This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
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.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
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.
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.
A short course on rapid prototyping for head mounted wearable computers, taught at the AWE 2015 conference on June 8th 2015 by Mark Billinghurst. The course presents some interface design guidelines for developing head mounted wearable interfaces, and prototyping tools that can be used to develop interactive versions of the interfaces.
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 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.
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
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.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
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.
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.
A short course on rapid prototyping for head mounted wearable computers, taught at the AWE 2015 conference on June 8th 2015 by Mark Billinghurst. The course presents some interface design guidelines for developing head mounted wearable interfaces, and prototyping tools that can be used to develop interactive versions of the interfaces.
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 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.
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
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 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.
Connected Objects, Connected Places. Design Fluid Ecosystems.Pier Paolo Bardoni
This document discusses the rise of connected objects and connected places. It notes that there will be over 12.5 billion connected devices by 2015, more than the world's population. Connected objects should be able to sense the world, share data, be exchanged between people, and be designed sustainably. Connected places will become ecosystems where people, objects, and services interact seamlessly. Successful design of connected objects requires seamlessly connecting the physical and digital worlds, creating relationships between users and products, realizing new business models, and considering ecosystems from the start.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
The researchers conducted a study depriving participants of PC internet access for 4 days and only allowing mobile internet access to understand needs and identify design implications for the mobile web. Two key findings emerged: 1) the mobile experience favors predictability over exploration due to form factors and users want information, not web pages due to usability issues on mobile. The researchers recommend designing for partial attention, interruptibility and privileging information delivery over traditional web pages.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
This document discusses the promises and challenges of video conferencing technology for enabling geographically dispersed collaboration. While such tools aim to provide a communication experience close to face-to-face interaction, surveys found users still saw dissimilarities compared to in-person meetings. To better achieve parity with face-to-face interaction and increase adoption, the document recommends improving infrastructure, enhancing social presence features, and most importantly, developing tools through a user-centered design approach that allows flexible, informal interactions central to in-person communication.
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
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
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.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 2: VR Technology. Taught by Bruce Thomas on August 3rd 2017 at the University of South Australia. Slides by Mark Billinghurst
The document provides an overview of a presentation on mobile UX essentials. Some key points:
- It discusses similarities and differences between designing for web and mobile, noting mobile's unique context of environment and limited input.
- Three important attributes of great mobile experiences are outlined: being uniquely mobile, sympathetic to context, and allowing interfaces to "speak their power".
- Design principles are proposed such as focusing on what mobile can do well and understanding relationships of place, time and context.
- Activities are presented to prototype concepts that pivot users through information and allow for exploration based on identified user needs.
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.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
Human Factors in Innovation: Designing for AdoptionJim Kalbach
The ultimate goal of innovation is user adoption: we want people to actually use the things we create in a way that impacts their lives. But building the better mouse trap guarantees nothing. In fact, history shows it's not the whiz-bang of technology but rather human factors that matter in the end.
This is where UX designers come in. Through empathy and understanding of people's needs and perceptions, we can increase the rate of adoption and reduce the risk of non-adoption. This is good for business.
The document discusses ways to promote social interaction through games. It notes that studies have shown playing games can improve social skills like communication and competence. Both physical board games and digital games are considered, with digital games offering portability but sometimes lacking face-to-face interaction. The designers propose a solution that combines aspects of physical and digital games - allowing both private and public gameplay on separate screens to promote social involvement while retaining portability and ease-of-use. They plan to finish prototyping and test their solution with user studies.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
Moving Beyond Questionnaires to Evaluate MR ExperiencesMark Billinghurst
This document discusses the evolution of Mark Billinghurst's research evaluating mixed reality experiences over 25 years. It summarizes four of his key studies:
1) His 1995 study which used sketch maps to measure cognitive maps in virtual environments. It found maps correlated with orientation and different worlds produced different understanding.
2) His 1998 study of a collaborative AR/VR experience which found seeing a partner's body improved performance and AR was better than VR.
3) His 2003 study analyzing communication behaviors in colocated AR interfaces, finding gestures and speech were similar between face-to-face and AR conditions.
4) A 2018 meta-review analyzing 10 years of AR usability studies and opportunities to improve experiments
- Lee Jones is a Masters student studying Digital Futures at OCAD University, with a focus on critical design and speculative design projects that explore technology and possible futures.
- Some of Lee's projects include the Digital Bell Tower, which measures community feelings instead of just time; The Feeler, a transmedia project exploring a future of biometric security and big data; and Your Body of Water, which uses biofeedback to create a virtual water environment that responds to the user's heartbeat.
