Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
Tom Chi’s Prototyping Rules
1. Find the quickest path to experience
2. Doing is the best kind of thinking
3. Use materials that move at the speed of
thought to maximize your rate of learning
Elaboration and Reduction
• Elaborate - generate solutions.These are the opportunities
• Reduce - decide on the ones worth pursuing
• Repeat - elaborate and reduce again on those solutions
Source: Laseau,P. (1980) Graphic Thinking for Architects & Designers. John Wiley and Sons
Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
Sketching
Sketching is not about drawing
It is about design.
Sketching is a tool to help you:
• express
• develop, and
• communicate design ideas
Sketching is part of a process:
• idea generation,
• design elaboration
• design choices,
• engineering
Figure 41: A Sketch of a Dialogue with a Sketch
The “conversation” between the sketch (right bubble) and the mind (left
bubble). A sketch is created from current knowledge (top arrow). Reading,
or interpreting the resulting representation (bottom arrow), creates new
knowledge. The creation results from what Goldschmidt calls “seeing
that” reasoning, and the extraction of new knowledge results from what
she calls “seeing as.”
sketch
representation
mind
(new) knowledge
Create
(seeing that)
Read
(seeing as)
Sketching is about the
activity not the result
– Bill Buxton
25
Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces
Use office materials
Easier to criticize, quick to change
Creative process (develop in team)
Can also use for usability test (focus on interaction flow)
Used a lot to test out concepts before real design begins.
• Early ideation
• Think through ideas
• Force you to visualize how things come together
• Communicate ideas to others to inspire new designs
• Active brainstorming
Why is Sketching/Paper Prototyping Useful?
Paper Prototypes Pros and Cons
• Good
• Quick and dirty
• No software needed
• Very inclusive
• Bad
• Not quick enough
• Too dirty (lack context and scale)
• Hard to share among team
• Still needs a separate documentation step
From Sketches toWorking Systems
Early design
Late design
Brainstorm different ideas and
representations
Choose a representation
Rough out interface style
Multitude of sketches
Sketch variations and details
Sketch or low fidelity prototypesTask centered walkthrough and redesign
Fine tune interface, screen design
Heuristic evaluation and redesign
Usability testing and redesign
Low to medium fidelity prototypes
Limited field testing
Alpha/Beta tests
High fidelity prototypes
Working systems
From Sketches to Prototypes
• Sketches: early ideation stages of design
• Prototypes: capturing /detailing the actual design
Prototyping
• Create physical form of ideas
• Allow people to experience and interact with them
• Why Prototyping?
• Empathy gaining- deepen understanding of design space
• Exploration – build to think
• Testing – test solutions with end users
• Inspiration – help others catch your vision
Sketch vs.Prototype
Sketch Prototype
Invite A)end
Suggest Describe
Explore Refine
Ques;on Answer
Propose Test
Provoke Resolve
Tenta;ve, non commi)al Specific Depic;on
The primary differences are in the intent
Wireframe
• It’s about
• Functional specs
• Navigational systems
• Functionality and layout
• Notes about the intended functionality
• How interface elements work together
• Lack of typographic style, colour or graphics
• Leaving room for the design to be created
Mockup
• It’s about
• Look and feel
• Build on the wireframe with
graphics and polish
• May adjust layout slightly but stays
within the general guide of the
wireframe
FunMe Mobile AR Wireframe/Mockup
http://www.yunnuocheng.com/funme/
Wireframe/Mockup Pros and Cons
▪ Positives
▪ Good for documenting screens
▪ Can show application flow
▪ Negatives
▪ No interactivity/transitions
▪ Can’t be used for testing
▪ Can’t deploy on device
▪ Can be time consuming to create
▪ Series of still photos in a movie format.
▪ Demonstrates the experience of the product
▪ Discover where concept needs fleshing out.
▪ Communicate experience and interface
▪ You can use whatever tools, from Flash to iMovie.
