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Rapid Prototyping for Wearables
January 15th 2015
TEI 2015 Studio
Mark Billinghurst
HIT Lab NZ
University of Canterbury
mark.billinghurst@canterbury.ac.nz
Daniela Busse
Director (UX)
Citi Ventures
daniela.busse@citi.com
1: Introduction
Mark Billinghurst
▪  Director of HIT Lab NZ, University
of Canterbury
▪  PhD Univ. Washington
▪  Research on AR, mobile HCI,
Collaborative Interfaces
▪  More than 250 papers in AR, VR,
interface design
▪  Sabbatical in Glass team at
Google [x] in 2013
● Daniela Busse
▪ UX Director
▪ Citi Ventures Global Innovation Network
▪ Previous
▪ Design Futurist, Samsung Research
America
▪ UX Director/Chief UX Architect, SAP
▪ PhD, Computer Science
▪ Glasgow University
● What You Will Learn
▪ An introduction to wearable computers
▪ Key interface design guidelines
▪ Examples of good wearable design
▪ How to use a variety of rapid prototyping tools
▪ Hands on with Google Glass hardware
▪ Active areas of wearable computing research
● Schedule
▪ 9:00: Introduction
▪ 9:15: Introduction to Wearables
▪ 9:35: Introduction to Design
▪ 10:00: Tools for Low Fidelity Prototyping
▪ 10:30 Break/Design Session
▪ 11:00 UX Design Guidelines
▪ 11:30: Tools for High Fidelity prototyping
▪ 12:00 Presentation of Designs
▪ 12:15 Research Directions
2: Overview/History
A Brief History of Computing
Trend
▪  Smaller, cheaper, faster, more intimate
▪  Moving from fixed to handheld and onto body
1950’s
1980’s
1990’s
Room Desk Lap Hand Head
What is a Wearable Computer?
▪  Computer on the body that is:
▪  Always on
▪  Always accessible
▪  Always connected
▪  Other attributes
▪  Augmenting user actions
▪  Aware of user and surroundings
Rhodes, B. J. (1997). The wearable remembrance agent: A system for
augmented memory. Personal Technologies, 1(4), 218-224.
Mann, S. (1997). Wearable computing: A first step toward personal
imaging. Computer, 30(2), 25-32.
The Ideal Wearable
▪  Persists and Provides Constant Access: Designed
for everyday and continuous user over a lifetime.
▪  Senses and Models Context: Observes and
models the users and environment.
▪  Augments and Mediates: Information support for
the user in both the physical and virtual realities.
▪  Interacts Seamlessly: Adapts its input and output
modalities to those most appropriate at the time.
Starner, T. E. (1999). Wearable computing and contextual awareness
(Doctoral dissertation, Massachusetts Institute of Technology).
Wearable Attributes
▪  fafds
History of Wearables
▪  1960-90: Early Exploration
▪  Custom build devices
▪  1990 - 2000: Academic, Military Research
▪  MIT, CMU, Georgia Tech, EPFL, etc
▪  1997: ISWC conference starts
▪  1995 – 2005+: First Commercial Uses
▪  Niche industry applications, Military
▪  2010 - : Second Wave of Wearables
▪  Consumer applications, Head & Wrist Worn
The Gamblers
▪  Timing device for roulette prediction
▪  Card counting hardware (toe input)
Ed Thorp (1961)
Thorp, E. O. (1998, October). The invention of the first wearable computer. In Wearable
Computers, 1998. Second International Symposium on (pp. 4-8). IEEE.
Belt computer
Shoe Input
Glasses
Display
Keith Taft (1972)
● The Academics (1980’s - )
▪ MIT Media Lab – Wearable Computing (1993)
▪ CMU – Industrial wearables
http://www.media.mit.edu/wearables/
http://www.cs.cmu.edu/afs/cs/project/vuman/www/frontpage.html
Prototype Applications
▪  Remembrance Agent
▪  Rhodes (97)
▪  Augmented Reality
▪  Feiner (97), Thomas (98)
▪  Remote Collaboration
▪  Garner (97), Kraut (96)
▪ Maintenance/Factory
▪ Caudell (92), Thompson (97)
Mobile AR: Touring Machine (1997)
▪  University of Columbia
▪  Feiner, MacIntyre, Höllerer, Webster
▪  Combines