- Lee's work is aimed at using design to open perspectives and debate about societal issues related to technology, rather than just providing solutions, through imaginative speculative design proposals.
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.
The document discusses prototyping for game design. It defines prototyping as creating an early playable version of a game to test mechanics and gather feedback. Prototypes should be playable, quick to make, and easy to change. Different types of prototypes are discussed, including physical prototypes using items like paper and cardboard, as well as digital prototypes. Rapid prototyping is recommended to quickly test ideas. Examples of prototyping board games, first-person shooters, and game mechanics are provided. The importance of player feedback is emphasized.
This document provides remedies from Indian astrology to address various life issues. It outlines remedies to get relief from ghosts, promote peace and prosperity, get and multiply money, ensure the welfare of children, become debt-free, improve business and jobs, protect from bad eyes of others, improve relations, address spoiled children and children with bad dreams or crying. The remedies include performing specific prayers and rituals, wearing gemstones and amulets, giving offerings to temples, animals and the needy.
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 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.
Connected Objects, Connected Places. Design Fluid Ecosystems.Pier Paolo Bardoni
This document discusses the rise of connected objects and connected places. It notes that there will be over 12.5 billion connected devices by 2015, more than the world's population. Connected objects should be able to sense the world, share data, be exchanged between people, and be designed sustainably. Connected places will become ecosystems where people, objects, and services interact seamlessly. Successful design of connected objects requires seamlessly connecting the physical and digital worlds, creating relationships between users and products, realizing new business models, and considering ecosystems from the start.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
The researchers conducted a study depriving participants of PC internet access for 4 days and only allowing mobile internet access to understand needs and identify design implications for the mobile web. Two key findings emerged: 1) the mobile experience favors predictability over exploration due to form factors and users want information, not web pages due to usability issues on mobile. The researchers recommend designing for partial attention, interruptibility and privileging information delivery over traditional web pages.
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
This document discusses the promises and challenges of video conferencing technology for enabling geographically dispersed collaboration. While such tools aim to provide a communication experience close to face-to-face interaction, surveys found users still saw dissimilarities compared to in-person meetings. To better achieve parity with face-to-face interaction and increase adoption, the document recommends improving infrastructure, enhancing social presence features, and most importantly, developing tools through a user-centered design approach that allows flexible, informal interactions central to in-person communication.
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
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
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.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 2: VR Technology. Taught by Bruce Thomas on August 3rd 2017 at the University of South Australia. Slides by Mark Billinghurst
The document provides an overview of a presentation on mobile UX essentials. Some key points:
- It discusses similarities and differences between designing for web and mobile, noting mobile's unique context of environment and limited input.
- Three important attributes of great mobile experiences are outlined: being uniquely mobile, sympathetic to context, and allowing interfaces to "speak their power".
- Design principles are proposed such as focusing on what mobile can do well and understanding relationships of place, time and context.
- Activities are presented to prototype concepts that pivot users through information and allow for exploration based on identified user needs.
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.
Lecture 5 in the COMP 4010 class on Augmented and Virtual Reality. This lecture was about AR Interaction and Prototyping methods. Taught by Mark Billinghurst on August 24th 2021 at the University of South Australia.
Human Factors in Innovation: Designing for AdoptionJim Kalbach
The ultimate goal of innovation is user adoption: we want people to actually use the things we create in a way that impacts their lives. But building the better mouse trap guarantees nothing. In fact, history shows it's not the whiz-bang of technology but rather human factors that matter in the end.
This is where UX designers come in. Through empathy and understanding of people's needs and perceptions, we can increase the rate of adoption and reduce the risk of non-adoption. This is good for business.
The document discusses ways to promote social interaction through games. It notes that studies have shown playing games can improve social skills like communication and competence. Both physical board games and digital games are considered, with digital games offering portability but sometimes lacking face-to-face interaction. The designers propose a solution that combines aspects of physical and digital games - allowing both private and public gameplay on separate screens to promote social involvement while retaining portability and ease-of-use. They plan to finish prototyping and test their solution with user studies.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
Moving Beyond Questionnaires to Evaluate MR ExperiencesMark Billinghurst
This document discusses the evolution of Mark Billinghurst's research evaluating mixed reality experiences over 25 years. It summarizes four of his key studies:
1) His 1995 study which used sketch maps to measure cognitive maps in virtual environments. It found maps correlated with orientation and different worlds produced different understanding.
2) His 1998 study of a collaborative AR/VR experience which found seeing a partner's body improved performance and AR was better than VR.
3) His 2003 study analyzing communication behaviors in colocated AR interfaces, finding gestures and speech were similar between face-to-face and AR conditions.