Video Sketching
Video Sketch Pros and Cons
• Good
• Excellent communication tool
• Shows interactions
• High fidelity concept
• Bad
• No interaction
• Difficult to use for user testing
• May not be able to implement vision
• Too good to be true
AR Hockey
• Concept – Air Hockey in the real world
• Mix materiality and real surfaces with digital forms
• React to real body movement and player interaction
https://stereoscopica.wordpress.com/2013/05/29/augmented-reality-hockey-concept/
Interactive Sketching
• Pop App
• Pop - https://popapp.in/
• Combining sketching and interactivity on mobiles
• Take pictures of sketches, link pictures together
Proto.io - http://www.proto.io/
▪ Web based mobile prototyping tool
▪ Features
▪ Prototype for multiple devices
▪ Gesture input, touch events, animations
▪ Share with collaborators
▪ Test on device
Limitations
▪ No access to sensor data
▪ Camera, orientation sensor
▪ No multimedia playback
▪ Audio, video
▪ Simple transitions
▪ No conditional logic
▪ No networking
Wireframe vs.Prototype vs.Mockup
• Wireframe
• Low fidelity representation of design
• What UI elements, where UI are placed
• Mockup
• High fidelity static design
• Visual design draft
• Prototype
• Medium to high fidelity
• Supports user interaction
Interactive Coding - Processing
▪ Programming tool for Artists/Designers
▪ http://processing.org
▪ Easy to code, Free, Open source, Java based
▪ 2D, 3D, audio/video support
▪ Processing For Android
▪ http://wiki.processing.org/w/Android
▪ Strong Android support, builds .apk file
Processing + Augmented Reality
• Support for Augmented Reality
• Camera input
• GPS/Sensor input
• 3D Graphics
• Books
• Prototyping Augmented Reality (Mullins)
• Rapid Android Development (Sauter)
• Software
• Ketai Library - http://ketai.org/
• Android library support – all sensors on Android devices
MOBILE AUGMENTED REALITY FOR
SPATIAL NAVIGATION
Sharon Brosnan
Bachelor of Science in Digital Media Design
http://www.sharonbrosnan.com/portfolio/mobile-augmented-reality.php
BUNRATTY FOLK PARK
• Irish visitor attraction run by Shannon Heritage
• 19th century life is recreated
• Buildings from the mid-west have been relocated to the
26-land surrounding Bunratty Castle
• 30 buildings are set in a rural or village setting there.
AUGMENTED REALITY
In Bunratty Folk Park:
• Allows the visitor to point a camera at an exhibit, the
device recognises its by it’s location and layers digital
information on to the display
• 3-dimensional virtual objects can be positioned with
real ones on display
• Leads to dynamic combination of a live camera view and
information
NAVIGATIONALAID
Smartphone Platform
Most people carry mobile phones
Ideal Augmented Reality Technology
• Global tracking tools
• Wireless communication capabilities
• Location based computing
• Large display for interaction
HUMAN CENTRED DESIGN
Goal of the Navigational Aid
• Easy to use, clear and understandable
• Useful to visitors
• Creating interaction between the visitor and the aid
through the user interface
Engage the visitor
• It is necessary to understand the visitor to Bunratty
• Identify visitor motives and goals while going through
the Folk Park.
HUMAN CENTRED DESIGN
Understanding the technology and Related Works
! Literature
! Similar Technologies
! Electronic Tours in Museum Settings
! Interactions design in Outdoor Museums
Understanding the User over time
! Observations
! Interviews
HUMAN CENTRED DESIGN
Findings
• Most visitors do not use the map
• Most visitors have mobile phones
• Visitors want more information
• View the Folk Park at their own pace
• Information should be straight to the point
• Large social interaction within groups
FUNCTIONALITY
• View Options
• CameraView
• MapView
• ListView
• Sub-Options
• Places
• Events
• Restaurants
! AR Features
! Text Information
! 3D Objects
! 3D Tour Guide
! 3D Placement of Buildings
ITERATIVE DESIGN PROCESS
Prototyping and User Testing
• Low Fidelity Prototyping
• Sketches
• Paper Prototyping
• Post-It Prototyping
• PowerPoint Prototyping
• High Fidelity Prototyping
• Wikitude
INITIAL SKETCHES - Photoshop
Pros:
• Good for idea generation
• Cheap
• Concepts seem feasible
Cons:
• Not great feedback gained
• Photoshop not fast enough
for making changes
POWERPOINT PROTOTYPING
Benefits
• Used for User Testing
• Interactive
• Functionalities work
• Quick
• Easy arrangement of slides
User Testing
• Participants found
• 15 minute sessions screen captured
• ‘Talk Allowed’ technique used
• Notes taken
• Post-Interview
WIKITUDE
• Popular AR browser
• Mapping
• Point of Interest abilities
• Multiplatform
• Shows points of interest
• Markers can be selected in and
information pop-up appears
FINAL DESIGN CONCEPT
Key Issues
• Fix issues found in previous sessions
• Design with guidelines in mind
• Appealing to the Mental Model
• Icon Design
• Aesthetic Design
• Colour/Font
• Buttons
• Look
Tom Chi’s Prototyping Rules
1. Find the quickest path to experience
2. Doing is the best kind of thinking
3. Use materials that move at the speed of
thought to maximize your rate of learning
Conclusions
• Prototyping is one of the most important skills you
can have as an ARinterface designer
• There are many tools available:
• Sketching, Paper Prototyping, Video, etc
• Always keep the user at the heart of the process
• User centered design
• User testing/feedback