felt this framework did not offer the interaction
that was need
3.Layar Not workable for what I need the application to
do
4.Lzrtag http://lzrtag.com/ Not workable for what I need the application to
do
5. BuildAR This framework offered what I needed in
45
From the lists of researched supporting frameworks, I have selected Build-AR as this
platform integrates a supporting framework. The build-AR system enables
developers to do the following:
(A framework, is a set code which the developer then adds to in order to create an
application)
Location-based AR
Media content can be used to inform users about a particular location and display
content around users
Previewing & publishing your project
Developers can preview projects before it’s fully built enabling changes to be made.
No development needed
With the build AR platform, developers do not need to code the application this will
save development time.
Image-based AR
This platform makes it very easy to display video, images, and use interactive
buttons or 3D objects when people scan the AR images.
6.6The Problem Scenario
University of Hull Scarborough campus, wish to implementing a system within the
library to support students using the library.
6.7Stakeholder Requirement
The stakeholders
1. The university of hull Scarborough campus
2. The campus staff
3. The library staff
4. The students
5. Visitors
It has come to the attention of the staff members within the library and the
management team, from research carried out on students and other users of the
library the following requirements where found,
regards to interaction.
46
1. A plan or map of where the books are shelved in the library – score 62
2. Signs that are colour-coded to help you identify your books more easily –
score 60
3. The range of books shelved down a particular aisle – score 52
4. Guidance for how to find books in your subject –score 50
5. Information about how to find library's electronic resources–score 39
6. Information about Campus Connect services–score 21
From the above requirements gathered from the research carried out, we get a
stronger understanding of end user’s needs and for the users.
From the research information gathered the following personas have be developed
to pin point further what areas within the library and tasks users may wish to us the
system for.
Persona A
Persona B
Persona C
Name=BenAge = 23 Year= 2 Dept = Business
Benneedstofindbookswithinthe libraryfastandstress-free.He needstobe able
to findoutinformationaboutcareers.Thisisdue tothe fact thatwithinyeartwo,
Benhas more researchthat needstobe undertaken.Benall sowantsto start
applyingforcareerssoneedstofindout the time theyopen.Benisgoodwith
technologies.
Name = Joy Age = 26 Year 3 Dept = Teaching
Joyneedstofindsome space withinthe librarywhere she canworkbyherself,she
alsoneedsto findbooketc fastand stress-free.Joyisveryable withthe use of
newtechnologiesshe keepsuptodate withsmart devicesandfindsthemeasyto
learnand use.
47
Persona E
Persona F
3.8 Conceptualising Application of the Framework Within a Library Context
The prototype application will enable users to use mobile devices to access
information, using the devices camera to scan markers that are placed within the
library spaces. The augmented reality prototype system will assist users to
undertake tasks and access information via a user-friendly design augmented reality
interface, which has been based on the above research:
The prototype application should enable users to do the following tasks:
1. Find books
2. Find rooms to work in
3. Find information about campus connect
4. Find information about careers
Name = David Age=28 Year 1 Dept=Art
Daviddoesnot know how anythingworkswithinthe libraryorwhere thingsare or
howto get helpinregardsto usingthe library.Davidisnotgood withtechnology
he is veryslow withpickingnew thingsup.Daviddoesnotuse smartdevices.
Name=Michelle Age=19 year 3 Dept = IT
Michelle isaveryfast learnershe findsiteasytouse new systemsand
technology.Herneedsare to finda quietspace withinthe librarytowork,and
findbookswithstressfeel.
Name = Lee Age=40 Year= Phd = Dept = Earth science
Lee is greatat usingtechnology;he needsaguide for searchingthe library
catalogue he alsowouldlike tohave informationathandinregardsto the
libraryspace as he is mostlyawayfromuniversity.
48
The prototype will also have a desktop version as to address the accessibility
challenge. Users will sit at a desktop and be able to access the library space from
any location.
The application will have the following areas of information, guide support, navigation
and a personal area within the system.
Information
Users wanted information about the library space; the prototype system will focus on
the following key areas within the library to provide information: Handing Boxes,
Campus-Connect, Printing, and Self-service.
Guide
Users wanted to know where things within the library for example “how to find books
in your subject” the prototype system would aid users in finding books on subjects.
Navigation
Library users wanted some form of support when moving within the library space, the
prototype system will include a navigation aid.
Personal
From the research users wanted to undertake a range of personal tasks so the
system will include a set of options to prove the diversity of students with information
about the library.
Ambiguous – Personal means the options geared towards the needs of end users
within the university.
49
3.9 Technical Infrastructure
Technical infrastructure for prototype application
The structure of augmented reality system is below. Four basic layers of hierarchical;
Augmented reality library system application
Interface framework –
API buildAR,
API Juniao,
Interaction algorithms,
Juniao channel log
System data library
Operating system- Android, Windows, linux,
Device- Google glass, PC, Tablets, Smart phones,
50
The prototype system will have two access points, the first being via a smart device,
and the second being via a desktop PC.
AR system via smart device
Overview
Data accessed
Data proved
User case diagram of system
A case diagram has been used to graphic illustrate the interactions between the
elements of the prototype system. The use case diagram has been to also analysis
and identify, clarify, and organise for the prototype system requirements.
Smart device
AR Framework
DATA TYPES
Images
Sound
Text
Video
Logon
Access Information
Access Guide
Access Navigation
Access Personal
51
AR system via PC
Overview
System Deployment diagram
PC
Prototype system
Coding –
HTML
CSS
API
BuildAR
Juniao
AR Framework
BuildAR
<<Device>>
Tablets
Smart Phones
<<Device>>
Desktops
Web Server
<<AR APPLICTION
HTML, CSS, API>>
<<Application Server>>
Images
Sound
Video
Text
AR Framework
Juniao
BuildAR
52
System Deployment diagram
A system deployment diagram has been used to model the physical aspect of the
software used within prototype system. The deployment diagram helps to visualises
the components with the application and the distribution of them.
3.10 Interface design
The interface design is based on the literatures review principles in regards to the
layout of screen and information displayed.
Via smart devices view
See Appendices = interface1
Via smart desktop view
Users will log on to a web site.
Page 1
Page 2
Page 3
See Appendices = interface2
53
3.11 Information Design
Designing Markers
The markers for been; designed to fit within the space. The colours used are the
colours used by the university. The markers size will be 300x300 the university logo
is used to make the makers fit in to the space.
Designed Avatar
Avatars have been designed to be human like as to build some kind of connection
with the users. This should help the end users in the overall guiding of the system,
as stated within the literatures review.
Design, how of information will be presented
The system will provide the user with the following information access points:
54
Information
Users wanted information about the library space, the prototype system will fouces
on the following key areas within the library to provide information: Handin Boxes,
Campus Connect, Printing and Self-service.
Guide
Users wanted to know where things within the library for example “how to find books
in your subject” the prototype system will aid users in finding books on they subject.
Navigation
Library users wanted some form of support when moving within the library space, the
prototype system will include a navigation aid.
Personal
From the research users wanted to undertake a range of personal tasks so the
system will include a set of options to prove different students with information about
the library.
End users will be able to access data within the above sections for the system.
Design of maps for uses within the system
The maps have been used from research carried out within the library, the image
below where created from mapping the camps library layout.
55
( Figure.33 map of library )
The above image will be integrated in to the system.
The design of the desktop application
That will application of the prototype will email user with mobility issues or that do not
have access to the library space to be able to it discovery and find out more about
the library from a desktop.
The first Page of the desktop application displays avatar, as stated within the
literatures review avatars can help users build some kind of connection to using an
application. The can select any one of the avatar he or she connects with.
The colours used mix that of the university to build the link between the application
and the university brand.
56
Page 2
Page two displays an avatar saying dialogue instructing the user on how to interact
with the page. The makers on the page like to the AR system that is located on the
BulidAR server, the markers work in the way same way as an API.
1.4 The Implementation
The markers need to be installed within the library. The markers will be placed within
key areas the following images below show where the markers are installed within
the library.
Printing area marker
placement
Printing area marker
placement
Self-service area
marker placement
57
Self-service area
marker placement
Navigation area marker
placement
Navigation area marker
placement
Personal area marker
placement
Personal area marker
placement
Camups-connet area
marker placement
Camups-connet
area marker
placement
Handing boxes Handing boxes
Coding
See Appendices for the desktop application code.
Reviews
Ensure that no functionality has been lost during the previous phase and all
requirements are still being addressed.
Review the Requirements,
58
Design
Test phases
Implementation review
Code reviews.
Check list to ensure consistency.
Maintenance
The following areas in which maintenance will be needed for the system is in regards
to the markers within the library, as the library changes the markers will need to be
moved to other location within the space.
As the library develops in regards to more books or equipment, more assets will
need to be added to the systems data files.
Chapter 4 Constructing experimental System
4.1 Constructing experimental System
1 Introduction
The chapter outlines the goals for the prototype testing, the drivers that will be used
to test the prototype. This chapter will also outline and evaluation plan and state how
the experiment will be constructed.
2 Constructing experimental System
Introduction
An AR application will be built in order to test the AR interface design and
development methods. The experiment will look at the approaches used within AR
application development as stated from the findings within the literature review.
The experiment will discover the components that work best to development an AR
interface. The prototype developed will focuses on the these components found.
Once the components are found that bests supports interface development a
methodology will be created for AR interface design and development.
The components:
Interface design-
59
1. Menus
2. Audio support
3. Tagging
4. Images
5. Video
6. Text
Interaction design within the interface-
1. Buttons (
The experiment
Logic behind the experiment,
The logic behind the experiment and questionnaire, I meeting with staff member that
works for university of hull Scarborough campus library, the member of staff carried
out research over a year on the needs of students and visits that use the library
space. The experiment that has been set up is based on the feedback from the
research.
Research feedback university of hull Scarborough campus library below:
From the above feedback, the key areas of outcome focused on the following:
1. Finding information
2. Guidance
3. Navigation
60
4. Personal (users wanted to be able to access data on the library spaces and
this falls in to personal forms of data use.)
The experiment
The experiment will be carried out in two parts, Part A will be undertaken within the
library space, Part B will be taken on a desktop pc within KDL3
Part A – the users will be given a mobile device and guided around the library where
he or she will then scan the AR markers that have been placed around library.
Part B - the users will been sat down within KDL3 in front of a desktop PC, the PC
will be loaded on to the AR application home page. The user will be given a mobile
device that will be loaded on to the AR application scanner, user will scan the
markers on the screen.
The experiment, will be carried out by ten participants,
The questionnaire will have 27 questions.
3 Evaluation Plan
The feedback and results will be evaluated use the following two variables:
quantitative and qualitative.
I will be recognising the above two types of variables as interface design and
development feedback sit both within the quantitative and qualitative areas of
evaluation.
The meanings found for qualitative data (data captured that is not mathematical) will
be broken down in to quantitative data in order to target and identify the components
that will work the best with AR interfaces. The qualitative data will also support the
methodology that will be created for AR interface design and development
The qualitative data that will be obtained will then be categories. The data will be
summarised as measurements in a bar chart.
The quantitative date will be taken from the bar charts measurements and then put in
to a table that will further categories.
61
Both quantitative and qualitative data will be obtained via a questionnaire.
3.1 Evaluation Drivers
The experiment, will be carried out by ten participants,
The questionnaire will have 27 questions.
1. Questionnaire
The scale will be from 1-5 the meanings;
Terrible – 1
Somewhat incompetent - 2
Neither competent – 3
Somewhat competent – 4
Wonderful - 5
2. Categories; quantitative and qualitative data feedback.
5.1 TESTING
In order to discover if AR interface design and development can benefit from the
components discuss within the literature review. The above developed experiment
will undergo testing in order further understand the information gathered within the
literature review.
The test will also help support or not the concept that AR interface developers need
theoretical frameworks and methods to work within to construct AR interfaces.
The objectives for the test is to provide users with a prototype AR application
/system that enables them to test an augmented reality interface that applies all the
components that are believed to help make a better AR interface.
The test will be run within the library space and via a desktop PC that will give users
with mobility issues access to test the prototype application.
62
The steps and the tools users in order to run the test are listed below with the test
specifications:
a. Test Specification
Testing Mechanism
User Specification
1. Users will enter the library
2. Users will use a smart devices (phone, google glass, tablets or pc)
3. Users will hold the devices up to scan the markers that have been placed
around the library.