▪  See through head mounted display
▪  GPS tracking
▪  Orientation sensor
▪  Backpack PC (custom)
▪  Tablet input
Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile
augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
Early Commercial Systems
▪  Xybernaut (1996 - 2007)
▪  Belt worn, HMD, 200 MHz
▪  ViA (1996 – 2001)
▪  Belt worn, Audio Interface
▪  700 MHz Crusoe
▪ Symbol (1998 – )
▪ Wrist worn computer
▪ Finger scanner
● Symbol WWC 1000 (1998 - )
▪ Wrist worn wearable + finger barcode scanner
▪ $3500 USD, current price $1000
▪ Over 30K sold in first 2 years, still selling (>100k units?)
▪ First widely deployed wearable computer
● Reasons For Success
▪ Well defined large market niche
▪ Stock pickers with holster scanners
▪ Significant usability/ergonomics effort
▪ Over 40,000 hours user testing
▪ Provided significant performance improvement
▪ Met user needs, solved existing problems
▪ Addressed social factors
▪ Company with substantial R+D resources
Stein, R., Ferrero, S., Hetfield, M., Quinn, A., & Krichever, M. (1998, October). Development
of a commercially successful wearable data collection system. In Wearable Computers,
1998. Digest of Papers. Second International Symposium on (pp. 18-24). IEEE.
● Second Gen. Systems
▪ Recon (2010 - )
▪ Head worn displays for sports
▪ Ski goggle display
▪ Investment from Intel (2013)
▪ Google (2011 - )
▪ Google Glass
▪ Consumer focus
● Recon Use Case
▪ While skiing show:
▪ maps,
▪ speed,
▪ altitude
▪ phone calls
▪ text messages
● Demo Video
▪ https://www.youtube.com/watch?v=u24cbjqiVfE
Google Glass (2011 - )
● View Through Google Glass
Always available peripheral information display
Combining computing, communications and content capture
● Google Glass User Interface
▪ dfasdf
● Timeline Metaphor
● User Experience
▪ Truly Wearable Computing
▪ Less than 46 ounces
▪ Hands-free Information Access
▪ Voice interaction, Ego-vision camera
▪ Intuitive User Interface
▪ Touch, Gesture, Speech, Head Motion
▪ Access to all Google Services
▪ Map, Search, Location, Messaging, Email, etc
Other Wearables
▪  Vuzix M-100
▪  $999, professional
▪  Recon Jet
▪  $600, more sensors, sports
▪  Opinvent
▪  500 Euro, multi-view mode
▪  Motorola Golden-i
▪  Rugged, remote assistance
dsfh
● Projected Markets
● Business Evolution
▪ First wearable companies
▪ Targeting niche markets
▪ Expensive/poorly designed solutions
▪ Mostly low sales (< 10,000)
▪ Current generation
▪ First general consumer wearable (Glass, others)
▪ Bigger niche markets (skiing, sports) – > 50K+ sales
▪ Many diversified devices
▪ Lower costs/better design
Summary
Wearables are a new class of computing
Intimate, persistent, aware, accessible, connected
Evolution over 50 year history
Backpack to head worn
Custom developed to consumer ready device
Enables new applications
Collaboration, memory, AR, industry, etc
Many types of wearables are coming
Android based, sensor package, micro-display
▪  3: Design
How do you Design for this?
● Design Thinking Process
5 modes iterated through
● Process
▪ Empathize: Understand the user needs
▪ Define: Define the problem to be solved
▪ Ideate: Brainstorm solutions
▪ Prototype: Develop sample solutions
▪ Test: User evaluation/validation of solutions
● Three Phase Model
● Understanding
▪ Understand the Problem Space
▪ What types of problems are we trying to solve?
▪ What’s our bigger goal?
▪ Understand the User
▪ Who are we solving the problem for
▪ Creating a Persona (typical end user)
▪ Define the Design Challenge
▪ Express the problem you are addressing
▪ Identify problem Insight
Celine needs
& wants
because
____________
____________
____________
Persona - Celine
Story
Travel writer & well-known blogger in Paris.
