First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
1) The document discusses experience prototyping techniques for designing user experiences, including simulating contexts and exploring design ideas through representations that allow users to engage with a proposed experience.
2) Experience prototyping aims to understand existing experiences, simulate experiences, and evaluate design ideas by allowing users and designers to directly experience representations of a proposed product or system.
3) Examples discussed include simulating contexts like being elderly through an "AgeSuit", exploring aircraft interior designs, and communicating new technology concepts to clients through compelling prototypes.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 3: VR Input and Systems. Taught by Bruce Thomas on August 10th 2017 at the University of South Australia. Slides by Mark Billinghurst
1) The document discusses experience prototyping techniques for designing user experiences, including simulating contexts and exploring design ideas through representations that allow users to engage with a proposed experience.
2) Experience prototyping aims to understand existing experiences, simulate experiences, and evaluate design ideas by allowing users and designers to directly experience representations of a proposed product or system.
3) Examples discussed include simulating contexts like being elderly through an "AgeSuit", exploring aircraft interior designs, and communicating new technology concepts to clients through compelling prototypes.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 3: VR Input and Systems. Taught by Bruce Thomas on August 10th 2017 at the University of South Australia. Slides by Mark Billinghurst
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
This is a presentation on how Augmented Reality can be used for new types of remote collaboration, given by Mark Billinghurst at the AWE 2018 conference on May 30th 2018.
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
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
The document discusses prototyping tools for interaction design. It describes the purposes of prototyping as creating early versions of ideas to gain empathy, explore designs, and test with users. A variety of prototyping tools are presented, ranging from low-fidelity sketching and paper prototypes to high-fidelity interactive digital prototypes. Key tools mentioned include UXPin, Axure, Balsamiq, Origami, App Inventor, and Arduino. The document emphasizes that prototypes allow for elaboration and refinement of ideas through repeated testing and user feedback.
COMP lecture 4 given by Bruce Thomas on August 16th 2017 at the University of South Australia about 3D User Interfaces for VR. Slides prepared by Mark Billinghurst.
This document provides an overview of the history and development of wearable computing. It discusses early explorations from the 1960s through commercial uses in the 1990s. Key developments include the MIT Media Lab's work in wearables starting in 1993. Commercial products launched in the late 1990s, including devices from Xybernaut, VIA, and Symbol. More recent generations of wearables target both niche markets like skiing and broader consumer markets like Google Glass. The document covers topics like wearable attributes, enabling technologies, prototype applications, and experience design considerations for wearables.
Using Smartwatches to Assist Students with Intellectual and Developmental Dis...Vivian Motti
Wrist-worn smartwatches have potential to assist students with intellectual and developmental disabilities in class by helping with interpersonal collaboration, attention, and behavior. The authors developed a wearable application to explore this potential and conducted user research with students and staff through interviews and focus groups. Based on feedback, they will continue refining the application's design and functions to further support students in class and beyond.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Lecture 6 from the COMP 4010 course on Virtual Reality. This lecture describes some typical VR applications. The lecture was taught on August 31st 2017 by Bruce Thomas at the University of South Australia. Slides were made by Mark Billinghurst
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
This is a presentation on how Augmented Reality can be used for new types of remote collaboration, given by Mark Billinghurst at the AWE 2018 conference on May 30th 2018.
This document discusses interaction design principles and processes for designing virtual reality interfaces. It begins by defining interaction design and discussing needs analysis methods like learning from users, analogous settings, and experts. Ideation techniques like brainstorming and sketching VR interfaces are presented. Design considerations like affordances, metaphors, and physical ergonomics are covered. Prototyping tools like Sketchbox, A-Frame and Unity EditorVR are introduced. The document concludes by discussing evaluation methods like usability testing and field studies.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Lecture 3 from the COMP 4010 course and Virtual and Augmented Reality. This lecture is about VR tracking, input and systems. Taught on August 7th, 2018 by Mark Billinghurst at the University of South Australia
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture 9 of the COMP 4010 course on AR/VR. This lecture is about AR Interaction methods. Taught on October 2nd 2018 by Mark Billinghurst at the University of South Australia
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
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
The document discusses prototyping tools for interaction design. It describes the purposes of prototyping as creating early versions of ideas to gain empathy, explore designs, and test with users. A variety of prototyping tools are presented, ranging from low-fidelity sketching and paper prototypes to high-fidelity interactive digital prototypes. Key tools mentioned include UXPin, Axure, Balsamiq, Origami, App Inventor, and Arduino. The document emphasizes that prototypes allow for elaboration and refinement of ideas through repeated testing and user feedback.