4. Users using google glass will just need to look at the markers.
The test that will be, created will be performed by ten participants. The research
participants will be daily users of the library space.
The following specification will be needed to undertake the test:
1. Smart devices (phone , google glass, tablets or pc)
2. Application that has been developed
3. Implementation of system/markers, within the library space
Part 1
The test will be undertaken within the library following the below steps:
1. Participants will have in hand a smart device
2. The smart device will be loaded on the buildAR test channel
3. The participant will then scan the markers that have been places within the
library space.
63
4. Once the participant has scan the marker he/she will then Select the item
from the menu that appear.
5. The user will move around the library and scan all the markers.
Test Part 2
1. The participant will be set down at desktop
2. The desktop will be loaded on to the application url
http://designedspaceltd.com/indexar.html
3. Participants will be handed a smart devices that will be log on to BuildAR
channel within Juniao.
4. The participant will be given the following instructions, “pick any avatar you
see on the screen and use the application”
5. Participants will scan the markers on the screen
After using the system participants will be given a questionnaire (see Appendix for
questionnaire)
5.2 Limitations and Scope of test
Scope
The two tests will only be located within the library. Test one with be undertaken
within the library space using a smart device, test two on a desktop PC using a smart
device.
The participants will be given a questionnaire that will be limited to quantitative and
qualitative questions. The participants will be asked to answer 27 questions; the
tests will be limited to ten participants.
1. Questionnaire
The scale will be from 1-5 the meanings:
Terrible – 1
Somewhat incompetent - 2
Neither competent – 3
64
Somewhat competent – 4
Wonderful - 5
5.3 Summary
The tests will be able to provide quantitative and qualitative data feedback and this
will enable the report to discovery if the components discussed, within the literature
review can better support the design and development of AR interface. The feedback
from the tests should also support the concept that AR interface developers need
some form of theoretical frameworks and methods to construct AR interfaces.
Chapter 6 Analysis of Results and Discussion
Analysis of Results and Discussion
1 Introduction
This chapter looks at the results undertaken from the experiment and discuss the
overall report.
2 Analysis of Results
1. Finding
Analysis of findings
65
Q1-5
The overall reaction to the prototype was
positive; the feedback has shown users welcome
AR application within their environments. The
data obtained clearly shows that people are
ready to use augmented reality application; this
confirms the data obtained within the Literature
review that states AR is a growing and useful
technology.review that states AR is a growing
and useful technology.
Q6
The idea of using augmented reality within
the library space has shown to be useful,
as all participants gave positive feedback.
This data is useful as we can see that
public spaces like libraries can greatly
benefit from augmented reality applications
Q7
Participants’ feedback in regards to the concept
and the effectiveness of using augmented reality
within the library was very positive, giving further
support to the Literature review and concept that
better AR interface design and development is
needed.
Q8
Participants’ positive feedback again
supports the literature review, concept and
market data. Users want to use more AR
applications; this clearly shows that
developers need a better understanding of
AR interfaces development.
Q9 Q10
0
5
10
15
20
1 2 3 4 5 6
Overall
reaction to
the
sotware
Total
0
2
4
6
8
1 2 3 4 5 6
Do you feel an
augmented
reality system
like this would
be useful
within this
setting?
Total
66
Feedback from participants in regards to how
they felt using the system was positive. It is
important to know how users feel when
interacting with applications; this data helps in
developing engaging and user-friendly
interfaces. The feedback was positive,
participants found the application was fun,
enjoyable, and easy to use.
The use of audio was useful; the feedback
on sound was positive and useful
participants enjoyed audio helping support
them in undertaking tasks and
understanding the application better.
Q11
The feedback on image use was positive and
useful in regards to tasks that are around
navigation.
Q12
The feedback here was mixed as
participants felt that the use of video was
not as effective as it could be. The video
was slow in loading due to the Wi-Fi within
the space.
Q13-14 Q15
67
Feedback in regards to interaction was useful
and positive
The literature review supported the effectiveness
and due to that the feedback was constructive.
Feedback here shows participants felt that
the system needed more design in regards
to text characters on screen. The user felt
that texts needed to be clearer in terms of
design fonts and size.
Q16
The participants gave a rage of feedback in
regards to the application supporting them in
undertaking tasks; users felt that they needed
more support in this area.
Q17
The feedback from participants was useful
as it shows that information within the
interface was organised in an effective
manner.
Q18 Q19
0
5
10
1 2 3 4 5 6
How did
you feel
about the
interaction
with the
interface
Total
68
The users’ feedback was positive relating to
interacting within the desktop interface, however,
due to the framework used, some participants
felt it held the interaction back due to the for
interaction options being limited.
The participants’ feedback was positive as
the position of content felt right to the users;
again the literature review supports this
feedback on positioning.
Q20
Participant’s feedback here was mixed as they
felt that the system did little to prompt users in
regards to undertaking tasks users felt they
needed more prompting.
Q21
Participants feedback in regards to the
application progress has been mixed some
users felt the application does not give
them feedback in regards to how long a
task will take.
Q22
The feedback shows that the principles; in
regards to the literature review on positing has
been effective, this question was based on the
Q23
Feedback from the desktop application was
useful as all users felt it broadened the
application in regards to accessibility and it
gave them a way of deepening their
69
desktop application. understanding of library.
Q24
Users felt that the desktop application was
useful as it would enable users to get a deeper
understanding of the space before even visiting
the university. Users feedback in regards to the
desktop application was greatly useful as this
gives accessibility to all users of the system
even people with mobility issues.
Q25
Performing tasks within the prototype has
proved to be very straightforward as the
feedback given was very positive with most
users feeling that carrying out task was
easy and understand able.
Q26
Participants felt that the application was intuitive
and did not need reference materials in order to
understand what to do within the interface.
Q27
The feedback clearly shows that the
prototype was user friendly and all users
where able to use and understand how the
application should work. Giving further
understanding, that system is very intuitive.
0
2
4
6
8
1 2 3 4 5 6
Supplementa
l reference
materials
Total
70
Overall results
The feedback was positive and confirmed that using the following components:
Menus, Audio support, Tagging, Images, Video, Text, Buttons and Smart Avatars
within a method works for augmented reality application. The results have confirmed
and shown that AR interface design and development does need to have its own
methodology; it will save business cost of AR application development and the time it
will take for developers to build systems.
The findings within this report support previous research into AR interface design
and development which links the Tiles AR interfaces system on whiteboard, by
Hitlabs resc Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002, which
states they designed the Tiles interface around a set of simple interface principles
that produce a generic and consistent AR interface.
This concept of using principles taken from traditional interface design has been
applied to the prototype developed within this report and the results were positive
Similar to that of the Tile AR interface.
The results also agree with the findings undertaken by Liarokapis,White,Lister,2004.
The report entitled “An Interactive Visualisation Interface for Virtual Museums”
focused on the integration of AR applications into the real environment; AR systems
have to combine AR technologies into the architecture to allow the exploration of the
environment digital and real. The above results from participants within this report
confirmed this finding also.
The AR interface design and development methodology share from all knowledge
areas covered within the literature review; one example of this is interface and
interaction design. Future AR interface design methodology will be based within
underlying principles and rules within traditional interface design mixed with a
fundamental understanding of AR technology; this methodology will support
developers build better AR interfaces. The results and feedback within this report
have given the fundamental support to the core concept behind this paper.
Discussion
This report provides an analysis and evaluation of the current and prospective
augmented reality interface design and development methodologies. The report
states that are no existing set of design methods and principles in regards to
augmented reality interface design or development that seamlessly Integrates the
real environment space and the augmented space. Currently the design and
development of AR interfaces have been developed using a range of design
methods.
The results mean that AR interface design and development can have an applied
methodology. The fundamental findings mean that AR interface developers can use
71
the principles found and this will save time and cost in the development process of
application. Developers can use the principles to develop methodology that works for
their AR application interface design. AR interface designers will be able to further
understand how to give users a better user experience. Using the found principles
within this report, AR interface developers should be able to better create and
provide more engaging, easy to use, easy to learn, error-free, effective and efficient
interfaces. The results also mean AR interface developers will be able to better
understanding how AR applications are developed and this will support the workflow
within any development team creating an AR application.
The results answer the problem
The results have fundamentally answered the main problem in question, which was
in regards to the fact that AR interface design and development currently have no set
methodology or principles in place. The results have shown that the use of the
following elements:
1. Images and objects augmentation; 2. Menu system within augmented reality
system; 3. Audio support; 4.Tagging; 5. Video; 6.Text and 7. Avatars in interface
design and development are all significant in the structure of AR interface application
development.
Approach to the report
The approach used in this report was an effective one in achieving a solution to the
problem. The report first sought to seek knowledge regarding the areas covered
within the literature review, and to present this knowledge in a logically and reasoned
manner.
The knowledge areas that were focused on within this report were; Interface and
Interaction design, augmented reality interface development and the overall
architecture development for AR applications. The report also looked into the current
AR interface design methods to support the approach in solving the problem. To
further the effectiveness of the approach in undertaking this report a mixed methods
research methodology was used. This methodology enabled the report to tackle the
given research question from further significant angles,
The research methodology enabled the report to acquire data that fell within
qualitative research and quantitative research, hence the report acquired user
behaviour data and empirical data, making the results more reliable.
The report was also carried out within a sequence; this made sure that the
investigation perception was completed within a logical method.
The report followed the sequences below:
1. Acquire literature for the research to be based on
72
2. Gather information from the literature and construct a design methodology
3. Build a prototype
4. Create a questionnaire and interview questions
5. Create and run experiment
6. Gather feedback and break it down in to logical and empirical data
7. Analysis and evaluation
The approaches used within this reports greatly support the overall solution to the
question this report presented.
The strengths, weak and limitations of the work
The report has many strengths and limitations, the limitations where in regards to the
following areas:
1. Framework and platform
The uses of the BuildAR framework and platform supported the prototypes
requirements, however, due to some technical problems the BulidAR company had,
prototypes test channel was not available at the time of the test. The experiment had
to be run on the BuildAR general channel, this made loading time of the prototype
application longer and some tests of the prototype took participants one hour to
complete.
2. Time
The time to undertake the over report was short and this was a fundamental
limitation. If given more time some shortcomings could have been address.
Additionally, I have dyslexia and I am less academically able.
3. Skills
Due to my academic proficiency and dyslexia I was not able to make the report come
fully together in parts, and this made the communication of some concepts not easy
and has impacted on the report in parts.
Hardware and software
The prototype could only work on android operating systems and not Apple's Ios, this
was due to funding limitations. The Wi-Fi within the library space was also another
73
fundamental limitation as it was weak in areas and stronger in others and this added
to loading time of the AR prototype.
The library staff and access to running the experiment
For the experiment to be allowed to run within the library I needed to ask permission
to be able to place the AR markers within the space. I did get permission and was
able to run the experiment, however, the markers where taken down due to mis-
communication on who would get access to the prototype system.
The participants
The participants I felt to some degree could of taken more time in undertaking the
experiment and giving feedback, there may have been useful data lost.
Strengths
The report had many strengths in regards to the overall sequencing of the report in
achieving a solution to the problem question; the literature review was the greatest
strength in supporting the body of work. Undertaking the report within the logical
manner of investigation below greatly supports the overall solution to the question
within this report.
1. Acquire literature for the research to be based on
2. Gather information from the literature and construct a design methodology
3. Build a prototype
4. Create a questionnaire and interview questions
5. Create and run experiment
6. Gather feedback and break it down into logical and empirical data
7. Analysis and evaluation
What could have been done differently?
The experiment could have used more participants who studied within the area of
technology; this could have given the project a more robust set of feedback results.
The area the prototype was set within could have been changed to another area that
had better Wi-Fi cover to support the loading speed of the application.
74
Contribution to the area of AR interface study:
This report has contributed to the area of AR interface design in regards to the
founding methodology and principles for the augmented reality interface the report
has shown that if developers use the following components: 1.Menus 2. Audio
support 3.Tagging 4.Images 5.Video 6.Text 7.Buttons and 8.Smart avatars
effectively the AR interface can be designed within a fix timeframe and offer a better
user experience.
Further to the above contribution, this study has presented the need for better AR
interface and design and development methods.
