Wearables have a large potential to support diverse applications. However designing their interfaces is challenging. Limited resources, dynamic constraints and situational impairments add more challenges to the UI design for wearable devices. To support stakeholders in this activity, in this presentation we discuss two design paradigms for wrist worn devices: micro interactions and multi dimensional UIs. Slides presented at the HFES Annual Meeting in 2015.
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Micro interactions and multi dimensional graphical user interfaces in the design of wrist worn wearables
1. Micro
interac+ons
and
Mul+
dimensional
Graphical
User
Interfaces
in
the
Design
of
Wrist
Worn
Wearables
Prof.
Vivian
Genaro
Mo?
Prof.
Kelly
Caine
Clemson
University
Los
Angeles
CA,
October
29th,
2015
Human
Centered
CompuEng
Division
School
of
CompuEng
3. Advantages
• Mount
locaEon
• ConEnuous
skin
contact
• One
hand
interacEon
[Rawassizadeh,
R.,
Price,
B.
a.,
and
Petre,
M.
Wearables:
Has
the
Age
of
Smartwatches
Finally
Arrived?
CommunicaEons
of
the
ACM
58,
1
(2014),
45–47.]
3
4. Wrist
Worn
Devices
• Popular
• ConvenEonal
locaEon
• accessible
• Blend
in
to
users’
ouits
4
8. Challenges
‘Small
screen
size
results
in
restricted
I/O
and
their
small
hardware
results
in
weaker
compuEng
capability
and
especially
limited
bacery
capacity
in
comparison
larger
devices’
[Rawassizadeh,
R.,
Price,
B.
a.,
and
Petre,
M.
Wearables:
Has
the
Age
of
Smartwatches
Finally
Arrived?
CommunicaEons
of
the
ACM
58,
1
(2014),
45–47.]
8
12. Wearable
CompuEng
• Faced
significant
improvements
in
past
decades
• Power,
form
factors,
connecEvity
• InteracEon
design
is
sEll
challenging
• New
interacEon
paradigms
are
needed
12
13. MoEvaEon
‘The
screen
restricEon
requires
fresh
thinking
on
user
interface
(UI)
designs
and
new
interac+on
techniques’
[Rawassizadeh,
R.,
Price,
B.
a.,
and
Petre,
M.
Wearables:
Has
the
Age
of
Smartwatches
Finally
Arrived?
CommunicaEons
of
the
ACM
58,
1
(2014),
45–47.]
13
14. Approach
• Empirical
analysis
of
wearable
interacEon
• IdenEficaEon
and
definiEon
of
interacEon
paradigms
for
wearable
computers
• Wrist
worn
devices
• Cross-‐validaEon
14
15. Related
Work
• Industrial
guidelines
• ScienEfic
research:
focused
• One
interacEon
modality
• Either
input
or
output
15
16. Design
Guidelines
• Industry
• Generic:
suit
different
applicaEons
• Company-‐oriented
• Academia
• Specific:
modality,
I/O,
form
factor,
use
case
scenario,
user
populaEon
16
17. Gesture-‐Based
Interac+on
[Bernaerts
et
al.
2014.
The
office
smartwatch:
development
and
design
of
a
smartwatch
app
to
digitally
augment
interacEons
in
an
office
environment.
In
DIS'14.
ACM,
New
York,
NY,
USA,
41-‐44.]
17
18. Cross-‐Device
Interac+on
[Houben,
S.,
Brudy,
F.,
and
Marquardt,
N.
2015.
Challenges
in
Watch-‐Centric
Cross-‐Device
ApplicaEons.
Mobile
Co-‐Located
InteracEons
Workshop.
CHI’2015.
1–4.]
18
19. EdgeTouch
[Oakley,
I.
and
Lee,
D.
InteracEon
on
the
Edge:
Offset
Sensing
for
Small
Devices.
CHI
’14,
(2014),
169–178.]
19
20. Shimmering
SmartWatches
[Xu,
C.,
Lyons,
K.,
and
Ave,
F.
Shimmering
Smartwatches
:
Exploring
the
Smartwatch
Design
Space.
TEI,
(2015).]
20
21. WatchIt
• Gestures
• Hands
free
interacEon
[Simon
T.
Perrault,
Eric
Lecolinet,
James
Eagan,
and
Yves
Guiard.
2013.
Watchit:
simple
gestures
and
eyes-‐free
interacEon
for
wristwatches
and
bracelets.
In
CHI
'13.
ACM,
New
York,
NY,
USA,
1451-‐1460.