4) A 2018 meta-review analyzing 10 years of AR usability studies and opportunities to improve experiments
- Lee Jones is a Masters student studying Digital Futures at OCAD University, with a focus on critical design and speculative design projects that explore technology and possible futures.
- Some of Lee's projects include the Digital Bell Tower, which measures community feelings instead of just time; The Feeler, a transmedia project exploring a future of biometric security and big data; and Your Body of Water, which uses biofeedback to create a virtual water environment that responds to the user's heartbeat.
- Lee's work is aimed at using design to open perspectives and debate about societal issues related to technology, rather than just providing solutions, through imaginative speculative design proposals.
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.
The document discusses prototyping for game design. It defines prototyping as creating an early playable version of a game to test mechanics and gather feedback. Prototypes should be playable, quick to make, and easy to change. Different types of prototypes are discussed, including physical prototypes using items like paper and cardboard, as well as digital prototypes. Rapid prototyping is recommended to quickly test ideas. Examples of prototyping board games, first-person shooters, and game mechanics are provided. The importance of player feedback is emphasized.
This document provides remedies from Indian astrology to address various life issues. It outlines remedies to get relief from ghosts, promote peace and prosperity, get and multiply money, ensure the welfare of children, become debt-free, improve business and jobs, protect from bad eyes of others, improve relations, address spoiled children and children with bad dreams or crying. The remedies include performing specific prayers and rituals, wearing gemstones and amulets, giving offerings to temples, animals and the needy.
Reinventing Learning Content for Next-Generation LearnersDavid Blake
Nearly 70% of the training that employers do is still delivered the old fashioned way – in instructor-led courses.(1) Yet there are now over 1,200 sources of learning content in dozens of formats. And workers are increasingly choosing bite-sized, on-demand, digital options that fit into how they really learn on-the-job.
In this presentation you will learn:
-The 3 big trends in how learning content is evolving
-Why MOOCs and micro-learning are just the beginning, and…
-How innovative L&D leaders are rethinking the ways they use content to keep up with today’s empowered, self-directed learners
Micro-learning (micro learning, microlearning) is an emerging learning strategy that involves delivery of content to learners in form of highly focused bite-sized units. It is the next-gen training for a new generation of workforce. Known for its ability to quickly close skill and knowledge gaps, micro-learning is being adopted by organizations globally.
This presentation is NIIT’s micro take on micro-learning and provides glimpses on basic implementation principles and the advantages of micro-learning, some examples and use cases along with potential barriers and a micro-learning road-map for your organization.
Disengaged employees cost companies millions of dollars in productivity loss each year. To combat this, many companies are investing strategies to increase employee engagement. Microlearning is a training approach that teaches employees a job-specific concept and how to apply it immediately. Is microlearning the right strategy for your company?
The document discusses the importance of the five elements - earth, water, fire, air and space - in Vaastu architecture. It states that Vaastu aims to align a building's energies with nature by maintaining balance and harmony among the five elements. It then provides details on each element and how they relate to our senses and bodies. It concludes by listing some key Vaastu tips for positioning different rooms and elements in a home to promote health, wealth and prosperity.
The fourth lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of prototyping techniques for AR interfaces.
This document provides an overview of UX design and principles. It begins with introductions and background information about the author, Chris R. Becker. It then covers topics like the different roles in UX like user research, information architecture, interaction design, and development. Key principles of usability like intuitiveness are discussed. The document provides examples of work and discusses concepts like affordances. It aims to help identify the different parts of UX and discuss usability testing.
Justin Segler is a senior at the University of Texas at Austin majoring in Computer Science with minors in Human Computer Interaction and Information Security. He has experience in web development, 3D modeling, virtual reality, and various programming languages. Some of his projects include developing VR experiences for journalism, social music playlists, and recreating historical museums.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
Joy Mountford at BayCHI: Visualizations of Our Collective LivesBayCHI
The lines between art, design, and information are dissolving as we experience new places and objects. Consider, for example, the organic flow of air traffic over North America at daybreak, the bursts of search query memes spreading around the globe, and the pointillist surge of mobile phone usage on New Year's Eve. Using the new techniques of generative data visualization, a new generation of artist/designers/engineer/scientists are creating gorgeous, dynamic experiences driven by massive sets of data about our own lives. Their work comes to life in architectural spaces, on walls of wood and metal and light and shimmering glass clouds suspended overhead. Of course it must be touched to be appreciated and engaged with, simple gestures launch a thousand images and possibilities. Many of these projects have received international recognition. They are primarily 3D applications that can run in real time, but really can only be appreciated by watching them, as movies. These data movies aim to make information easier to understand while being enjoyable to watch. Surprising insights surface through looking at our 'data life' in new ways, and may compel us to design in different, even better ways.