Chapter 7 Conclusion and Further Work
7.1 Conclusion Review of Project
The study was set out to explore the concept of augmented reality interface design
and development methods.
This conclusion chapter seeks to undertake the following:
1. Link together and integrate the various issues raised in the discussion chapter,
whilst reflecting the introductory report objectives.
2. This chapter will also provide answers to the research report question
3. The chapter will recognise the hypothetical and implications of the study with
respect to the overall study area
4. This chapter will also highlight the limitations within this study
5. Provide direction and areas for future research
1. Link together and integrate the various issues raised in the discussion chapter,
whilst reflecting the introductory report objectives.
The overall aims and objectives have been met that where set out for this project.
The objectives were as followed:
1. Investigate AR interface design and interaction methods.
2. Find development methods for AR interface design.
3. Build a prototype that tests methods found.
4. Construct a design methodology for AR interface development.
5. Test the prototype
75
6. Evaluate the feedback
The literature review investigate AR interface design and interaction methods it
pulled in information from the two knowledge areas enabling the report to meet the
first objective of investigating the two areas. From the information gathered the
report was able to pull out principles from the methodology this supported the
development for a method for AR interface design and created a link between
achieving the first two objectives for the report.
Building on the achievement of the first two objectives the report had made it was
then able to construct a prototype application that could put the principles and
methodology to test. The prototype was affective within its aims, the experiment
developed to test the prototype and the questionnaire could have been development
to a higher standard; for example the desktop application could have been designed
in a more user-friendly manner. The main application itself could have been more
supportive to users, for example, a better-designed menu could have been used on
the main screen page of the AR interface, however, it was affective in being able to
achieve and obtain feedback from users. The principles discovered were examined
through the experiment linking all the chapters and objectives together.
Reflecting on the introductory chapters and the reports objectives that have been
presented, the report has met the objectives set and the project was successful in it’s
over all aims.
2. This chapter will also provide answers to the research report question
The research question was ---- Develop methods and principles for AR interface
design, as the lack of methods are the fundamental problem.
The above question was fully answered within the report. In order to answer the
question an experiment was establish using the design methods and principles
establish within from the above knowledge areas, the question was answered.
The report highlighted the following components: Menus, Audio support, Tagging,
Images, Video, Text, Buttons and smart avatars. If the components are used within
an effect manner that works for augmented reality application, the components found
support AR interface development and design by faultlessly Integrating them within
the real environment.
The chapter will recognise the hypothetical and implications of the study with respect
to the overall study area
The founding’s within this report support the overall study area of AR interface
design and development within the following ways; it gives developers a better
understanding of which components will work best within AR interfaces, it also
shows that smart avatars can greatly support augmented reality interface
interaction, giving users a more enjoyable user experience. This report has also
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  • 1. Table of Contents Chapter 1....................................................................................................................................... 1.1 Title …………………………………………. Page 1.2 Introduction ………………………………Page 1.3 Problem……………………………………..Page 1.4 AimsandObjectives ………………….Page 1.5 Methodology…………………………….Page 1.6 Chapterstructure overview……….page Chapter 2....................................................................................................................................... 2.1 Background(Literature review) 2.1 Introduction …………………………………………………………..Page 2.2 Interface andInteractiondesign……………………..........Page 2.3 AugmentedRealityInterface…………………………………. Page 2.4 Architecture forAR………………………………………………….Page 2.5 How environmentsbecome augmentedrealities……Page 2.6 Case Study –The TilesSystem………………………………….Page 2.7 Re-thinkingDesignforAugmentedReality………………Page 2.8 Summary Conclusionsof Literature review……………..Page Chapter 3....................................................................................................................................... 3.1 Method 3.1 Introduction ……………………………………………………………Page 3.2 Three DesignChallenges………………………………………….Page 3.3 DesignMethodology……………………………………………….Page 3.4 Software Platform……………………………………………………Page 3.5 SupportingFramework……………………………………………..Page 3.6 The ProblemScenario……………………………………………….Page 3.7 StakeholderRequirements………………………………………..Page
  • 2. 1 3.8 ConceptualizingApplicationof the FrameworkwithinaLibraryContext………Page 3.9 Technical Infrastructure…………………………………………….Page 3.10 Interface Design……………………………………………………………Page 3.11 InformationDesign……………………………………………………….Page 3.12 Constructingexperimental System……………………………..Page 3.12 The Implementation……………………………………………………..Page 3.13 Summary……………………………………………………………………….Page Chapter 4…………………………………………………………………………………………………………………………………… Evaluation for application 4.1 Introduction 4.2 EvaluationPlan 4.3 EvaluationDrivers Chapter 5 ……………………………………………………………………………….. Testing 5.1 TestingMechanism 5.2 TestSpecification 5.3 Sample andLimitations 5.4 Summary Chapter 6....................................................................................................................................... 6.1 Analysisof ResultsandDiscussion 6.2 Analysisof Results 6.3 Discussion Chapter 7 7.1 Conclusion 7.2 Reviewof Project 7.3 Suggestionforfuture work 7.4 References 7.5 Appendices
  • 3. 2 1.1 Title Augmented Reality Interface Design David Poku 2014
  • 4. 3 Chapter 1 Research overview 1.2 Introduction The origins of AR technology links back to the 1960s and 1970s the term was, coined by Tom Caudell in the 1990s has now become one of the most used technologies. Cinematographer Morton Helig in the 50s created a simulator called “Sensorama” producing vibration, smell, sounds, and visuals. In 1966, Ivan Sutherland invented the first head mounted display that allowed users to interact with the environment. The evolution of AR is closely linked with virtual reality Fitzgerald, and Riva state; “The basis for VR idea is that a computer can synthesize a three-dimensional (3D) graphical environment from numerical data. Using visual and auditory output devices, the human operator can experience the environment as if it were part the world.” (Fitzgerald and Riva.Page390.2003) From the above quote, it is very clear that augmented reality can be considered a specific extension of virtual reality, as AR applications also use devices to output visual and auditory data. The main differences between VR and AR are that the AR data elements are projected against any surface within the user’s real environment. AR goes a step further then virtual reality and enhances the visible real spaces around humans. In 1999 Dr. Hirokazu Kato from the Nara Institute of Science and Technology developed the ARToolKit (Augmented Reality Toolkit); the kit is a library of visual interpretation functions, designed for use with C which is visually based. In 2003 the ARToolKit was released to the public, permitting developers to build AR applications that allowed any device with a video camera to capture and track digital content in the real world; this worked by merging the real world and augmented as shown in the image below.
  • 5. 4 Figure1. Nakaohome (2003) hitl.washington.edu The ARToolkit provides 3D graphics that can be overlaid on any operating system platform. Augmented reality is now a thriving technology, where digital data is merged and superimposed on the real world with computer generated information which completely changes the user’s experience their environment. AR changes what we hear, feel and see, by adding graphics, sounds, haptics and video to the natural world as if it exists in real time. Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality” (mashable.com 2013) Experiencing our environments with the use of augmented reality technology has now become more important, according to a new market research report published by Markets and Markets. Augmented reality technology is expected to grow at a compound annual growth rate of 15.18% from 2013 to 2018 and reach 1.06 billion in 2018. (digitaljournal.com.2013)
  • 6. 5 Figure2. augmented reality revenue (2009) jimsuchara.wordpress.com There is a serious need to understand how augmented reality applications should be designed and developed, and for creators to have methods and approaches for the construction as the technology becomes widely used. 1.3 The Problem There is no existing set of design methods and principles in regards to augmented reality interface design or development that seamlessly integrates the real environment space and the augmented space. Currently, the design and development for AR interfaces have developed using a range of design methods, which work to variable degrees of achievement; an example of an AR interface, at this time, is illustrated below:
  • 7. 6 Figure3. augmented reality windscreen (augmentedplanet.com.2010) As seen from the above image, AR interfaces need to be better designed in regards to the following screen layouts, icons, buttons, sound, video and images. As seen within the above image there is no structure for any of the components; within a manner that support users. The paper seeks to develop methods and principles for AR interface design. 1.4 Aims and Objectives The fundamental aim for this research paper is to find processes that can be used to develop and improve the design process for augmented reality interface development. Objectives 1. Investigate AR interface design and interaction methods. 2. Find development methods for AR interface design. 3. Build a prototype that tests the methods found. 4. Construct a design methodology for AR interface development. 5. Test the prototype 6. Evaluate the feedback
  • 8. 7 Augmented reality systems use tracked see-through and hear-through displays to overlay virtual graphics and sound on the real world. AR systems have to function indoors and outdoors, for example using AR within a museum will enable visitors to interact with art and sculptures, outdoors guides for exploring a city. AR applications need to be able to function within many display systems and work for users with a range of abilities. To design an AR interface at this time with AR technology developers will be implanting principles familiar in other types of interface development. The basic goal for an augmented reality interface is to map the ways users input feedback into devices and then being able to output appropriate metaphors of interaction. The elements to be considered are: the physical components of the interface, the visual and auditory display and the interaction metaphors used to connect these together. The interface designer has available a wide variety of input and output devices and methods for mapping input to output. The challenge is to combine these together in a way that is most appropriate to augmented reality and the desired tasks carried out within the interface space, while facilitating and providing a high level of user performance and satisfaction. 1.5 Methodology The research viewpoint The viewpoint behind this research is that augmented reality as a technology is growing and is believed to have the power to affect the way we interact with our environments and each other. As the technology develops, there will be a greater need for AR technology to be designed well. This paper focuses on the interface design and development for AR interfaces. With well-developed interfaces, the users of AR systems will enjoy using the technology and clear methods will save developers time and money in the development of AR application. The research strategy, including the research methodologies adopted: The strategy will be to look at current methodologies in regards to interface design and augmented reality systems development. The paper will draw from the following areas of knowledge and researches: Knowledge areas: Image and object augmentation Scene and space Menu system within augmented reality system
  • 9. 8 Augmented reality audio Interface design space dichotomy Current methods interface design Interface and interaction design Uses of avatars in interface design How spaces become augmented realities Researchers: 1. Ivan Sutherland 2. Hirokazu Kato 3. HITLab scientists 4. Bruce H. Thomas 5. Wikitude 6. Rachel Metz Tools used during the research: BuildAR Juniao HTML Photoshop Final cut pro Samsung tablet Desktop PC MAC Research tradition to work within This paper will be undertaken using the approach of mixed methods research, the goal of mixed methods research is to tackle a research question from any significant position, making use of more than one type of investigative perspective. Mixed methods research will offer this paper the in-depth, contextualized, and natural but more time-consuming insights of qualitative research coupled with the more-efficient but less rich or compelling predictive power of quantitative research.
  • 10. 9 Using this approach the paper will be able to tackle the given research question from additional significant angles. (Bulsara,C.B, 2012.) Interface design lies within many areas of systems development, one is principles of human-computer interaction which covers aspects like mental models that users have in regards to using technology. To acquire this type of data from users this falls within qualitative research which aims to gather a deeper understanding of social behaviour reactions on a given issue. (Qualitative Research Consultants Assocation. 2013) To apply this data to systems development and build real world systems or prototypes, the data needs to be transformed into some form of quantitative research, which refers to the logical and empirical analysis, needed to build applications, systems and technologies. Therefore, this paper will use a mixed methods research approach, which will explain and interpret all data gathered. Shulman 1988 states “There are times we wish to know not how many or how well, but simply how” (Shulman, 1988, p. 7). For example, What are the factors that influence a graduate students’ experience on a web design course?” this approach will. (researchrundowns.2009.) Research design sequences The research will follow the following sequences: 1. Acquire literature for the research to be based on 2. Gather information from the literature and construct a design methodology 3. Build a prototype 4. Create a questionnaire and interview questions 5. Create and run experiment 6. Gather feedback and break it down in to logical and empirical data 7. Analysis and evaluation 1.6 Chapter Overview The first Chapter will be focused on an introduction to Augmented Reality; this chapter will also focus on the following: the problem that is be researched, the aim and methodology. The second Chapter introduces the basic concepts of interface design and AR interface and includes: 1. Reference point 2. Interface and Interaction Design 3. Augmented Reality Interface
  • 11. 10 4. Architecture for AR 5. How environments become augmented realities 6. Case Study – The Tiles System 7. Re-thinking Experience Design in Augmented Reality The third chapter illustrates the concepts found within chapter two by describing and implementing the themes and principles for augmented reality interface development. The fourth chapter presents the AR prototype interface and establishes the constructed design methodology for AR interface design. The fifth chapter presents Analysis of Results and Discussion Evaluation. The sixth chapter presents the Conclusion and review of the project. Chapter 2.1 Background (Literature review) 2.1 Background Introductionto the LiteratureReview This Literature review seeks to present a logically reasoned case founded on a broad understanding of the current state of knowledge in regards to augmented reality interface design and development. The Literature review will also draw from knowledge areas in regards to the following: 1. Interface and Interaction design 2. Augmented Reality Interface 3. Architecture for AR 4. How environments become augmented realities 5. Case Study –The Tiles System 6. Re-thinking Experience design Augmented Reality The literature review will be the foundation for a new insight into interface design and development approaches, by drawing from themes and patterns such as information architects, screen layouts and design within for environments.