Just published her first book of travel photography.
Has 30K+ followers on Twitter, 800K+ on Instagram
Celine needs
& wants
because
_to capture and
share what she is
doing now_
_the experience to
be shared with
friends_______
she values being
able to take friends
with her on trips___
Persona - Celine
● The Design Challenge
▪ How can a wearable computer be used to capture
and share a user’s experience with remote people?
▪ Key Insight: A wearable computer allows a person to
see and hear with the eyes and ears of another
● Creating
▪ Brain storming
▪ Rapid idea generation
▪ “How might we?” questions
▪ “Yes and..” responses
▪ Body storming
▪ Act out ideas
▪ Organize ideas
▪ Idea map
It is easier to tone
down a wild idea than
to think up a new one.
Alex
Osborn
#androidwear
● Focus and Flare
Design is a convergent and divergent process
● Delivering
▪ Prototyping
▪ Create physical form of idea
▪ Use for empathy, exploration, testing, inspiration
▪ Testing
▪ Evaluate prototype
▪ Validate idea
▪ Learn about user experience
● Interaction Design Process
● Design is All About the User
▪ Users should be
involved throughout
the Design Process
▪ Consider all the needs
of the user
Task #1
1. Create or Identify a Persona
2. Complete a Needs Statement
3. Define the problem being solved
4. Brainstorm possible solutions
▪  4: Prototyping
Why Prototype?
▪  Quick visual design
▪  Capture key interactions
▪  Focus on user experience
▪  Communicate design ideas
▪  “Learn by doing/experiencing”
● Google Glass Prototyping
How can we quickly
prototype Wearable
experiences with
little or no coding?
● Design/Prototyping Tools
●  Typical Development Steps
▪ Sketching
▪ Storyboards
▪ UI Mockups
▪ Interaction Flows
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Increased
Fidelity &
Interactivity
●  Prototyping Tools
▪ Static/Low fidelity
▪ Sketching
▪ User interface templates
▪ Storyboards/Application flows
▪ Interactive/High fidelity
▪ Wireframing tools
▪ Mobile prototyping
▪ Native Coding
▪  5: Low Fidelity Prototyping
● Storyboarding
Application Storyboard
▪  http://dsky9.com/glassfaq/google-glass-
storyboard-template-download/
Sketched Interfaces
▪  Sketch + Powerpoint/Photoshop/Illustrator
GlassSim – http://glasssim.com/
▪  Simulate the view through Google Glass
▪  Multiple card templates
Glass UI Templates
▪  Google Glass Photoshop Templates
▪  http://glass-ui.com/
▪  http://dsky9.com/glassfaq/the-google-glass-psd-template/
Sample Slides From Templates
ToolKit for Designers
▪  Vectoform Google Glass Toolkit for
Designers
▪  http://blog.vectorform.com/2013/09/16/google-glass-
toolkit-for-designers-2/
▪  Sample cards, app flows, icons, etc
Application Flow
● Glassware Flow Designer
▪ Visual tool for designing application flows
▪ Drag and drop interface
developers.google.com/glass/tools-downloads/glassware-flow-designer
Limitations
▪  Positives
▪  Good for documenting screens
▪  Can show application flow
▪  Negatives
▪  No interactivity/transitions
▪  Can’t be used for testing
▪  Can’t deploy on wearable
▪  Can be time consuming to create
● Task #2
1. Sketch out a storyboard showing how the user
interacts with the application
2. Sketch out some sample user interfaces and
application screens
3. Create an interaction flow for the application
using Google Glassware Designer
▪  5: Wearable UX Design
● Consider Your User
▪ Wearable User
▪ Probably Mobile
▪ One/no hand interaction
▪ Short application use
▪ Need to be able to multitask
▪ Use in outdoor or indoor environment
▪ Want to enhance interaction with real world
● Design For Device
▪ Simple, relevant information
▪ Complement existing devices
● It's	
  like	
  a	
  rear	
  view	
  