DOI=10.1145/2470654.2466192]
21
22. Drawbacks
• Small
interacEve
surfaces
• Fat
fingers
• Incidental
input
• Midas
gestures
• Change
the
wrist
posiEon
• Interrupts
main
task
22
28. Vision
• Design
interacEon
to
maximize
the
device
strengths
and
minimize
its
drawbacks
28
29. Novel
InteracEon
Paradigms
• Requirements
• Generic
to
suit
different
use
case
scenarios
• User-‐centric
soluEon
• Quick,
dynamic
interacEon
• IntuiEve
• MulEmodal
• Context-‐sensiEve
• Energy-‐efficient
29
30. Wrist
worn
InteracEon
Paradigms
• Micro
Interac+ons
• IntuiEve,
efficient,
energy-‐efficient
• Mul+dimensional
User
Interfaces
• Overcome
display
limitaEons
in
graphic
user
interfaces
30
31. Micro
InteracEons
• Limited
to
• Short
duraEon:
<
4
seconds
• One
subtask
at
a
Eme
• Either
display
content
or
provide
navigaEon
features
• In
graphic
user
interfaces
• For
both
input
and
output
31
33. Micro
InteracEons
• InteracEons
with
a
device
that
take
less
than
four
seconds
to
iniEate
and
complete
• Enable
users
to
safely
split
their
acenEon
span
between
a
wearable
display
and
the
real
world
• non-‐main
task
interacEons
• performed
on
the
go
• without
distracEon
from
the
main
task
[Ivan
Golod,
Felix
Heidrich,
ChrisEan
Möllering,
and
MarEna
Ziefle.
2013.
Design
principles
of
hand
gesture
interfaces
for
microinteracEons.
In
DPPI
'13.
ACM,
New
York,
NY,
USA,
11-‐20.]
33
36. UI
RecommendaEons
• Text
content:
very
brief
• Display
content
or
navigaEon
• Just
a
few
acEons
at
a
Eme
• they
remain
consistent
throughout
the
app
to
prevent
confusion
36
37. MulEdimensional
User
Interfaces
• Virtual
extensions
for
a
graphic
UI
• Linear
navigaEon
in
mulEdimensional
direcEons
• Suitable
for
different
form
factors
• But
limited
to
GUIs
37
42. Usability
vs.
AestheEcs
IntenEon
to
use
on-‐body
products
will
be
greater
if
good
usability
is
perceived
in
conjuncEon
with
good
percepEon
of
visual
appearance
rather
than
good
visual
appearance
exclusively
[Kuru,
A.
and
Erbuğ,
C.
ExploraEons
of
perceived
qualiEes
of
on-‐body
interacEve
products.
Ergonomics
56,
May
(2013),
906–21.]
42
43. InteracEvity
How
the
product
informs
the
user
about
its
usage
and
how
the
user
receives
feedback
from
the
product
are
powerful
determinants
of
perceived
interacEvity
[Kuru,
A.
and
Erbuğ,
C.
ExploraEons
of
perceived
qualiEes
of
on-‐body
interacEve
products.
Ergonomics
56,
May
(2013),
906–21.]
43
44. Conclusion
• Micro
interacEons
and
mulE
dimensional
interfaces
fulfill
major
requirements
for
graphic
interfaces
in
wrist
worn
wearables
• Enabling
quick
interacEon
and
requiring
low
cogniEve
efforts
and
acenEon
from
end
users
44
45. Acknowledgment
This
material
is
based
upon
work
supported
by
the
NaEonal
Science
FoundaEon
under
Grant
No.
1314342.
Any
opinions,
findings,
and
conclusions
or
recommendaEons
expressed
in
this
material
are
those
of
the
author(s)
and
do
not
necessarily
reflect
the
views
of
the
NaEonal
Science
FoundaEon.
45
47. References
• Lyons,
K.,
and
Profita,
H.,
(2014).
The
MulEple
DisposiEons
of
On-‐Body
and
Wearable
Devices,
Pervasive
CompuEng,
IEEE,
vol.
13,
no.
4,
pp.
24,
31,
Oct.-‐Dec.
2014
doi:
10.1109/MPRV.2014.79
• Mot,
V.
G.,
and
Caine,
K.
(2014).
Human
Factors
ConsideraEons
in
the
Design
of
Wearable
Devices.
In
Proceedings
of
the
Human
Factors
and
Ergonomics
Society
Annual
MeeEng
(Vol.
58,
No.
1,
pp.
205-‐209).
SAGE
PublicaEons.
• Oakley,
I.
and
Lee,
D.
(2014).
InteracEon
on
the
Edge:
Offset
Sensing
for
Small
Devices.
Proceedings
of
the
32nd
annual
ACM
conference
on
Human
factors
in
compuEng
systems
-‐
CHI
’14,
(2014),
169–178.
• Rawassizadeh,
R.,
Price,
B.
A.,
and
Petre,
M.
(2014).
Wearables:
Has
the
Age
of
Smartwatches
Finally
Arrived?.
CommunicaEons
of
the
ACM
58,
1,
45–47.
47