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.
Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
How do we approach new devices, create effective interactions and to make sure that the design solves real human problems while it's super simple to use? Recently I presented and shared my ideas at the #ISA15 - Interaction South America.
The IoT Methodology & An Introduction to the Intel Galileo, Edison and SmartLiving
Slidedeck from a recent presentation for IoTGent, showcasing the great Intel Galileo & Edison, integrating with the http://smartliving.io end-to-end IoT solution.
The document discusses the benefits of Internet of Things (IoT) technology for the Muslim world. It describes how connecting physical assets through sensors can help monitor things like health, transportation, and resource usage. The data collected from these connected devices and sensors can provide insights and optimization opportunities. New business models are emerging around monetizing sensor data through "Sensing as a Service" where data is licensed to applications and organizations. The document advocates for building an IoT ecosystem in Malaysia as a testbed for connecting infrastructure and developing smart city applications.
Designing for physical versus digital productscxpartners
My slides from Interaction 12 in Dublin, Ireland. User experience is important but it's not everything: Designing for physical versus digital products.
Industrial Design Intelligence: Evaluation Supporting Aesthetic and Functiona...BayCHI
1. Ted Selker has conducted research on user interfaces, ergonomics, and context-aware computing at IBM and Stanford University.
2. He teaches courses on industrial design, human-computer interaction, and evaluating products through a cognitive science lens.
3. His work focuses on designing technology that is respectful of human intention through sensors, virtual sensors, and adaptive interfaces across different domains and scenarios.
Introduction to Information Architecture & Design - SVA Workshop 03/22/14Robert Stribley
Events.com wants to revamp their website to become the go-to online resource for attending and promoting events across the US. The information architect conducted user research including surveys and interviews, reviewed competitors, and created personas to understand user needs. Key activities in the define phase included card sorting to organize content, creating site maps and wireframes, and designing the navigation and page types.
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
Brian Fisher has had a double life spanning both cognitive science and human-computer interaction (HCI). He obtained a Ph.D. in psychology in 1991 and since then has held positions at multiple universities, conducting research that brings cognitive science to HCI and computer science. His work aims to build predictive cognitive models to guide the design, evaluation, and customization of visualization environments based on theories of human perception and cognition. He advocates for research at the intersection of fields like cognitive science, HCI, and visualization to advance both application areas and psychological science.
Big Data World Singapore 2017 - Moving Towards Digitization & Artificial Inte...Garrett Teoh Hor Keong
Presentation at Big Data World Asia Singapore 2017. A brief introduction to strategies for digitization transformation and introduction to Artificial Intelligence.
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
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.
Similar to Prototyping Physical & Immersive Environments for UX Designers (20)
ThinkAR Augmented Reality Game ConceptSusan Oldham
This is a game that Melinda Salazar, Robert Maharaj, Eva Dooley & I designed for a UW research group called Interfaces that Make You Think [IMUT] in 2011. The goal of the game was to activate many areas of the brain by encouraging players to become more aware of their surroundings and engage with others as they collected their play monsters.
Sustainable Dye Garden at Myrtle Edwards ParkSusan Oldham
Concept of a sustainable redesign for Myrtle Edwards Park on the Seattle waterfront. A garden of native Northwest plants suitable for dying fibers with areas for artists and park users to learn about NW flora and see new uses for local plants.
The document describes a project to create an interactive virtual home inspection experience in Second Life. It outlines personas of potential users, the design process using user research and scenarios, and goals for the virtual experience. The experience would allow homebuyers to learn about home systems and view inspections from an inspector's perspective through interactive 3D environments. Metrics would also be collected to understand virtual visitors and potential customers.
The document discusses a smart shoe that collects running data. The shoe can currently distinguish between cement and grass surfaces and will eventually detect additional surfaces like sand, clay, and gravel. It contains microprocessors that calculate metrics like miles run, surface gravity, surface type, and calories burned. This data is stored and can be accessed by athletes and coaches. The shoe aims to address the rising number of running injuries in high school students by monitoring running conditions to help prevent common issues like shin splints, plantar fasciitis, and knee or ankle pain. It will provide more accurate data collection over time and distinguish different running surfaces.
MyGym is a mobile app that lets gym members reserve equipment for their workout before they get to the gym. Gym managers can manage gym flow and easily maintain gym equipment. Project for Business of UX course to design client solution.