  • 12. 11 2.2 User Interface and Interaction Design In order to understand how to develop an interface there is a need to go back to the basics and ask the question “what is a user interface?” In addition, how do users interact with them. We also need to build a deeper understanding of the word interaction. “A user interface, also called a "UI" or simply an "interface," is the means in which a person controls a software application or hardware device. A good user interface provides a "user-friendly" experience, allowing the user to interact with the software or hardware in a natural and intuitive way.” (techterms.com.2009). Interaction is the word used when users control a device or software. This paper will seek to explore interface design principles. “The golden rule of design: Don’t do to others what others have done to you. Remember the things you don’t like in software interfaces you use. Then make sure you don’t do the same things to users of interfaces you design and develop.” Tracy Leonard 1996(Mande, T.M, 2006) There are many principles that can be applied to Interface and Interaction design. Developers have to determine which principles are most needed and related to the system or application being designed and developed. Interface design principles are relevant to many areas within system and application design. Hansen (1971) in his paper “User Engineering Principles for Interactive Systems” sets out some principles that can be used within the development of user interfaces. Principle 1. Give users the control of the interface Principle 2. Decrease the need for users to use lots of memory while using the interface Principle 3. The interface should be consistent Principle 4. Know the user Principle 5. Minimize memorization Principle 6. Optimize operations Principle 7. Engineer for errors (Simon.2014) As stated above developers can use the principles that have been listed to develop a solution to the problem area of AR interface design and development. (Mandel, (1997) Mandel and Hansen principles overlap for example both have a focus on know the user, this theme is shown within both sets of principles.
  • 13. 12 The main issue in regards to user interface design is control, allowing the users to manipulate objects within the interface’s space, or allowing users to change aspects of the interface; developers need to design meaningful navigation paths. Themes that need to be considered using when designing interfaces, are the following: interactive, intuitiveness, accessible, facilitative, and flexible. Good user interface design should follow the above themes and principles. Basic principles of UI development in regards to spacing, positioning, size, grouping, and intuitiveness also need to be followed. Getting down to the implementation of the basic user Interface design principles, the following important characteristics need to be taken in to account; Clear Simplicity is a key element of user interface development and design. The main aim of designing a user interface is to permit users to interact with the system and this is done by communicating the meaning of functions in a clear and straightforward manner. Users need to figure out how to use applications and not get confused or dissatisfied. Clear and ordered layout of an interface is illustrated below. (Figure4. Chaotic) (Figure5. Ordered) (Suzanne Martin. 1993) Concise To support users further, the development of an interface needs to be concise. Interface developers should not add too much information or description, as users will spend more time reading how to use the system than interacting with it; information should be kept concise. For example, explaining a feature should be done with as few words as the developer can this should also apply to labels. It will save users time and energy if the interface is kept concise. Example:DisorderedScreen Example:OrderedScreen
  • 14. 13 Interface developers need to present information to users within a logical way, language needs to be real “world communication” and not technology language. Interfaces need to give users logical expectations in using them; this should reduce strain in regards to thinking when interacting with the system. Below is an illustrated image of concise, it also shows a logical way of communicating with users. (Figure6 intconst 1) (Suzanne Martin.1993) Intuitive Interfaces need to be intuitive and familiar for users. Users should be able to use the interface instinctively and with a natural manner. Developers therefore need to make the interface seem like something the users have encountered before, the users will then expect behaviours and identify familiar actions and processes. Such as when using Google and Firefox browsers, both have familiar layouts and actions for they buttons, users can easily move from one to another instinctively, and this is the kind of interface that developers need to be aiming to create. Responsive The term responsive, can mean a number of things; developers should view this word as meaning to get functions to load faster. Users should see the interface responding quickly, for example, buttons giving feedback if a user clicks on it, this design method will improve the user’s experience as the user will be made aware of what is going and if users are giving feedback quickly this aids communication. Consistent Developers need to be consistent with the way interaction is carried out. A usage pattern needs to be designed for the interface, for example, users should be able to learn and recognise what all the elements of the interface do, be it an icon, taps or
  • 15. 14 button. This will enable the users to flow quicker through the interface undertaking tasks. Below are two illustrated images that display inconsistent and consistent. ( codebalance, 2010, 1) Inconsistent and Consistent Labels of a Screen The image on the right above illustrates consistent labelling, alignment and shows consistency with a logical way of communicating with users; it is clear, consistent, appropriate, and shows solid relationships. Initial letters for all the labels are capitalised and the components, for example, the text fields, are aligned on the right. However, the image on the left illustrates inconsistent design, for example, the text for surname is capitalised and the alignment is inconsistent. The second image also provides elements of consistency within interface design. (Figure 7 relat_r) (Suzanne Martin. 1993) Flexibility and efficiency of use navigation. Navigation techniques are important to support users and the following techniques should be applied. The navigation techniques such as “context sensitive navigation” give users a focus and get the users’ attention by decluttering the interface and supporting dynamic interaction. Context sensitive navigation technique means designers and developers can select which elements should be seen on the screen for whatever situation the user is presented with, within the interface.
  • 16. 15 The two images below illustrate context sensitive navigation and decluttering. (Figure context sensitive navigation) The image below on the left shows poor navigation design, and the image on the right shows navigation techniques that enable viewers to focus on attention on the most important part of the interface. (Figure 9 navig) The above images also are an illustration of decluttering. The image on the left illustrates too much information that is not needed and the designer within this example pulls the important fragments of information from the interface on the left to the image on the right decluttering the interface. (Suzanne Martin.1993)
  • 17. 16 Simplicity Illustrated below is an example of simplicity, which includes elements that are most important for communication. (Figure 8 comsimp)(Suzanne Martin. 1993) Components used within the interface need to be designed so their meaning is not ambiguous for example the image below shows a box with the number 50 on the top and two boxes, too many people that is very ambiguous. Were as the box with the magnifier is clear that its used to zoom in and out as users link it back to the real world object of a magnifying glass. (Figure 10 clarity) Example: Ambiguous and Clear Icons Typography Typography needs to readable, in order to communicate positively. (Figure 11 il_leg)
  • 18. 17 Example: of readable text and un readable text.(Suzanne Martin 1993). Documentation Users should be able to use the system via good interface design methods, however, it may be necessary at times that a user needs to resort to using documentation. For example using Microsoft word a user may need to be guided to know how to insert an image in to a document undertake this specific task could support the users to better access the system and understand it. Error prevention Designers need to offer users a digital space where backward steps are possible, including undoing and redoing previous actions. Good interface design eliminates actions that may result in errors therefore inputting some form of error prevention is useful. Aesthetic and interface design Respectable interface design takes into account the aesthetic and how that affects spacing and positioning, keeping the interface uncluttered and to a minimum in regards to the amount of elements used. All needless information for the users should be limited so as to not inhibit recovery of relevant information for example from the image below what information is the user looking for? What information does the user needs? So seen the interface needs to be uncluttered. . Therefore, the interface layout must be reduced to only the necessary components for the current tasks, however, also providing clearly visible and unmistakable means of navigating to more detailed information or tasks and actions or any other content. (Lowgren,Jonas 2013) Interaction Interaction and interface design are closely linked; Interaction Design is a term that that developers use to apply to numerous concepts, for example, in development theory, psychology, audio and visual design including ergonomics and cybernetics.
  • 19. 18 Interface developers need to think about how users will behave and interact while using an interface. Interaction principles need to shape digital elements; these digital components need to be clearly stated for interaction during the design stage, as this focus will go a long way to fulfilling the requirements of users. Interaction principles are important aspects that need to be incorporated into interface design. Human factor expert Norman (1988) states the following principles that support the development of Interaction within interface design. Principles: 1. Users physical capabilities 2. Users goals, 3. Plans, 4. Values, 5. Beliefs, 6. Past experiences Human factor are very important in regards to the development of Interaction with interfaces. It is imperative to have an understanding of how humans interact with objects, application, interfaces, and systems. Norman principles are useful in understanding how interaction principles can be better used by end users.(Norman, 1988 page 13-30) 2.3 Augmented Reality Interface Understanding interface and interaction design and development principles this chapter looks at elements that are used within augmented reality interfaces. 1. Key elements for AR interface 2. Image and object augmentation 3. Menu Driven Augmentation 4. Augmented Audio Environments To develop AR interfaces there is a need to understand some key technology elements-- tracking systems and computer vision techniques with the virtual space. Countless developments within the area of virtual tracking technologies have made however the interfaces of these systems only permit users to view digital object that are being tracked within the virtual space.(I. Sutherland,1965)
  • 20. 19 (Figure 12 boeing hudset 2012) The early developers within the area of AR interfaces design have followed Ivan Sutherland methods, Sutherland created a simple wireframe cube overlaid on the real world by doing this he created the original AR interface. Developers have not changed from the Sutherland design method in developing AR interfaces, the problem with Sutherland method is that it only works well to view 3D virtual models in real world contexts and as such is suit to just a number of applications for example, machine maintenance or medical. This early AR interface method was intuitive and good for viewing virtual data however the method needs to be modified to enable the support AR content.(Liarokapis,White,Lister,2004.) One of the main aims for an augmented reality system is to render computer graphics, images 2D or 3D. AR is an advanced technology unlike TVs that just display static images and does not need to alter camera movements, augmented reality systems have to go deeper and take in to account how to display graphics for each viewer's perspective. Developers need to take in to account the following components in regards to building an AR system: 1. Head mounted display: helmet, eyeglasses, visor. 2. Tracking system- Virtual tracking 3. Mobile computing power- Tablets, Smartphones, PDAs(Kevin Bonsor.2013) As stated developers need to take in to account techniques for tracking as the is a fundamental component within AR systems, developers need to include 1. Viewpoint direction 2. User position 3. Register virtual objects relative to the physical environment, 4. Render and present images or objects to the user Augmented reality interface; design methods have been greatly based on Virtual Reality systems as augmented reality system are considered as an extension of VR
  • 21. 20 systems. Augmented reality systems interface design; has also been influenced, by many aspects of user experience principles. Interfaces are the means of how end users interact with systems and applications, Interface are the top layer of application therefor we have to understand these layers. Most interface design methods are made up of the following five layers: The Surface layer End uses will see text and images. The text and images perform functions for example opening a menu system. The surface layer supports users in understanding how to fundamentally interact with the system. The Skeleton layer The skeleton layer takes in to count the location of controls, buttons, and images within the interface. This layer is there to enhance the planning of all the elements within the interface and support users further in understanding how the system works. The Structure layer The structure layer has been designed to support the interface in regards to defining categories. The scope layer, within the scope functions and features are establishes for the application for example users the application via the interface end users should be able to use save user information. Score helps the development of interfaces question what features will be within the interface. Strategy layer Strategy layer takes in to a count all stakeholders of the application/system this layer will look at what end users need from the system or application and what the application can offer users, also this will look at any business needs. The layer system support Interface/application development it aids development from providing a conceptual framework and helps solve and problems. The layer system provides concrete details for developers for example how end users, interfaces interact with each other.(Garrett,JJG,2011)
  • 22. 21 (Figure13 The Elements of User Experience) Image and object augmentation The components used within most of today’s interfaces are listed below: 1. Menus 2. Audio support 3. Personalisation 4. Images 2D or 3D 5. Digital objects There are many more; components that could be discussed however this section will focuses on the use of images and objects used within AR interface development. Illustrated below is a digital object that is being, displayed via an AR marker.