COMP lecture 4 given by Bruce Thomas on August 16th 2017 at the University of South Australia about 3D User Interfaces for VR. Slides prepared by Mark Billinghurst.
This document provides an overview of the history and development of wearable computing. It discusses early explorations from the 1960s through commercial uses in the 1990s. Key developments include the MIT Media Lab's work in wearables starting in 1993. Commercial products launched in the late 1990s, including devices from Xybernaut, VIA, and Symbol. More recent generations of wearables target both niche markets like skiing and broader consumer markets like Google Glass. The document covers topics like wearable attributes, enabling technologies, prototype applications, and experience design considerations for wearables.
Using Smartwatches to Assist Students with Intellectual and Developmental Dis...Vivian Motti
Wrist-worn smartwatches have potential to assist students with intellectual and developmental disabilities in class by helping with interpersonal collaboration, attention, and behavior. The authors developed a wearable application to explore this potential and conducted user research with students and staff through interviews and focus groups. Based on feedback, they will continue refining the application's design and functions to further support students in class and beyond.
Wearable Computing: Healthcare, Human Factors and PrivacyVivian Motti
Lecture presented at the Catholic University of Arequipa in Peru on March 28th, 2016. 'Avances de la Ingeniería Biomedical y las ciencias de las tecnologias de información en el desarrollo de dispositivos "wearables".
Smart Wearables or Dumb Wearables? Understanding how Context Impacts the UX i...Vivian Motti
Slides presented at SigDoc 2016, on September 24th. This study highlights the problems users face in the interaction with wrist-worn wearables especially concerning contextual factors and severity ratings.
This document discusses planning and conducting a systematic literature review. It begins by explaining that systematic reviews aim to aggregate all relevant evidence on a topic in a fair and repeatable manner. The document then outlines the key steps in planning a review, including specifying the research question, developing a review protocol, and evaluating the protocol. It also covers conducting the review, such as identifying relevant research, selecting primary studies, assessing study quality, and extracting and synthesizing data. The importance of transparency and replicability in the review process is emphasized.
Toward a Visual Vocabulary for Privacy ConceptsVivian Motti
This document discusses the development of a visual vocabulary for privacy concepts. It notes that privacy is a multi-disciplinary concept without universal definitions. Existing privacy solutions like terms and conditions are often too technical, long and complex. The document then presents research analyzing users' mental models of privacy through imagery themes of who, how, why and where. It develops a taxonomy of privacy codes organized by action, object, organization, people and concepts. The most frequent codes related to real-world actions and physical objects. The document concludes that a user-centric approach matching familiar concepts to UI design could help create more usable privacy solutions.
Designing User-Centered Digital Experiences
Explore the process of designing intuitive and engaging digital experiences during this presentation. From conducting thorough research and analysis to understand user needs and business goals, to creating wireframes, prototypes, and final interfaces, this process is designed to create user-centered solutions. Learn how a focus on the user drives each step and leads to successful digital products.
The document discusses various user-centered approaches to interaction design. It describes the difficulty in bridging the gap between software developers and end-users. Traditional methods of communication have been one-directional. User-centered design aims to make development driven by users' needs and goals rather than just technology. The document then covers several approaches: ethnography involves long-term observation of users; participatory design actively involves users in development; contextual design uses targeted observations and interviews; and work modeling represents knowledge collected about users' work. Each approach has different benefits and drawbacks depending on factors like user involvement levels and project timelines.
In this three hour workshop I present an introduction to the UCD process, an overview of the basic technologies of the web and a survey of current Mobile Web Design trends.