mirror	
  
	
  
Don't	
  overload	
  the	
  user.	
  S7ck	
  to	
  the	
  
absolutely	
  essen7al,	
  avoid	
  long	
  
interac7ons.	
  Be	
  explicit.	
  
	
  
	
  
● Typical Usage Times
Micro	
  
Interac7ons	
  
The	
  posi*on	
  of	
  the	
  display	
  and	
  
limited	
  input	
  ability	
  makes	
  
longer	
  interac*ons	
  less	
  
comfortable.	
  
	
  
Using	
  it	
  shouldn’t	
  take	
  longer	
  
than	
  taking	
  out	
  your	
  phone.	
  
Micro-Interactions
▪  On mobiles people split attention
between display and real world
● Time Looking at Screen
Oulasvirta, A. (2005). The fragmentation of attention in mobile
interaction, and what to do with it. interactions, 12(6), 16-18.
Design for MicroInteractions
▪  Design interaction less than a few seconds
▪  Tiny bursts of interaction
▪  One task per interaction
▪  One input per interaction
▪  Benefits
▪  Use limited input
▪  Minimize interruptions
▪  Reduce attention fragmentation
● Make Interface Glanceable
▪ Seek to rigorously reduce information density.
▪ Design for recognition, not reading.
Bad Good
● Reduce the number of info
chunks
Reducing the total # of information chunks will increase the
glanceability of your design.
1
2
3
1
2
3
4
5 (6)
● Single Interactions Faster
than 4 s
1
2
3
1
2
3
4
5 (6)
Eye Movements: ~ 2 secs Eye Movements: ~ 0.9 sec
Test the glanceability of your design✓
● Don’t Get in the Way
▪ Enhance, not replace, real world interaction
● Design for Interruptions
▪  Gradually increase engagement and attention load
▪  Respond to user engagement
Receiving SMS on Glass
“Bing”
Tap
Swipe
Glass
Show Message Start Reply
User
Look
Up
Say
Reply
● Keep it Relevant
▪ Information at the right time and place
✓
Test your design indoors + outdoors
Interface Guidelines
▪  Design for device
▪  Use Micro Interaction
▪  Make it glanceable
▪  Do one thing at a time
▪  Reduce number of information chunks
▪  Design for indoor and outdoor use
6: Sample Use Cases
● Ideal Applications
▪ Use cases that require:
▪ Hands-free interaction
▪ Mobile information access
▪ Constant access to information
▪ Access to computing/communication
▪ Supporting activity in real world
▪ Low likelihood of social issues
▪ Enhanced view of reality
● Wearable Use Cases
▪ https://glass.google.com/glassware	
Glassware Applications
Social	
  ac7on	
  
	
  
First-­‐person	
  journalist	
  Tim	
  Pool	
  	
  
broadcasts	
  an	
  in*mate	
  view	
  	
  
of	
  Istanbul	
  protests.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
'I	
  want	
  to	
  show	
  you	
  what	
  it's	
  like	
  to	
  be	
  there	
  as	
  best	
  I	
  can,	
  even	
  
if	
  that	
  ends	
  with	
  me	
  running	
  full-­‐speed	
  into	
  a	
  cafe	
  and	
  rubbing	
  
lemons	
  all	
  over	
  my	
  face	
  a<er	
  being	
  tear-­‐gassed'	
  
	
  
	
  
	
  