  • 23. 22 (Figure.14 augmentedreality.jpg 2010) Illustrated below is are digital images that are being displayed via an AR application or environment tagging (Figure15 augmented reality paris 2014) “Descriptive images are the most popular as they refer to situations where a scene can be described or the image itself can tell a self-explanatory story. Symbolic images identify a basic underlying principle or symbol and usually allow both simple and complex symbolism and whose interpretation can change over time. Iconic image representations try to identify a case of a multinational meaningful icon that is not related to a specific language (i.e. English).” (Liarokapis, White, Lister, 2004) From the above quote, images can be used widely in many situations to further support the augmentation of the environment. Images surpass using text as representations can be multinational therefor AR application developers will found it useful to integrate this component in to interface development. Augmented reality attempts to not only superimpose images and objects over the real world environments in real-time, but also change those images and objects to accommodate a user's head and eye movements, so that the graphics always fit the viewpoint, while maintaining alignment with the real world. Below are superimpose images on the building, the Images display information in regards to the building and the area it is within.
  • 24. 23 (Figure16 Augmented reality001 2010) Alignment of AR objects and images is very important due to reality changing fast, especially in unanticipated ways. For example, in AR applications that have been developed for navigation, road signals may change and accident may occur well before the AR applications database is updated with the new information. The important’s of alignment is Illustrated below, within this AR car application developed and designed by German engineers at the Audi research, shows if the alignment of the just one of the AR images where not correct it could be very dangerous.(chella 2014.) (Figure17 Augmented reality iPad app for car repiar AR media 2014) The design of augmented reality spaces has recent seen rapid growth with the development of google glass[11] and other hardware devices. This has raised many questions for example what are the best ways in which augmented images can be used in conjunction with the countless of other augmented layers, how do users experiences augmented realities as places To answer the above questions develops need to focus on the following three major areas for the integration of image and object to generate realistic scenes: (1) Geometrical consistency: example, the dimensions of the digital images and objects have to be correctly created and the occlusion effects have also to be faultlessly presented. (2) Motion consistency: The motion of the digital objects should be consistent with that of the objects contained in the scene images.
  • 25. 24 (3) Photometry consistency: The shadows of the objects have to be corrected generated.(Chen, C. S., Hung, Y. P., Shih, S. W., Hsieh, C. C., Tang, C. Y., Yu, C. G., & Cheng, Y. C. 1998) To merge the augmented space and real environments, visual tagging system based on a 2D barcode technology can be uses to link the two environments. Using this barcode tagging marker system to implement links between physical and augmented space’s. Augmented images and objects can be displayed by scanning the 2D barcode the augmented image or object can be physically manipulated. Using the tagging system, tags can be installed in any area of a space for example walls, doors, shop signs and this puts augmented reality in to the environment, as shown on the cover of Esquire magazine below ( Figure.18 spd. 2014.) Augmentation of images and objects are widely used within augmented reality systems, images as a means to communicate data and to increase realism helps people to grasp information more effectively than text or auditory and for communicating. “Realistic visualization is an area of continuous development where a high degree of realism could be produced in real time if tremendous computational power is available. However, when designing an interactive real-time system it is important to compromise between realism and efficiency.”(Liarokapis, White, Lister, 2004.)
  • 26. 25 Menu Driven Augmentation All interfaces have some form of menu system within the interface development, end users are presented with menus, in most applications. Menus system acts as an important role in both system control and information presentation. Augmented reality applications are no different, as they also need menus. Below is an image that shows an AR menu system, the interface takes in to account all of the above methods communicated so further in this paper for interface development. (Figure.19 Guinness world records 2014) AR menu systems however need to take in to a count that users are or maybe moving with the physical environment and that the physical environment can potentially be changing also. Therefor menus that are ready to use at hand, would be suitable within AR systems, this would enable users to focus on the tasks that are being carried out, so pop-up menus could be used in this “ready to use menu”(White, Sean, David Feng, and Steven Feiner 2009) Below is an image of a menu system that has been development for outdoor uses, the menu called, “In-Situ 3D Model Menu for Outdoors” developed by Thuong N. Hoang and Bruce H. Thomas, uses 3D objects in a physical environment setting for their AR outdoor application.(Hoang, T. N., & Thomas, B. H. 2008) (Figure.20 capture 2008)
  • 27. 26 Indoor AR menu systems also follow “the ready to use menus” process however in door AR applications need to take in to a count the furthering challenges GPS and wifi positioning limitations, below is an example of an indoor AR menu system developed within an AR application called “RescueMe” (Figure21. MEDIUM 13673 2012 23 Fig1 HTML) The menus use 3D and 2D images image (a) uses 3D image viewing (b) 2D image viewing. Ahn, Junho, and Richard Han. "Rescueme: An indoor mobile augmented-reality evacuation system by personalized pedometry." Services Computing Conference (APSCC), 2011 IEEE Asia-Pacific. IEEE, 2011. AR menu systems as presented within all the above images from AR applications use all the components from having menus using image be that 2D or 3D the applications all use the above interface design methods also. Another component used within interface design is audio. Augmented Audio Environments Augmented reality systems mostly are seen as visual systems with computer graphics, images, 2D and 3D models superimposed with digital content. Augmented Reality developers seem to be mainly focused on communicating information via sight. Users however have more than the one sense of sight we have hearing and three others. Augmented audio is one area that could be used to support and develop AR system interfaces and help support end users better experience these applications.(Vazquez-Alvarez,Oakley,Brewster 2010)
  • 28. 27 Augmented reality systems can integrate audio as part of any augmented systems interface, be it an indoor system or outdoor system. Audio can server as a guiding tool, also audio can be a great aid supporting visuals be that images or 2D and 3D objects. Audio as part of the AR interface within any environment can be a powerful medium users can interact with objects and images, that can also be done be with audio. Audio could support end user within the area of positioning be it inside environments or outside one.(Goudeseune, Kaczmarski, 2001.) Within museums or attractions augmented audio is utilise for audio tours that has been customised for the visitors, for example within an AR application called “Toozla” user are supported within famous landmarks using audio.
  • 29. 28 Avatars in Interface Design The use of avatars with interface design helps to create a new way of natural communication between the user and the tangible systems. (Figure22 3D Talking Avatars) The above image illustrates avatars that provide humanised customer services support. The companies have developed them to support their users online.(livingactor 2014.) The uses of avatars for augmented reality applications can be very useful, as AR system can offer uses numerous options for interaction with the environment. Avatars can support user’s navigation within the AR environment and interaction with augmented objects with the space. Augmented reality interfaces need to be designed with better ways of introducing virtual data into the real world. The concept of the “smart avatars” have been created to support augmented reality interfaces better introduce information. At presented smart avatars are being used to teach “Digital Citizenship” education to young people on how to be safe online. ( Figure.23 voki1 2013) The above image is the avatar that is used to support students on the program.(Suasan oxnevad.2013.) The smart avatars within augmented reality interface create a new way of natural communication between the end users and these augmented elements.
  • 30. 29 The approach of using smart avatars within interface design helps to bring down the walls between end users and difficult tasks being carried out. The implantation of smart avatars means there is no need to have numerous input devices to interact with the augmented reality interface as the smart avatars will appear when needed.( Amores,Benavides,Com´ın,Fuste,Pla,Miralles,2014) 2.4 Architecture for AR The architecture for AR application is as followed: Stage1. AR systems need sensors within the location that is to become, augmented. Geo-location and image recognition can be Included at this stage depending on the type of the AR application. Stage2. AR systems require the need for activation marker matching, augmented images or markers are used to enable AR systems to understand the scene as to control the related components and display augmentations. Stage3. AR systems need to be able to determine user’s interaction for example input modalities including touch, and gesture and speech recognition. (Singh, M., & Singh, M. P. 2013) Architecture for an AR system The Image below illustrates the above text, architecture for an AR system. (Figure.24 Mohamed El-Zayatimage001,2011)
  • 31. 30 Gateway Architectural Below is an extract showing the “Gateway” architectural style used by Layar, Junaio and Sekai Camera. The Image below illustrates the gateway architecture used by most AR system, gateway meaning a device used to connect two different networks and in the image below we an AR application accessing the virtual world and the real environment. (Figure25. benismobile, (2011), gateway architeture diagram ) Understanding the architecture of augmented reality applications leads on to the remixing reality as seen in the above image AR interfaces have to work within the real environment and the virtual world. AR interfaces need to be designed in a manner that supports the manipulation of physical objects display of data. Information displayed in AR interfaces can be very challenging to design due to changing environments and the physical objects within them, properties dynamically is difficult.(Joe Lamantia. 2009) To develop AR interfaces there is a need to understand; “The Virtuality Continuum” a concept first introduced by Paul Milgram and Fumio Kishino understanding the virtuality continuum will support AR interface development in regards to knowing and understanding the environment the interface will be used in.
  • 32. 31 (Figure.26 Virtuality Continuum , 2009) Understanding the virtuality continuum will further support the interface development in regards to the following: 1. Users will be able to better interact will virtual objects. 2. Images and object surfaces will be better augmented 3. Users will be given more power to manipulate 3D objects between seamlessly anywhere in the space 4. AR system will be better focuses therefor interaction should be more effect (mehopper 2012.) AR Interface Challenges The development and design for AR interfaces ultimate are the same to the design challenges faced by traditional or non- AR interface development. Understanding this helps in understand that there is a potential for to over load the interface with too much information and this leads on to users being overwhelmed. Developers need to understand that AR interfaces intensify the traditional challenges, AR applications can offer users many experiences more than other technologies due to this the design and development of them need to be focused on not overwhelming users AR developers need to understand the environments that the applications will be used within. To develop effect interfaces for user developers need to be aware what is real and augmented within the scene as to stop users making errors and being confused, the augmented interface needs to align with reality, however the challenge within maintaining alignment is that environments change. AR interfaces need to deal with the challenge of enabling users to have transition from the AR interface to the applications interface, illustrated below is an augmented reality maps application for iPhone by crossfader it shows how they have approached the challenge to enable users to move from the AR interface to the applications interface. (Starner, T., Mann, S., Rhodes, B., Levine, J., Healey, J., Kirsch, D., ... & Pentland, A. 1997)
  • 33. 32 (Figure.27 designboom, 2012) The need to also understand how augmented reality systems are develop in regards to the laying systems for AR systems. Research’s Liarokapis, White, Lister go on to state The structure of AR systems, four basic layers of hierarchical are designed as illustrated in Figure below (Figure.28 Augmented reality interfaces (Liarokapis,White,Lister,2004.) The above image shows a clear structure, architecture for how augmented reality systems, are layered. Application interface AR interface
  • 34. 33 2.5 How Environments become Augmented Realities “…we’re going to end up with the Internet smearing itself all over the world around us, visible at first in glimpses through enchanted windows, and then possibly through glasses, or contact lenses, with embedded projection displays.” Stross, Charles. “LOGIN 2009 Keynote: Gaming in the World of 2030.” Charlie’s The real environment that AR application work within have to be mapped seamlessly however there is a challenge in doing so as stated within this paper, environments change. Developers need to know where they application sits along “The Virtuality Continuum” line. (Figure.29 Virtuality Continuum , 2009) Environments become augmented readily space’s via a range of channels at present developers have created Games[7], Art[8], and multimedia application[9], by being together sound, video, graphics and GPS data, developers have brought AR in to the real world. To fully integrate AR applications and situations in to the real world, environments need to be mapped from three-dimensions as to develop effect spatial representations for AR applications. In order to develop, frameworks for AR interface design that work within the real environment the following components are needed; 1. Tagging 2. Mapping 3. Iconic 4. Images 5. Animated 3D
  • 35. 34 The coming together and important of the above components and understanding of the environments they will function within is fundamental to AR interface design.(Parasuraman, Raja, Thomas B. Sheridan, and Christopher D. Wickens. 2000) AR environments can be divided, in to two classes, controlled and non-controlled, controlled environments can be seen as a store, operating room, studio, or test simulations. Non-controlled changing environment can be viewed as a public space, for is not fixed and application will be access via mobile technology with less processing power. For environments to become AR space, the above components need to be integrated within AR interface development this needs to be done within a logical manner that supports the environment fully.(Bauer, M., Bruegge, B., Klinker, G., MacWilliams, A., Reicher, T., Riss, S., ... & Wagner, M. 2001) Physical objects within the environment can become tangible digital interfaces by using the tagging component. The object is than augmented and once the surface is superimposed with digital content. Tangible interfaces support the AR environment; by providing augmented reality system with seamless interaction with the digital space and the physical space, tangible surfaces this integration provides augmented reality environments with seamless interaction.(Poupyrev, Tan ,Billinghurst, Kato ,Regenbrecht, Tetsutani 2002)
  • 36. 35 2.6 Case Study – The Tiles System Tiles Interface Research carried out by hitlab has focused on the uses of tiles as a form to aid augmented reality interface. The tile AR system interface provides users with rich interactive digital content. Tiles AR interfaces ultimate include the following methods; 1. Tracking user position 2. Viewpoint direction 3. Registering virtual objects relative to the physical environment, 4. Rendering and presenting this data to the end users(Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002) (Figure.30 Tiles AR interfaces system on whiteboard)( Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002) In this case, study the team implemented the following; 1. The Tiles system 2. The ARToolKit(open source library for developing computer-vision-based AR applications)
  • 37. 36 3. The team created physical tiles out of mark paper cards measuring 15 cm × 15 cm with simple square patterns consisting of a thick black border and unique symbols in the middle. (Figure.31 The three-step process of mapping virtual objects onto physical tiles so that the user can view them with a head-mounted display.) 4. The symbols are used for identification to distinguish between the square border’s four possible orientations. 5. Hardware used within the case study a Sony Glasstron PLMS700 headset. A miniature NTSC Toshiba camera with a wide-angle lens attaches to the headset (Lightweight and comfortable, the headset provides an 800 × 600- pixel VGA image.). The case study highlights most of the methods outlined within this research paper. The following are key outcomes and findings from the case study
  • 38. 37 1. Tangible AR interfaces should focus on both the interface’s physical design and the virtual icons’ computer graphics design. 2. Physical component designs can convey additional interface semantics. 3. The tile interface model and interaction techniques can be extended to other applications that require AR interfaces. 4. The interaction methods remain applicable to other AR systems. 5. The tile system found the tight coupling of 3D input and display in a single interface component—the tile— let users perform complex functions through essentially simple spatial manipulation and physical arrangements of these tangible interface components. 6. Thus, Tiles provides an application-independent interface that could lead to the development of generic AR interface models based on tangible augmented- reality concepts.( Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002)
  • 39. 38 2.7 Re-thinking Experience Design in Augmented Reality Spaces Augmented reality is a fast growing area of technology; developers are re-thinking what kinds of new experiences can be designed and develop for users. At this, time Sony has developed “SmartAR” smart AR re –things the experience of using virtual objects, within the real environment. From the image below the 3D object, is moving within the environment, this new design of interaction gives the user a new powerful means of interaction with the virtual world. These new engineered, experiences of design within the AR space opens up the thinking of developers in regards to what can be done with 3D objects and interaction.(Sony 2011.) (Figure32 smartar_26 2011) From the image above, the 3D object is not on a marker and this is a new step within the development. The marker-less approach, does not need any form of 2D barcoding, objects are captured by the camera and tracked. (Sony 2011.)