This document summarizes the experience and qualifications of Audubon Dougherty. It outlines their degrees in Anthropology and Comparative Media Studies and experience spanning communications, tech research, web design, marketing, multimedia production, ethnography, and mobile UX. It also lists their work history including positions at Adult Swim Originals, Mobients agency, and freelance multimedia production. It describes their focus on understanding user experiences with technology through research, design, and video/writing tools to create more effective digital products and services.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
Role of UX Design in Building Products: How I Stopped Designing and Started t...Praneet Koppula
The document discusses how UX specialists can improve their relationships with developers by facilitating research and design workshops that involve developers. It recommends UX specialists focus on building empathy with internal teams, involve teams in user research and testing, and advocate for users while letting go of design ownership so teams feel responsible. Case studies show how facilitating team involvement in research and design reduced the time to launch products. The document argues UX skills are valuable for any team.
The perfect UX designer toolkit summarizes various tools that UX designers can use. It discusses the importance of user research and conducting face-to-face interviews, remote testing, guerrilla testing, and surveys. It also outlines tools for wireframing, prototyping, strategy, design, and keeping track of work. A balance of user research, creativity, and usability is important for good UX design.
The document provides an introduction to KshiBz Anand, a professor of design and founder of several design consultancies. It summarizes his background and experience, including past roles at Motorola, Infosys, and other companies. It also lists his education, including an MS in HCI Design from Indiana University and a BDes in Communication Design from IIT Guwahati. Contact information is provided at the end.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
Contextual Inquiry: How Ethnographic Research can Impact the UX of Your WebsiteRachel Vacek
Ethnographic research methods like contextual inquiry were used to understand user experiences of the university library website. Contextual interviews were conducted with students, faculty, and staff, followed by interpretation sessions to analyze the data. This involved creating sequence models of user tasks, affinity diagrams to group themes, and personas. The goal was to gain insights into how users work in order to design services and a website that better meet their needs. Challenges included the time and resources required, but advantages were an in-depth understanding of users and their research processes to inform improvements.
EPFL - PxS, week 1 - Personal Interaction Studio 2011 introductionhendrikknoche
This document provides information about an interaction design course, including the course team, structure, assessment, and design brief. The course focuses on mobile device interaction design and will use a studio format. Students will complete four design reviews involving concept presentations, prototypes, and a final report and evaluation. The goal of the design project is to create a mobile application that empowers rural communities.
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
Class on Using Interaction Design Methods for Creating AR and VR Interfaces. Taught by Mark Billinghurst from the University of South Australia on September 20th - 21st in Xi'an, China
UX STRAT USA, Mike Hubler and Tim Klauda, "Changing the Culture of Consumer a...UX STRAT
Presentation at UX STRAT 2015 by Tim Klauda, Vice President of Global Digital Creative, Walt Disney Parks & Resorts; and Mike Hubler, User Experience Program Manager, Northrop Grumman Corporation
Sara Jones presented on information spaces for creative design. She discussed creativity research at City University London, including techniques used in creativity workshops like brainstorming. She described technologies like interactive surfaces and digitally augmented spaces that can support creativity. These include software tools, as well as the Creative Design Stations being developed at City University to support collaborative creativity through features like shared whiteboards, access to references, and creation of outputs. Future work involves further evaluating techniques and technologies through case studies.
Jyothsna is a UI/UX designer with over 5 years of experience designing user interfaces for web and mobile applications. She has expertise in user research, wireframing, prototyping, and visual design. Some of the tools she is proficient in include Figma, Photoshop, Illustrator, InVision, and Sketch. Jyothsna's work experience includes roles at Tracxn Technologies, DreamOrbit Softtech, Tata Consultancy Services, and hibu India, where she has designed dashboards, websites, and mobile apps. She holds a Bachelor's degree in Electronics and Communications Engineering.
Bring ideas to life faster! Learn digital prototyping & process prototyping to create interactive models & streamline your design for smoother workflow.
This document discusses various methods for prototyping, including:
- Low and high fidelity prototyping using sketches, paper prototypes, mockups, and storyboards.
- Experience prototyping to test feasibility, logistics, and customer experience of a service.
- Virtual prototyping to test usability based on a virtual model instead of a real prototype.