Team: Denise Borges, Monica Caraway, Susan Oldham, Suryaprakash Vijayaraghavan
International UX - Multi-cultural Paris AdventureSusan Oldham
This document describes a proposed vending machine for international tourists visiting Paris that would provide customized tour recommendations based on user preferences. The vending machine would use icons and multi-language signage to guide users through selecting options like activities, budget, and adventure level. It would be stocked at major transportation hubs and accommodations. Developers would test early paper prototypes with travelers and refine the design based on usability feedback. Once deployed, the machines would collect anonymous usage data to optimize the recommendations over time.
Analysis of The Pace of Life in 31 Countries StudySusan Oldham
An review of a 1999 study by Levine & Norenzayan in The Journal of Cross-Cultural Psychology on “the pace of life” in 31 countries that explored whether cultural differences correlated to the speed of daily activities and punctuality of it's urban citizens.
grownet : cultivating relationships through gardeningSusan Oldham
grownet is a mobile app for those who want to share local food, gardening knowledge and connect around urban gardening. This presentation shows the development process our team used to design the first prototype of the app.
SmartWheels | Mapping for AccessibilitySusan Oldham
Everyday, wheelchair users navigating across city streets, campuses, and pathways face obstacles due to inaccessible routes and changing terrain. Now, with SmartWheels, they can rely on real-time, personalized route directions.
The power of the SmartWheels system is that the wheelchair itself becomes an internet-connected sensor suite for the user. The wheelchair utilizes terrain-sensing technology, which determines the type of surface underneath the wheels as well as grade, elevation, and surrounding curbs and obstacles. Users can enter additional information about the environment to provide context to the collected data.
SmartWheels is an integrated system comprised of a SmartWheels Sensor Kit, smartphone app, and crowd-sourced accessible maps for any browser. The Connector Kit can be installed on any wheelchair and provides Internet and sensor capabilities directly to the wheelchair. After installing the Connector Kit, the person can track his or her route data, plus get or give recommendations for improved routes.
SmartWheels is a brain collective of Human Centered Design & Engineering (HCDE) students at the University of Washington and we seek to solve real-life accessibility problems. Luke Easterwood, Susan Oldham, Annuska Perkins and Tristan Plank designed SmartWheels as part of an Interaction Design class taught by Kelly Franznick of Blink Interaction at UW.
StyleSearch Shopping App | UX Design & Business ModelSusan Oldham
StyleSearch is a mobile app that aims to simplify and enhance the shopping experience through organization and discovery tools. It allows users to compare items, create need and want lists, find nearby stores, and get suggestions based on favorites. The app also provides value to retailers by allowing targeted marketing to mobile shoppers and providing shopper data and analytics. StyleSearch plans to generate revenue through retailer subscriptions, user data fees, and transaction fees, with goals of $1 million in the first year and $10 million within three years.
Practical eLearning Makeovers for EveryoneBianca Woods
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Prototyping Physical & Immersive Environments for UX Designers
1. Prototyping
Physical & Immersive Environments
for UX Designers
Tools for Making Lo-Fi Prototypes to Stimulate the Design Process
Seattle Prototyping for Designers Meetup | 10.19.2015 | Susan Oldham
2. 1. About me
2. Why lo-fi for 3D?
3. Physical & Immersive environments
a. Descriptions
b. Design challenges
4. Prototyping Tools
a. Models
b. Projections
c. Sensors
d. Tracking engagement
5. Virtual Worlds
a. Second Life demo with Valerie Hill
6. Questions & contributions
agenda
4. University of Washington
MS Human Centered Design & Engineering, 2015
Capstone : UX in Public Spaces
BS Informatics, Human Computer Interaction, 2012
Certificate of Virtual Worlds, 2009
University of Cincinnati
DAAP, Graphic/Industrial Design, 1980s
education
5. Apparel Designer
Sportswear : Heet, Unionbay Sportswear
Activewear : Jantzen, Burton Snowboard, NK Sport
Handknits : Vogue Knitting, Knitter’s, Creative KnitsG
Visual Designer
Retail & Merchandising : T-Mobile, Starbucks, Macys
Packaging : Starbucks, Costco, Econobox, Girvin
Architectural : J. Miller & Associates; KR Studios, T-Mobile
UX, Web & Information Design : Costco, Engine Interactive,
City of Redmond, WIN Home Inspection, UW. + others
experience
6. Prototype
A representation that
can be tested in some
way
proto- : combining form meaning “first,”
“foremost,” “earliest form of,” used in
the formation of compound words
(protomartyr; protoplasm).
mockup
A model for
presentation &
communication
mock : to mimic, imitate, or
counterfeit; an imitation; counterfeit;
fake; feigned; not real.