  • 40. 39 2.8 Findings, Conclusions of Literature review In conclusion, numerous themes and results have been identified; from the literature review, From the part of section 2.1 titled Augmented Reality Interface, the themes we find here is understanding that the base for all augmented reality system starts with the understanding of the structure of the application this referees to the develop of laying systems that are used to structure augmented reality systems. The findings show there are four basic layers of hierarchical within the augmented reality system; 1. Operating system and hardware 2. The AR development framework 3. The visual algorithm on API, interface framework, interaction framework 4. AR application The findings also show the augmentation of images and objects are widely used within augmented reality systems, these images are a means of communicating data to end users. The augmentation of images, are effective tools or communicating. Augmented readily systems heavily use Images at present, images give more illustration to the augmented layer of data they also can be non-language specific therefor all users within a space should be able to interact with the system. Images used as Iconic annotations within a direction scenario can be very useful. The literature review also found that developers within the AR shape seem to be mainly focused on communicating information via images, icons and objects AR system are heavily focused on sight. Audio can be a get tool to integrate in to AR interface development to support and help end users in regards to undertaking takes for example positioning within a space. Menu development within augmented reality interface area fundamental areas that developers need present well to end users. We find that users maybe be moving with the physical environment this being a fact menus need to be that to be ready to use “on hand”, this as this will enable users to focus on the tasks that are being carried out. The pop-up menu could work well within the AR interface development model. Developers can use a tiling system that will provide users with superimposed digital content via an augmentation Image or object content the tiles could be make out of any materials for example cardboard or paper and then placed within any space. Tile can be used for tracking user position, viewpoint direction, registering virtual objects relative to the physical environment, and rendering presenting information to end users.
  • 41. 40 Themes formed from this section have given further understanding that there are no existing set of design methods/principles in regards to augmented reality interface development . This theme supports the research question behind this paper how can we find process that can be used to develop and improve the design for augmented reality interface development. Another theme find was at this time there are interface design methods that can be applied to augmented reality interface development and systems the layers are as followed; The Surface layer, The Skeleton layer, The Structure layer , The structure layer , Scope layer , Strategy layer. Interaction principles are important aspects in regards to interface design, and that there are many principles that support the development of interfaces design. The principles are focused on the need to take ends users physical and mental capabilities in to consideration for example the users goals, plans, values, beliefs, and past experiences. Human factor are very important in regards to the development of interfaces. Another theme was found in this section the need for good interface design principles this is in regards to the following; layouts, alignments, Spacing and Positioning, Flexibility and efficiency of use navigation, consistency and standards Aesthetic and interface design, documentation and helping end uses control the interface better The uses of avatars within interface design, help to create a new way of natural communication between the end user and the tangible systems. The use of smart avatars helps to bring down the walls between end users and difficult tasks being carried out if developer’s use smart avatars within interfaces as a “pop up” appear when needed this could great aid end users. Developing augmented reality and mixed realities, means the fusion of the physical with the digital. We need to understand the advantages of mixed realities and how there are layered, from understanding these layers there can be better designed ways of introducing virtual data into the real world. Findings from this section conclude that spaces are becoming more and more augmented and we can find may ways to represent how these places, in conjunction with the countless of digitally layers. The theme found here is understanding the power of using maps the merger of content, software and spaces, to build a framework that with help with the development of building an augmented space. Another theme was found “Tagging” tagging the physical spaces with makers images or icons and using smart devices to recover digital information is a method widely used at this to develop mixed realities. The findings from the literature review will be used to development a prototype for an AR interface. The prototype interface will focus on the themes and principles for design, interaction and useable.
  • 42. 41 Chapter 3 Design 6.1Introduction The prototype system will be focused on supporting students obtain information and navigation within the library space. The interface will enable students to undertake the following tasks; find books and gather information within the library space. As the projects, aim is to build an augmented reality interface based on findings from the literature review sound, text, video and images will be used to undertake tasks within the system. Markers will be used within the library space to display augmented reality content, as stated within the literature review markers can be a good way to integrate the physical and digital. 6.2 Design Challenges The design challenges will be within the following areas: AR Frameworks The frameworks and platforms however well designed and built offer a range of packages that come limited to full technical options. The design challenge here will be trying to get the best out of the free limited technical options package to develop and build a prototype that is able to support of the design. Cost The frameworks selected will as stated above will offer limited technical options so a budget will be need to add more technical options in order to for full the prototype design specification. Hardware Hardware used during the prototype design and testing stage will be the Samsung tablet 10.1. The Samsung10.1 runs on the android system. The design challenge here will be design and testing on the android system and trusting that the lays and the factions will work on any other system for example ios. The spaces To design the prototype, I will need access to the library space and be able to move around freely in order to map the space this will be a challenge as the space is fixed and I will need design around it and work with the spaces as it is.
  • 43. 42 Digital content In developing any AR application, the design and implementation of digital content will take up a lot of time. There are many challenges within this area Testing The design process for testing will be a challenge in regards to the following, the hardware will participants know how to use the hardware? Can I just leave the participants, with the application loaded up? Will the participants know what to do? Accessibility Accessibility is a fundamental area for any application this will be a design challenge to make it so that all users of ranging abilities can use the prototype. 6.3 Design Methodology A prototype augmented reality system focusing on the interface will be developed. The prototype will draw from the themes and principles located within the literature review this will support the project in regards to detecting which principles and themes can come to gather to build a framework for augmented reality interface development. To undertake this project a software development methodologies will be implemented. A waterfall methodology will be used, as a waterfall development model is useful for small projects where requirements are understood. The waterfall model will support this project development in regards to management and following areas: 6.4 AR Software Platform There are many AR software platforms within the development space, from the list below the project will be built will “BuildAR”. The buildAR like many of the other software platforms was very easy to use and the developer interface was very easy to learn to use. The platform also has a very supporting help team. The Platform has been selected over all the others below for the following points: the entry cost of BuildAR is low, support and the interface system is easy to use, the platform also allowed for a fast build.
  • 44. 43 Software Platform Location-based AR Previewing & publishing your project development needed Image- based AR 1.Rox Odometry SDK http://www.robocortex. com/index.php/product s/rox-odometry-sdk Will be able to develop with however will take more time and cost £600 Will be able to develop with however will take more time and cost £600 Will be able to develop with however will take more time and cost £600 Will be able to develop with however will take more time and cost £600 2. Wikitude http://www.wikitude.co m/ Will be able to develop with however I found this platform to be too technical Will be able to develop with however I found this platform to be too technical Will be able to develop with however I found this platform to be too technical Will be able to develop with however I found this platform to be too technical 3.ARToolKit http://sourceforge.net/ projects/artoolkit/ Will be able to develop with however will take more time Will be able to develop with however will take more time Will be able to develop with however will take more time Will be able to develop with however will take more time 4.BuildAR https://buildar.com/star t Will be able to develop with and match my skill level Time will not be problematic to develop an application Will be able to develop with and match my skill level Time will not be problematic to develop an Will be able to develop with and match my skill level Time will not be problematic to develop Will be able to develop with and match my skill level Time will not be problema
  • 45. 44 application an application tic to develop an applicatio n 5.ARPA SDK http://www.arpa- solutions.net/en/ARPA _Plugin_Unity I found this platform to be too technical I found this platform to be too technical I found this platform to be too technical I found this platform to be too technical 6.Metaio AR www.metaio.com/prod ucts/ I found this platform to be too technical I found this platform to be too technical I found this platform to be too technical I found this platform to be too technical (Platform, is a software tool that helps you write, debug, and deploy code created by the developer) 6.5 Supporting framework Supporting framework 1.Aurasma http://www.aurasma.com/#/whats- your-aura I felt this framework did not offer the interaction that was need 2.Zappar http://www.zappar.com/ I felt this framework did not offer the interaction that was need 3.Layar Not workable for what I need the application to do 4.Lzrtag http://lzrtag.com/ Not workable for what I need the application to do 5. BuildAR This framework offered what I needed in
  • 46. 45 From the lists of researched supporting frameworks, I have selected Build-AR as this platform integrates a supporting framework. The build-AR system enables developers to do the following: (A framework, is a set code which the developer then adds to in order to create an application) Location-based AR Media content can be used to inform users about a particular location and display content around users Previewing & publishing your project Developers can preview projects before it’s fully built enabling changes to be made. No development needed With the build AR platform, developers do not need to code the application this will save development time. Image-based AR This platform makes it very easy to display video, images, and use interactive buttons or 3D objects when people scan the AR images. 6.6The Problem Scenario University of Hull Scarborough campus, wish to implementing a system within the library to support students using the library. 6.7Stakeholder Requirement The stakeholders 1. The university of hull Scarborough campus 2. The campus staff 3. The library staff 4. The students 5. Visitors It has come to the attention of the staff members within the library and the management team, from research carried out on students and other users of the library the following requirements where found, regards to interaction.