- Rapid prototyping to develop concepts through software or hardware prototypes to clarify requirements.
The document provides examples of different prototyping methods and emphasizes the value of prototyping for collecting early feedback to refine designs in an iterative process.
Similar to MHIT 603: Introduction to Interaction Design (20)
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
The document discusses using virtual avatars to improve remote collaboration. It provides background on communication cues used in face-to-face interactions versus remote communication. It then discusses early experiments using augmented reality for remote conferencing dating back to the 1990s. The document outlines key questions around designing effective virtual bodies for collaboration and discusses various technologies that have been developed for remote collaboration using augmented reality, virtual reality, and mixed reality. It summarizes several studies that have evaluated factors like avatar representation, sharing of different communication cues, and effects of spatial audio and visual cues on collaboration tasks.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
1) The document discusses the concept of empathic computing and its application to designing for the broader metaverse.
2) Empathic computing aims to develop systems that allow people to share what they are seeing, hearing, and feeling with others through technologies like augmented reality, virtual reality, and physiological sensors.
3) Potential research directions are explored, like using lifelogging data in VR, bringing elements of the real world into VR, and developing systems like "Mini-Me" avatars that can convey non-verbal communication cues to facilitate remote collaboration.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
This document discusses empathic computing and collaborative immersive analytics. It notes that while fields like scientific and information visualization are well established, little research has looked at collaborative visualization specifically. Collaborative immersive analytics combines mixed reality, visual analytics and computer-supported cooperative work. Empathic computing aims to develop systems that allow sharing experiences, emotions and perspectives using technologies like virtual and augmented reality with physiological sensors. Applying these concepts could enhance communication and understanding for collaborative immersive analytics tasks.
This document discusses how metaverse concepts can be applied to corporate learning and leadership development. It defines the metaverse and outlines its key components: virtual worlds, augmented reality, mirror worlds, and lifelogging. Traditional corporate learning is described as instructor-led, group-based, and discrete. The document proposes applying metaverse concepts like learning in the flow of work, just-in-time learning, and adaptive personalized learning. Specific applications explored are virtual reality for skills and soft skills training, augmented reality for hands-on training, lifelogging for adaptive training, and mirror worlds for capturing real-world tasks.
1. MHIT 603: Introduction to
Interaction Design
July 14th 2014
Mark Billinghurst
HIT Lab NZ
University of Canterbury
2. The HIT Lab NZ MHIT Degree
Master of Human Interface Technology
Teaches Interaction Design through
Lectures
Hands on lab
Group project work
Applied thesis projects with industry
3. What You Will Learn
How to develop better User Experiences
Interaction Design Process
Discover, design, evaluate
Practical tools for design prototyping
How to work in project teams
How to conduct original research
Working with industry
4. Courses
MHIT 602: Design and Evaluation (0.125 EFTS)
How to design user experiences
How to evaluate user experiences
MHIT 603: Prototyping (0.125 EFTS)
Rapid prototyping
Developing user experiences
MHIT 690: Thesis (0.75 EFTS)
9 month applied thesis research
5. MHIT 602
Lecturers: Aga Szostek (Poland), Gun Lee
Material
Introduction to HCI
Context Mapping
User Research Methods
Personas and Scenarios
Sketching Interfaces
Paper Prototyping
Qualitative/Quantitative Evaluation
6. MHIT 603
Lecturers: Mark Billinghurst, Adrian Clark
Material
Wireframes
Video prototyping
Interactive Prototyping
Processing/Openframeworks
Arduino/Hardware prototyping
Fabrication/3D printing
8. Schedule
Working on projects during lecture weeks
Final project presentation due October 3rd
6 Weeks
Lectures
2 Wks
Lect.
2 Wks
Proj.1
2 Wks
Proj. 2
July 14th Aug 25th Sept 8th Sept 22nd
9. Resources Provided
Workspace/Project Space
Own deskspace
IT Support
Software
Development tools, design applications
Hardware
3D printer, hardware lab, raw materials
Kitchen space
11. MHIT 690 Thesis
Thesis Research Project
July – October
Engage with company
Write thesis proposal (Due October 10th)
October – April
Full time thesis research
May – June
Writing thesis
12. Current Funded Thesis Projects
Interactive science exhibits
Mobile crop measuring application
Wearable interface for earthmovers
Interactive colouring books
Fork life driver assistance
Etc..