my definitions
“Prototype is an action—something we do in
order to solve a particular business, design,
or technical problem.”—Anthony Franco
8. 1. External memory reduces cognitive load [Simon & Newell, 1972]
2. Sketching/doodling aids concentration & recall [Andrade, 2009]
3. Sketching improves ability to restructure ideas [Verstijnen, 1998]
4. Serendipity and happy accidents [Fish & Stephen, 1990]
5. Sketching facilitates team collaboration [van der Lugt, 2004]
6. Better design outcomes [Yang, 2009]
7. Better communication with clients, stakeholders & users
[Buxton, 2007]
“Sketchesaresocialthings”—Bill Buxton
making, sketching & the design brain
From Smashing Magazine article by Laura Busche
9. SmartWheels
Communication Kit
SmartWheels Kit
installed on chair Includes Sensors,
Microcontroller and
Wi-Fi
SmartWheels
App
OpenStreet
Maps
Secure User
Database
Bluetooth
Headset
User
physical design patterns
Physical technology that users can interact with in an interior or
exterior physical space, either in an overt or ubiquitous manner
• Engagement is key to interaction in public or private spaces
• Climate & traffic patterns are factors in designing physical
interfaces
• How people move within
the space will inform design
solutions
• Conditions can vary inside
or outside: consider heat, cold,
wind, rain, light & sound
10. IoT patterns
The Internet of Things is a network of physical objects embedded
with electronics, software, sensors and network connectivity,
which enables these objects to collect and exchange data
• Look and feel is of utmost importance, product must fit into
environment and give pleasure to user because of the intimacy of
everyday devices
• Small size of components requires :
• Power efficiency
• Heat dispersal
• Elegant interface
11. immersive design patterns | AR, MR
Augmented reality is the overlay of
information onto a physical environment
Mixed reality allows generated
information to merge with physical
• Immersion is moderate, sense of the
physical must be strong
• Distraction is a concern :
• Minimal information for job at hand
• Effortless way to turn on/off
• Light source is critical
• Safety protocols
Carrier 12:34 AM 100%
Rate the entertainmentRate the entertainment
Make your Mark on
a Seattle Park
Put your name on the wall
Donate to a Busker or a Park
You’re in Westlake Park, Downtown Seattle
watching band Blue Trees Wailiers
on April 19, 2015
Give Voice to your idea
Carrier 12:34 AM 100%
Do you want to see
this band in the
park again?
You’re in Westlake Park, Downtown Seattle
watching band Blue Trees Wailiers
on April 19, 2015
Nope
not again
Yes,
loved it
SubmitRate!
Carrier 12:34 AM 100%
Sign your name and
hometown.
You’re in Westlake Park, Downtown Seattle
on April 19, 2015
Name
Place
Submit
Manuel
Salt Lake City
Carrier 12:34 AM 100%
How would you change
the world? Please
record your thoughts
for Seattle.
You’re in Westlake Park, Downtown Seattle
60 sec
SubmitListen
Carrier 12:34 AM 100%
Sunday,
Today Tomorrow all
Seattle Parks & Rec Calendar
Pac NW Skateboard Tournament
Setup Main Stage
Buskers Play Noon to 2pm
10
Noon
Pac NW Skateboard Tournament
Events begin
Sonic Kittens Concert
Pac NW Skateboard Tournament
1
5
Carrier 12:34 AM 100%
June 30th
Westlake Park
Augmented Event calendar
for Westlake Park with projected
info. Real-time data from Seattle
Park & Recreation online calendar.