  • 47. 46 1. A plan or map of where the books are shelved in the library – score 62 2. Signs that are colour-coded to help you identify your books more easily – score 60 3. The range of books shelved down a particular aisle – score 52 4. Guidance for how to find books in your subject –score 50 5. Information about how to find library's electronic resources–score 39 6. Information about Campus Connect services–score 21 From the above requirements gathered from the research carried out, we get a stronger understanding of end user’s needs and for the users. From the research information gathered the following personas have be developed to pin point further what areas within the library and tasks users may wish to us the system for. Persona A Persona B Persona C Name=BenAge = 23 Year= 2 Dept = Business Benneedstofindbookswithinthe libraryfastandstress-free.He needstobe able to findoutinformationaboutcareers.Thisisdue tothe fact thatwithinyeartwo, Benhas more researchthat needstobe undertaken.Benall sowantsto start applyingforcareerssoneedstofindout the time theyopen.Benisgoodwith technologies. Name = Joy Age = 26 Year 3 Dept = Teaching Joyneedstofindsome space withinthe librarywhere she canworkbyherself,she alsoneedsto findbooketc fastand stress-free.Joyisveryable withthe use of newtechnologiesshe keepsuptodate withsmart devicesandfindsthemeasyto learnand use.
  • 48. 47 Persona E Persona F 3.8 Conceptualising Application of the Framework Within a Library Context The prototype application will enable users to use mobile devices to access information, using the devices camera to scan markers that are placed within the library spaces. The augmented reality prototype system will assist users to undertake tasks and access information via a user-friendly design augmented reality interface, which has been based on the above research: The prototype application should enable users to do the following tasks: 1. Find books 2. Find rooms to work in 3. Find information about campus connect 4. Find information about careers Name = David Age=28 Year 1 Dept=Art Daviddoesnot know how anythingworkswithinthe libraryorwhere thingsare or howto get helpinregardsto usingthe library.Davidisnotgood withtechnology he is veryslow withpickingnew thingsup.Daviddoesnotuse smartdevices. Name=Michelle Age=19 year 3 Dept = IT Michelle isaveryfast learnershe findsiteasytouse new systemsand technology.Herneedsare to finda quietspace withinthe librarytowork,and findbookswithstressfeel. Name = Lee Age=40 Year= Phd = Dept = Earth science Lee is greatat usingtechnology;he needsaguide for searchingthe library catalogue he alsowouldlike tohave informationathandinregardsto the libraryspace as he is mostlyawayfromuniversity.
  • 49. 48 The prototype will also have a desktop version as to address the accessibility challenge. Users will sit at a desktop and be able to access the library space from any location. The application will have the following areas of information, guide support, navigation and a personal area within the system. Information Users wanted information about the library space; the prototype system will focus on the following key areas within the library to provide information: Handing Boxes, Campus-Connect, Printing, and Self-service. Guide Users wanted to know where things within the library for example “how to find books in your subject” the prototype system would aid users in finding books on subjects. Navigation Library users wanted some form of support when moving within the library space, the prototype system will include a navigation aid. Personal From the research users wanted to undertake a range of personal tasks so the system will include a set of options to prove the diversity of students with information about the library. Ambiguous – Personal means the options geared towards the needs of end users within the university.
  • 50. 49 3.9 Technical Infrastructure Technical infrastructure for prototype application The structure of augmented reality system is below. Four basic layers of hierarchical; Augmented reality library system application Interface framework – API buildAR, API Juniao, Interaction algorithms, Juniao channel log System data library Operating system- Android, Windows, linux, Device- Google glass, PC, Tablets, Smart phones,
  • 51. 50 The prototype system will have two access points, the first being via a smart device, and the second being via a desktop PC. AR system via smart device Overview Data accessed Data proved User case diagram of system A case diagram has been used to graphic illustrate the interactions between the elements of the prototype system. The use case diagram has been to also analysis and identify, clarify, and organise for the prototype system requirements. Smart device AR Framework DATA TYPES Images Sound Text Video Logon Access Information Access Guide Access Navigation Access Personal
  • 52. 51 AR system via PC Overview System Deployment diagram PC Prototype system Coding – HTML CSS API BuildAR Juniao AR Framework BuildAR <<Device>> Tablets Smart Phones <<Device>> Desktops Web Server <<AR APPLICTION HTML, CSS, API>> <<Application Server>> Images Sound Video Text AR Framework Juniao BuildAR
  • 53. 52 System Deployment diagram A system deployment diagram has been used to model the physical aspect of the software used within prototype system. The deployment diagram helps to visualises the components with the application and the distribution of them. 3.10 Interface design The interface design is based on the literatures review principles in regards to the layout of screen and information displayed. Via smart devices view See Appendices = interface1 Via smart desktop view Users will log on to a web site. Page 1 Page 2 Page 3 See Appendices = interface2
  • 54. 53 3.11 Information Design Designing Markers The markers for been; designed to fit within the space. The colours used are the colours used by the university. The markers size will be 300x300 the university logo is used to make the makers fit in to the space. Designed Avatar Avatars have been designed to be human like as to build some kind of connection with the users. This should help the end users in the overall guiding of the system, as stated within the literatures review. Design, how of information will be presented The system will provide the user with the following information access points:
  • 55. 54 Information Users wanted information about the library space, the prototype system will fouces on the following key areas within the library to provide information: Handin Boxes, Campus Connect, Printing and Self-service. Guide Users wanted to know where things within the library for example “how to find books in your subject” the prototype system will aid users in finding books on they subject. Navigation Library users wanted some form of support when moving within the library space, the prototype system will include a navigation aid. Personal From the research users wanted to undertake a range of personal tasks so the system will include a set of options to prove different students with information about the library. End users will be able to access data within the above sections for the system. Design of maps for uses within the system The maps have been used from research carried out within the library, the image below where created from mapping the camps library layout.
  • 56. 55 ( Figure.33 map of library ) The above image will be integrated in to the system. The design of the desktop application That will application of the prototype will email user with mobility issues or that do not have access to the library space to be able to it discovery and find out more about the library from a desktop. The first Page of the desktop application displays avatar, as stated within the literatures review avatars can help users build some kind of connection to using an application. The can select any one of the avatar he or she connects with. The colours used mix that of the university to build the link between the application and the university brand.
  • 57. 56 Page 2 Page two displays an avatar saying dialogue instructing the user on how to interact with the page. The makers on the page like to the AR system that is located on the BulidAR server, the markers work in the way same way as an API. 1.4 The Implementation The markers need to be installed within the library. The markers will be placed within key areas the following images below show where the markers are installed within the library. Printing area marker placement Printing area marker placement Self-service area marker placement
  • 58. 57 Self-service area marker placement Navigation area marker placement Navigation area marker placement Personal area marker placement Personal area marker placement Camups-connet area marker placement Camups-connet area marker placement Handing boxes Handing boxes Coding See Appendices for the desktop application code. Reviews Ensure that no functionality has been lost during the previous phase and all requirements are still being addressed. Review the Requirements,
  • 59. 58 Design Test phases Implementation review Code reviews. Check list to ensure consistency. Maintenance The following areas in which maintenance will be needed for the system is in regards to the markers within the library, as the library changes the markers will need to be moved to other location within the space. As the library develops in regards to more books or equipment, more assets will need to be added to the systems data files. Chapter 4 Constructing experimental System 4.1 Constructing experimental System 1 Introduction The chapter outlines the goals for the prototype testing, the drivers that will be used to test the prototype. This chapter will also outline and evaluation plan and state how the experiment will be constructed. 2 Constructing experimental System Introduction An AR application will be built in order to test the AR interface design and development methods. The experiment will look at the approaches used within AR application development as stated from the findings within the literature review. The experiment will discover the components that work best to development an AR interface. The prototype developed will focuses on the these components found. Once the components are found that bests supports interface development a methodology will be created for AR interface design and development. The components: Interface design-
  • 60. 59 1. Menus 2. Audio support 3. Tagging 4. Images 5. Video 6. Text Interaction design within the interface- 1. Buttons ( The experiment Logic behind the experiment, The logic behind the experiment and questionnaire, I meeting with staff member that works for university of hull Scarborough campus library, the member of staff carried out research over a year on the needs of students and visits that use the library space. The experiment that has been set up is based on the feedback from the research. Research feedback university of hull Scarborough campus library below: From the above feedback, the key areas of outcome focused on the following: 1. Finding information 2. Guidance 3. Navigation
  • 61. 60 4. Personal (users wanted to be able to access data on the library spaces and this falls in to personal forms of data use.) The experiment The experiment will be carried out in two parts, Part A will be undertaken within the library space, Part B will be taken on a desktop pc within KDL3 Part A – the users will be given a mobile device and guided around the library where he or she will then scan the AR markers that have been placed around library. Part B - the users will been sat down within KDL3 in front of a desktop PC, the PC will be loaded on to the AR application home page. The user will be given a mobile device that will be loaded on to the AR application scanner, user will scan the markers on the screen. The experiment, will be carried out by ten participants, The questionnaire will have 27 questions. 3 Evaluation Plan The feedback and results will be evaluated use the following two variables: quantitative and qualitative. I will be recognising the above two types of variables as interface design and development feedback sit both within the quantitative and qualitative areas of evaluation. The meanings found for qualitative data (data captured that is not mathematical) will be broken down in to quantitative data in order to target and identify the components that will work the best with AR interfaces. The qualitative data will also support the methodology that will be created for AR interface design and development The qualitative data that will be obtained will then be categories. The data will be summarised as measurements in a bar chart. The quantitative date will be taken from the bar charts measurements and then put in to a table that will further categories.
  • 62. 61 Both quantitative and qualitative data will be obtained via a questionnaire. 3.1 Evaluation Drivers The experiment, will be carried out by ten participants, The questionnaire will have 27 questions. 1. Questionnaire The scale will be from 1-5 the meanings; Terrible – 1 Somewhat incompetent - 2 Neither competent – 3 Somewhat competent – 4 Wonderful - 5 2. Categories; quantitative and qualitative data feedback. 5.1 TESTING In order to discover if AR interface design and development can benefit from the components discuss within the literature review. The above developed experiment will undergo testing in order further understand the information gathered within the literature review. The test will also help support or not the concept that AR interface developers need theoretical frameworks and methods to work within to construct AR interfaces. The objectives for the test is to provide users with a prototype AR application /system that enables them to test an augmented reality interface that applies all the components that are believed to help make a better AR interface. The test will be run within the library space and via a desktop PC that will give users with mobility issues access to test the prototype application.
  • 63. 62 The steps and the tools users in order to run the test are listed below with the test specifications: a. Test Specification Testing Mechanism User Specification 1. Users will enter the library 2. Users will use a smart devices (phone, google glass, tablets or pc) 3. Users will hold the devices up to scan the markers that have been placed around the library. 4. Users using google glass will just need to look at the markers. The test that will be, created will be performed by ten participants. The research participants will be daily users of the library space. The following specification will be needed to undertake the test: 1. Smart devices (phone , google glass, tablets or pc) 2. Application that has been developed 3. Implementation of system/markers, within the library space Part 1 The test will be undertaken within the library following the below steps: 1. Participants will have in hand a smart device 2. The smart device will be loaded on the buildAR test channel 3. The participant will then scan the markers that have been places within the library space.