37. Interaction Design
Designing interactive products to support people
in their everyday and working lives
Preece, J., (2002). Interaction Design
Design of User Experience with Technology
38. Interaction Design involves answering three questions:
What do you do? - How do you affect the world?
What do you feel? – What do you sense of the world?
What do you know? – What do you learn?
Bill Verplank
46. What is involved in Interaction Design?
It is a process:
a creative activity
a goal-directed problem solving activity
- informed by intended use, target domain, materials, cost
a decision-making activity to balance trade-offs
Adopts a user-centered design approach
47. 47
www.id-book.com
What is a user-centered approach?
User-centered approach is based on:
Early focus on users and tasks: directly studying
cognitive, behavioral, and attitudinal characteristics
Empirical measurement: users’ reactions and
performance to scenarios, manuals, simulations &
prototypes are observed, recorded and analysed
Iterative design: when problems are found via user
testing, fix them and carry out more tests
54. 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.
55.
56. 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
57. NAVIGATIONAL AID
Smartphone Platform
Most people carry mobile phones and are
comfortable with them
Ideal Augmented Reality Technology
Global tracking tools
Wireless communication capabilities
Location based computing
Large display for interaction
59. 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
To ensure this…
It is necessary to understand the visitor of a navigational aid
in Bunratty Folk Park
Identify visitor motives and goals while going through the
Folk Park.
60. HUMAN CENTRED DESIGN
Understanding Technology and Related Work
Literature
Similar Technologies
Electronic Tours in Museum Settings
Interactions design in Outdoor Museums
Understanding the User over time
Observations
Interviews
61. 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
62. NEXT STEPS FROM RESEARCH
Define Visitors Goals
Define Functionalities of the Aid
Develop Personas – visitors who use the Aid
Develop Scenarios – how the persona uses the
navigational aid in the Folk Park
Draw up Storyboards on scenarios
63. FUNCTIONALITY
View Options
Camera View
Map View
List View
Sub-Options
Places
Events
Restaurants
Augmented Reality
Features for navigation
Text Information
3D Objects
3D Tour Guide
3D Placement of Buildings
68. ITERATIVE DESIGN PROCESS
Prototyping and User Testing
Low Fidelity Prototyping
Sketches
Paper Prototyping
Post-It Prototyping
PowerPoint Prototyping
High Fidelity Prototyping
Wikitude
69. INITIAL SKETCHES
Pros:
•
Good
for
idea
genera>on
•
Cheap
•
Concepts
seem
feasible
Cons:
•
Not
great
feedback
gained
•
Photoshop
not
fast
enough
for
making
changes
70. POST IT PROTOTYPING
First
Dra6
Camera
View
with
3D
Second
Dra6
Third
Dra6
•
Selec>on
highlighted
in
blue
•
Home
buEon
added
for
easy
naviga>on
to
main
menu
71. POWERPOINT PROTOTYPING
Benefits
•
Used
for
User
Tes>ng
•
Interac>ve
•
Func>onali>es
work
when
following
the
story
of
Scenario
1
•
Quick
•
Easy
arrangement
of
slides
User
TesCng
•
Par>cipants
found
•
15
minute
sessions
screen
captured
•
‘Talk
Allowed’
technique
used
•
Notes
taken
•
Post-‐Interview
72. WIKITUDE
Popular augmented reality
browser for mobile devices
Mapping
Point of Interest abilities
Multiplatform
Shows the points of interest
of Bunratty Folk Park
Markers can be selected in and an
information pop-up appears
75. 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
76. VIDEO PROTOTYPE
Flexible
tool
for
capturing
the
use
of
an
interface
Elaborate
simula>on
of
how
the
naviga>onal
aid
will
work
Does
not
need
to
be
realis>c
in
every
detail
Gives
a
good
idea
of
how
the
finished
system
will
work
77. More Information
• Mark Billinghurst
– mark.billinghurst@hitlabnz.org
• Website
– www.hitlabnz.org