Rate the Park
1. scale 1 question
2. Rate It
Sign the Park
1. TyPe/speak Name
2. Choose Place
Mark the Park
1. Choose A way to
impact the park
Learn the park Share your vision
1. speak
2. Share
12. immersive design patterns | VR
Virtual reality is a total immersion into another environment
• Freedom to break from physical norms, defy conventions
• Psychology of being immersed in unfamiliar situation :
• Physical cues to combat dizziness
• Empathy for user’s experience
13. 3d models | Physical, IoT, AR, MR
• 3d representations of products that can be tested
• Design exploration—test for shape, size, weight, viability, etc
• Team communication & collaboration
• Work with stakeholders to refine before time-consuming user tests
• User testing can be amazing with a well-executed 3D model
• Triangulation of methods = deeper understanding
Play-doh Illustrator Extrusion
Second Life
Paper
15. projections | AR, MR, IoT
• Combine an old-fashioned transparency overhead projector with
a regular projector to emulate augmented & mixed reality apps
• Layer transparencies of sketches, diagrams, info overlays into room
• Add objects for shadows, outlines
• Team can make notes & sketch on projected prototypes
• Conduct usability testing, users can add sketches and comments
on transparencies
• Multiple projectors can emulate room immersion
• Standard projectors mounted on ceiling can be angled
down on surfaces
• Used overheads are inexpensive, $20-50 each on craigslist
17. projections | Physical, AR, MR, IoT
• Wizard of Oz interactivity for users by projecting onto wall
• Similar to paper prototype, but projected on wall or screen while
researcher controls action from computer
• Project concept onto body for wearable and mobile concepts
• Projector can be angled toward body area
• Can be combined with light activated stickers or glow-in-dark paint
• Reverse images on smartphone to reflect on glass or clear plastic
simulate augmented reality information overlay
Sketching user Experiences
19. tracking engagement | Physical, AR, MR, IoT
• Glow sticks and bracelets body for wearable and mobile concepts
• Track users more easily, differentiate between users on camera
• UV beads and UV flashlight are physical breadcrumbs
• Light, heat or touch sensitive paper that changes state, i.e. color
Findthesesciencetoolsandmoreatwww.teachersource.com.
Teachersource.com
20. sensors | AR, MR, IoT, Physical
• iBeacons
• Pros : Easy to install and use, about $100 for 3; waterproof
• Cons : Smartphones need to be bluetooth enabled to track
• Dash button
• Pros : Can track users button push with script; inexpensive, $5 each
• Cons : Users have to press button, can disrupt flow
• Script created by Edward Benson, medium.com/@edwardbenson
• TILE squares, or other trackers with mobile apps
Amazon Dash button Estimotes iBeacon Dev Kit TILE
21. microcontrollers | AR, MR, IoT, Physical
• Arduino
• Pros : customizable and scriptable
• Cons : learning curve; bulky appearance; one script
• Raspberry Pi
• Pros : High-level computing possible
• Cons : learning curve, bulky
• Sensors for prototyping physical spaces
• Proximity : track user patterns in local area
• Accelerometer or GPS : track broad user patterns
22. ev
aluate & ref
ine
learn&a
nalyze envisio
n&design
PER
SONAS SCENA
RIOSSKETC
H
ING
REQUIR
EM
ENTS
The roof that protects a home is
one of the most expensive house
systems. Customer avatars can
safely learn how the inspector looks
for potential issues.
The thorough home inspector is
aware that the crawl space under
the porch or house may have clues
to the home’s condition. Customers
can join him in this tight space.
It’s important that an inspector
not harm the seller’s home in any
way, so a careful inspector comes
prepared with coveralls and shoe
protection, and parks offsite.
The home inspector looks at the
entire site as a system. Water is the
biggest enemy to a home and a
good inspector starts by assessing
all possible exterior entry points.
Jenna & Josh | Avatars
• First time homebuyers
• Nurse & Marketing Manager
• Newlyweds, no children
• Avid gamers
Joanna | Avatar
• Real Estate Agent, 5 yrs
• Married with one child
• Creates virtual home tours
• Learning Photoshop
Jim | Avatar
• Moving from apt to condo
• High School teacher
• Divorced, 2 grown sons
• Enjoys games, motorcycles
Jason | Avatar
• Real Estate Agent, 10 yrs
• Single, owns condo
• Looking for new social
marketing techniques
A WIN Home Inspection inspector’s
main role is to communicate with
homebuyers about their new home,
and how its systems work. Accurate
information is an important factor in
the success of the inspection.
Client Problem
Prospective homebuyers are often confused
about the home inspection process, and problems
found in the home can seem overwhelming. The
client, WIN Home Inspection, wanted to educate
and reassure homebuyers about the process.
User Centered Design
•Conducted qualitative interviews with stakeholders
•Defined user personas to understand user needs
•Designed scenarios based on use case analysis
•Generated sketches & prototype
•Refined business & design requirements
Solution = Experience
Interactive information system in Second Life®:
Second Life® is an immersive virtual world that’s free
and accessible. WIN can effectively educate & talk to
homebuyers in a simulated environment. Customers
can learn about home systems and experience
inspections from the inspector’s point-of-view.
Feature goals
•Interactive views of home systems including roof,
crawlspace, plumbing, furnace, windows, etc.