  • 64. 63 4. Once the participant has scan the marker he/she will then Select the item from the menu that appear. 5. The user will move around the library and scan all the markers. Test Part 2 1. The participant will be set down at desktop 2. The desktop will be loaded on to the application url http://designedspaceltd.com/indexar.html 3. Participants will be handed a smart devices that will be log on to BuildAR channel within Juniao. 4. The participant will be given the following instructions, “pick any avatar you see on the screen and use the application” 5. Participants will scan the markers on the screen After using the system participants will be given a questionnaire (see Appendix for questionnaire) 5.2 Limitations and Scope of test Scope The two tests will only be located within the library. Test one with be undertaken within the library space using a smart device, test two on a desktop PC using a smart device. The participants will be given a questionnaire that will be limited to quantitative and qualitative questions. The participants will be asked to answer 27 questions; the tests will be limited to ten participants. 1. Questionnaire The scale will be from 1-5 the meanings: Terrible – 1 Somewhat incompetent - 2 Neither competent – 3
  • 65. 64 Somewhat competent – 4 Wonderful - 5 5.3 Summary The tests will be able to provide quantitative and qualitative data feedback and this will enable the report to discovery if the components discussed, within the literature review can better support the design and development of AR interface. The feedback from the tests should also support the concept that AR interface developers need some form of theoretical frameworks and methods to construct AR interfaces. Chapter 6 Analysis of Results and Discussion Analysis of Results and Discussion 1 Introduction This chapter looks at the results undertaken from the experiment and discuss the overall report. 2 Analysis of Results 1. Finding Analysis of findings
  • 66. 65 Q1-5 The overall reaction to the prototype was positive; the feedback has shown users welcome AR application within their environments. The data obtained clearly shows that people are ready to use augmented reality application; this confirms the data obtained within the Literature review that states AR is a growing and useful technology.review that states AR is a growing and useful technology. Q6 The idea of using augmented reality within the library space has shown to be useful, as all participants gave positive feedback. This data is useful as we can see that public spaces like libraries can greatly benefit from augmented reality applications Q7 Participants’ feedback in regards to the concept and the effectiveness of using augmented reality within the library was very positive, giving further support to the Literature review and concept that better AR interface design and development is needed. Q8 Participants’ positive feedback again supports the literature review, concept and market data. Users want to use more AR applications; this clearly shows that developers need a better understanding of AR interfaces development. Q9 Q10 0 5 10 15 20 1 2 3 4 5 6 Overall reaction to the sotware Total 0 2 4 6 8 1 2 3 4 5 6 Do you feel an augmented reality system like this would be useful within this setting? Total
  • 67. 66 Feedback from participants in regards to how they felt using the system was positive. It is important to know how users feel when interacting with applications; this data helps in developing engaging and user-friendly interfaces. The feedback was positive, participants found the application was fun, enjoyable, and easy to use. The use of audio was useful; the feedback on sound was positive and useful participants enjoyed audio helping support them in undertaking tasks and understanding the application better. Q11 The feedback on image use was positive and useful in regards to tasks that are around navigation. Q12 The feedback here was mixed as participants felt that the use of video was not as effective as it could be. The video was slow in loading due to the Wi-Fi within the space. Q13-14 Q15
  • 68. 67 Feedback in regards to interaction was useful and positive The literature review supported the effectiveness and due to that the feedback was constructive. Feedback here shows participants felt that the system needed more design in regards to text characters on screen. The user felt that texts needed to be clearer in terms of design fonts and size. Q16 The participants gave a rage of feedback in regards to the application supporting them in undertaking tasks; users felt that they needed more support in this area. Q17 The feedback from participants was useful as it shows that information within the interface was organised in an effective manner. Q18 Q19 0 5 10 1 2 3 4 5 6 How did you feel about the interaction with the interface Total
  • 69. 68 The users’ feedback was positive relating to interacting within the desktop interface, however, due to the framework used, some participants felt it held the interaction back due to the for interaction options being limited. The participants’ feedback was positive as the position of content felt right to the users; again the literature review supports this feedback on positioning. Q20 Participant’s feedback here was mixed as they felt that the system did little to prompt users in regards to undertaking tasks users felt they needed more prompting. Q21 Participants feedback in regards to the application progress has been mixed some users felt the application does not give them feedback in regards to how long a task will take. Q22 The feedback shows that the principles; in regards to the literature review on positing has been effective, this question was based on the Q23 Feedback from the desktop application was useful as all users felt it broadened the application in regards to accessibility and it gave them a way of deepening their
  • 70. 69 desktop application. understanding of library. Q24 Users felt that the desktop application was useful as it would enable users to get a deeper understanding of the space before even visiting the university. Users feedback in regards to the desktop application was greatly useful as this gives accessibility to all users of the system even people with mobility issues. Q25 Performing tasks within the prototype has proved to be very straightforward as the feedback given was very positive with most users feeling that carrying out task was easy and understand able. Q26 Participants felt that the application was intuitive and did not need reference materials in order to understand what to do within the interface. Q27 The feedback clearly shows that the prototype was user friendly and all users where able to use and understand how the application should work. Giving further understanding, that system is very intuitive. 0 2 4 6 8 1 2 3 4 5 6 Supplementa l reference materials Total
  • 71. 70 Overall results The feedback was positive and confirmed that using the following components: Menus, Audio support, Tagging, Images, Video, Text, Buttons and Smart Avatars within a method works for augmented reality application. The results have confirmed and shown that AR interface design and development does need to have its own methodology; it will save business cost of AR application development and the time it will take for developers to build systems. The findings within this report support previous research into AR interface design and development which links the Tiles AR interfaces system on whiteboard, by Hitlabs resc Poupyrev,Tan,Billinghurst,Kato,Regenbrecht,Tetsutani 2002, which states they designed the Tiles interface around a set of simple interface principles that produce a generic and consistent AR interface. This concept of using principles taken from traditional interface design has been applied to the prototype developed within this report and the results were positive Similar to that of the Tile AR interface. The results also agree with the findings undertaken by Liarokapis,White,Lister,2004. The report entitled “An Interactive Visualisation Interface for Virtual Museums” focused on the integration of AR applications into the real environment; AR systems have to combine AR technologies into the architecture to allow the exploration of the environment digital and real. The above results from participants within this report confirmed this finding also. The AR interface design and development methodology share from all knowledge areas covered within the literature review; one example of this is interface and interaction design. Future AR interface design methodology will be based within underlying principles and rules within traditional interface design mixed with a fundamental understanding of AR technology; this methodology will support developers build better AR interfaces. The results and feedback within this report have given the fundamental support to the core concept behind this paper. Discussion This report provides an analysis and evaluation of the current and prospective augmented reality interface design and development methodologies. The report states that are no existing set of design methods and principles in regards to augmented reality interface design or development that seamlessly Integrates the real environment space and the augmented space. Currently the design and development of AR interfaces have been developed using a range of design methods. The results mean that AR interface design and development can have an applied methodology. The fundamental findings mean that AR interface developers can use
  • 72. 71 the principles found and this will save time and cost in the development process of application. Developers can use the principles to develop methodology that works for their AR application interface design. AR interface designers will be able to further understand how to give users a better user experience. Using the found principles within this report, AR interface developers should be able to better create and provide more engaging, easy to use, easy to learn, error-free, effective and efficient interfaces. The results also mean AR interface developers will be able to better understanding how AR applications are developed and this will support the workflow within any development team creating an AR application. The results answer the problem The results have fundamentally answered the main problem in question, which was in regards to the fact that AR interface design and development currently have no set methodology or principles in place. The results have shown that the use of the following elements: 1. Images and objects augmentation; 2. Menu system within augmented reality system; 3. Audio support; 4.Tagging; 5. Video; 6.Text and 7. Avatars in interface design and development are all significant in the structure of AR interface application development. Approach to the report The approach used in this report was an effective one in achieving a solution to the problem. The report first sought to seek knowledge regarding the areas covered within the literature review, and to present this knowledge in a logically and reasoned manner. The knowledge areas that were focused on within this report were; Interface and Interaction design, augmented reality interface development and the overall architecture development for AR applications. The report also looked into the current AR interface design methods to support the approach in solving the problem. To further the effectiveness of the approach in undertaking this report a mixed methods research methodology was used. This methodology enabled the report to tackle the given research question from further significant angles, The research methodology enabled the report to acquire data that fell within qualitative research and quantitative research, hence the report acquired user behaviour data and empirical data, making the results more reliable. The report was also carried out within a sequence; this made sure that the investigation perception was completed within a logical method. The report followed the sequences below: 1. Acquire literature for the research to be based on
  • 73. 72 2. Gather information from the literature and construct a design methodology 3. Build a prototype 4. Create a questionnaire and interview questions 5. Create and run experiment 6. Gather feedback and break it down in to logical and empirical data 7. Analysis and evaluation The approaches used within this reports greatly support the overall solution to the question this report presented. The strengths, weak and limitations of the work The report has many strengths and limitations, the limitations where in regards to the following areas: 1. Framework and platform The uses of the BuildAR framework and platform supported the prototypes requirements, however, due to some technical problems the BulidAR company had, prototypes test channel was not available at the time of the test. The experiment had to be run on the BuildAR general channel, this made loading time of the prototype application longer and some tests of the prototype took participants one hour to complete. 2. Time The time to undertake the over report was short and this was a fundamental limitation. If given more time some shortcomings could have been address. Additionally, I have dyslexia and I am less academically able. 3. Skills Due to my academic proficiency and dyslexia I was not able to make the report come fully together in parts, and this made the communication of some concepts not easy and has impacted on the report in parts. Hardware and software The prototype could only work on android operating systems and not Apple's Ios, this was due to funding limitations. The Wi-Fi within the library space was also another
  • 74. 73 fundamental limitation as it was weak in areas and stronger in others and this added to loading time of the AR prototype. The library staff and access to running the experiment For the experiment to be allowed to run within the library I needed to ask permission to be able to place the AR markers within the space. I did get permission and was able to run the experiment, however, the markers where taken down due to mis- communication on who would get access to the prototype system. The participants The participants I felt to some degree could of taken more time in undertaking the experiment and giving feedback, there may have been useful data lost. Strengths The report had many strengths in regards to the overall sequencing of the report in achieving a solution to the problem question; the literature review was the greatest strength in supporting the body of work. Undertaking the report within the logical manner of investigation below greatly supports the overall solution to the question within this report. 1. Acquire literature for the research to be based on 2. Gather information from the literature and construct a design methodology 3. Build a prototype 4. Create a questionnaire and interview questions 5. Create and run experiment 6. Gather feedback and break it down into logical and empirical data 7. Analysis and evaluation What could have been done differently? The experiment could have used more participants who studied within the area of technology; this could have given the project a more robust set of feedback results. The area the prototype was set within could have been changed to another area that had better Wi-Fi cover to support the loading speed of the application.
  • 75. 74 Contribution to the area of AR interface study: This report has contributed to the area of AR interface design in regards to the founding methodology and principles for the augmented reality interface the report has shown that if developers use the following components: 1.Menus 2. Audio support 3.Tagging 4.Images 5.Video 6.Text 7.Buttons and 8.Smart avatars effectively the AR interface can be designed within a fix timeframe and offer a better user experience. Further to the above contribution, this study has presented the need for better AR interface and design and development methods. Chapter 7 Conclusion and Further Work 7.1 Conclusion Review of Project The study was set out to explore the concept of augmented reality interface design and development methods. This conclusion chapter seeks to undertake the following: 1. Link together and integrate the various issues raised in the discussion chapter, whilst reflecting the introductory report objectives. 2. This chapter will also provide answers to the research report question 3. The chapter will recognise the hypothetical and implications of the study with respect to the overall study area 4. This chapter will also highlight the limitations within this study 5. Provide direction and areas for future research 1. Link together and integrate the various issues raised in the discussion chapter, whilst reflecting the introductory report objectives. The overall aims and objectives have been met that where set out for this project. The objectives were as followed: 1. Investigate AR interface design and interaction methods. 2. Find development methods for AR interface design. 3. Build a prototype that tests methods found. 4. Construct a design methodology for AR interface development. 5. Test the prototype
  • 76. 75 6. Evaluate the feedback The literature review investigate AR interface design and interaction methods it pulled in information from the two knowledge areas enabling the report to meet the first objective of investigating the two areas. From the information gathered the report was able to pull out principles from the methodology this supported the development for a method for AR interface design and created a link between achieving the first two objectives for the report. Building on the achievement of the first two objectives the report had made it was then able to construct a prototype application that could put the principles and methodology to test. The prototype was affective within its aims, the experiment developed to test the prototype and the questionnaire could have been development to a higher standard; for example the desktop application could have been designed in a more user-friendly manner. The main application itself could have been more supportive to users, for example, a better-designed menu could have been used on the main screen page of the AR interface, however, it was affective in being able to achieve and obtain feedback from users. The principles discovered were examined through the experiment linking all the chapters and objectives together. Reflecting on the introductory chapters and the reports objectives that have been presented, the report has met the objectives set and the project was successful in it’s over all aims. 2. This chapter will also provide answers to the research report question The research question was ---- Develop methods and principles for AR interface design, as the lack of methods are the fundamental problem. The above question was fully answered within the report. In order to answer the question an experiment was establish using the design methods and principles establish within from the above knowledge areas, the question was answered. The report highlighted the following components: Menus, Audio support, Tagging, Images, Video, Text, Buttons and smart avatars. If the components are used within an effect manner that works for augmented reality application, the components found support AR interface development and design by faultlessly Integrating them within the real environment. The chapter will recognise the hypothetical and implications of the study with respect to the overall study area The founding’s within this report support the overall study area of AR interface design and development within the following ways; it gives developers a better understanding of which components will work best within AR interfaces, it also shows that smart avatars can greatly support augmented reality interface interaction, giving users a more enjoyable user experience. This report has also