•Educational displays and videos
•Metric-gathering scripts to learn about the virtual
home visitors and prospective customers
•Games and prizes to encourage repeat visits
Social networking goals
•3D Twitter feed to permit external communication
•Staging in-world events to engage visitors
•Real-time open house to network with agents
•Annual WIN Conference conducted virtually
Evaluation
•User testing and surveys
•Virtual world heuristic guidelines
•Analysis of data gathered on site with scripts
THE SEE MORE VIRTUAL HOUSE
Home Inspection as Immersive User Experience
The PersonasThe Design Process
Inspector Identity
The personas exercise was particularly
important for a virtual world project
where trust can be an issue. It’s critical
to gain the trust of potential users via
good design, and to help the client
assess how Second Life users translate
to real customers.
Second Life demo
Second Life is a social virtual world, free to users
unless they want to purchase space for building
or services and goods.
23. Second Life | AR, MR, VR, IoT, Physical
Virtual world features of Second life
• Multi-modal : many ways to collaborate with others.
• Own it : keep what you create, sell or barter services.
• Free : unless users want to purchase space for building
or services and events.
• Unique : design and create elaborate worlds & individual identities.
• Linden currency : users can sell licenses to what they create.
• Changes in terms of service : has made selling in SL less attractive.
• Similar to World of Warcraft : but without the gaming aspect.
24. prototyping in SL | AR, MR, VR, IoT, Physicalprototyping in SL | AR, MR, VR, IoT, Physical
SL is a valuable rapid prototyping area for 3d tech.
• Upload images and textures to emulate your environment..
• You can buy assets very cheaply, no need to build everything.
• Test scenarios and use cases.
• Users & stakeholders are aware that it’s a rough prototype.
• Create scripts (similar to ActionScript) to :
• Run parts of simulation
• Greet your users
• Emulate interactions
• Easy to create different personas
25. Valerie Hill, MLS, PhD
Information Literacy Consultant & Machinimator
Valerie Hill is a professional librarian, adjunct instructor of library science,
and information literacy consultant. Dr. Hill received her MLS in Library and
Information Science from Texas Woman’s University in 2007 and a PhD in Library
and Information Science in 2012.
She is currently an information literacy consultant and machinimator with a
research focus on the intersection of information literacy and libraries with
virtual worlds and digital culture.
As president of Community Virtual Library, Val invites you to visit this virtual
space to learn more about how to get started in Second Life.
http://maps.secondlife.com/secondlife/Bradley%20University/57/114/27
@valibrarian blog: vhill.edublogs.org
26. pros & cons
CONS
1. Cartoony appearance
2. Learning curve for new users who
need time to learn how to navigate
and communicate
3. Substantial cost for personal space
4. Public access allows “griefers” to
harass users
5. Lag time for many users with slower
computers or connections
6. Limited exchange of prims and
property
7. Users can no longer make a lot of
money in SL, so many vendors and
users have moved on
PROS
1. Free entry, can invite friends
2. Collaboration among remote
team members is easy because of
multiple modes of communication
3. Excellent for large group events
like graduations & conferences
4. Users can emulate many different
real world and virtual reality
scenarios
5. Users can sell and share what they
create
6. Practice for Project Sansar, the new
VR platform from Linden Labs
7. Linden Labs is a reputable company
27. alternative worlds
OpenSim
• Open source and compatible with Second Life,
can exchange some items among worlds
• Users have more control
• Users have to create more infrastructure
http://opensimulator.org
InWorldz
http://inworldz.com
Kitely
• Built in OpenSim
http://www.kitely.com
28. free spaces to build in SL
Edtech Island Sandbox & Campus
http://maps.secondlife.com/secondlife/EdTech/148/88/24
TechLab Oldest and Largest Sandbox
http://maps.secondlife.com/secondlife/TechInvestLab/125/193/26
College of North West London Sandbox
http://maps.secondlife.com/secondlife/CNWL/48/175/26
Check out new sandbox locations at
http://secondlife.com/destinations/howto/sandbox
29. books
Creating Your World: The Official Guide to Advanced Content Creation for
Second Life byAimeeWeber,KimberlyRufer-Bach&RichardPlatel
Prototyping and Modelmaking for Product Design byBjarkiHallgrimsson
Scripting Your World: The Official Guide to Second Life Scripting Paperback
byDanaMoore,MichaelThome&Dr.KarenHaigh
Sketching for User Experiences byBillBuxton
Sketching for User Experiences Workbook bySaulGreenberg&BillBuxton
links
Science project supplies: www.teachersource.com
Dash button sniffer hack: https://medium.com/@edwardbenson/how-i-hacked-
amazon-s-5-wifi-button-to-track-baby-data-794214b0bdd8
Dash button: www.amazon.com/dash
TILE finder: www.thetileapp.com
references & links
30. Please share your own
tips for prototyping
emerging technologies.
Thanks!
question & contribution time