● CityViewAR
▪ Using AR to visualize Christchurch city buildings
▪ 3D models of buildings, 2D images, text, panoramas
▪ AR View, Map view, List view
▪ Available on Android market
● CityViewAR on Glass
▪ AR overlay of virtual buildings in Christchurch
● Virtual Exercise Companion
▪ GlassFitGames
▪ http://www.glassfitgames.com
● Example –Telemedicine
▪ Vipaar + UAB - http://www.vipaar.com
▪ Endoscopic view streamed remotely
▪ Remote expert adds hands – viewed in Glass
● Example: Virgin Atlantic
▪ Virgin Atlantic trialing Glass for customer check in
▪ Features
▪ Agent greets customer curb-side, start check-in process
▪ Provide customer details, personalized service
▪ Document verification – camera scanning of boarding pass
▪ Advantages
▪ Focus attention on customer
▪ Moves agent to customer
- Earlier engagement
▪ Reduces technology barrier
between agent and customer
- Hide behind computer/desk
▪ Provides personalized service
- Name, flight details, weather,
diet, translation services, etc
“The trial was a huge success with positive feedback
from both our staff and customers on the usage of
wearable technology”
▪ Key findings
▪ Google Glass permitted the agent to maintain eye contact
showing they were engaged and interesting in helping.
▪ Some passengers were taken aback initially by Glass
wearing concierges, but, passengers responded well.
▪ Some technical challenges to overcome
- Short battery life, camera resolution, wifi issues
▪  7: High Fidelity Prototyping
●  Transitions
▪ Series of still photos in a movie format.
▪ Demonstrates the experience of the product
▪ Discover where concept needs fleshing out.
▪ Communicate experience and interface
▪ You can use many tools, from Flash to iMovie.
● Video Sketching
See https://vine.co/v/bgIaLHIpFTB
● Example: Video Sketch of Vine
UI
● UI Concept Movies
● Pop - https://popapp.in/
▪ Combining sketching and interactivity on mobiles
▪ Take pictures of sketches
▪ Link pictures together
● Using Pop
Interactive Wireframing
▪  Developing interactive interfaces/wireframes
▪  Transitions, user feedback, interface design
▪  Web based tools
▪  UXpin - http://www.uxpin.com/
▪  proto.io - http://www.proto.io/
▪  Native tools
▪  Justinmind - http://www.justinmind.com/
▪  Axure - http://www.axure.com/
Proto.io - http://www.proto.io/
▪  Web based mobile prototyping tool
▪  Features
▪  Prototype for multiple devices
▪  Gesture input, touch events, animations
▪  Share with collaborators
▪  Test on device
Proto.io - Interface
Demo: Building a Simple Flow
Gesture Flow
Scr1
Scr2 Scr3
Scr4 Scr5 Scr6
Ta
p
Swipe
Start Transitions
● Android Design Preview
▪ Mirror portion of desktop to Android devices
▪ Works with Google Glass and other Android wearables
▪ Using any desktop application for prototyping
https://github.com/romannurik/AndroidDesignPreview
Wireframe Limitations
▪  Can’t deploy on Device
▪  No access to sensor data
▪  Camera, orientation sensor
▪  No multimedia playback
▪  Audio, video
▪  Simple transitions
▪  No conditional logic
▪  No networking
● Task #3
1. Create a Pop interactive sketch project
showing the interface transitions
2. Develop a proto.io project showing the
interface interactivity
Processing
▪  Programming tool for Artists/Designers
▪  http://processing.org
▪  Easy to code, Free, Open source, Java based
▪  2D, 3D, audio/video support
▪  Processing For Android
▪  http://wiki.processing.org/w/Android
▪  Strong Android support
▪  Generates Android .apk file
Processing - Motivation
▪  Language of Interaction
▪  Sketching with code
▪  Support for rich interaction
▪  Large developer community
▪  Active help forums
▪  Dozens of plug-in libraries
▪  Strong Android support
▪  Easy to run on wearables
http://processing.org/
http://openprocessing.org/
Basic Parts of a Processing
Sketch/* Notes comment */
//set up global variables
float moveX = 50;
//Initialize the Sketch
void setup (){
}
//draw every frame
void draw(){
}
Processing and Glass
▪  One of the easiest ways to build rich
interactive wearable applications
▪  focus on interactivity, not coding
▪  Collects all sensor input
▪  camera, accelerometer, touch
▪  Can build native Android .apk files
▪  Side load onto Glass
Example: Hello World
//called initially at the start of the Processing sketch
void setup() {
size(640, 360);
background(0);
}
//called every frame to draw output
void draw() {
background(0);
//draw a white text string showing Hello World
fill(255);
text("Hello World", 50, 50);
}
Demo
Hello World Image
PImage img; // Create an image variable
void setup() {
size(640, 360);
//load the ok glass home screen image
img = loadImage("okGlass.jpg"); // Load the image into
the program
}
void draw() {
// Displays the image at its actual size at point (0,0)
image(img, 0, 0);
}
Demo
Touch Pad Input
▪  Tap recognized as DPAD input
void keyPressed() {
if (key == CODED){
if (keyCode == DPAD) {
// Do something ..
▪  Java code to capture rich motion events
▪  import android.view.MotionEvent;
Motion Event
//Glass Touch Events - reads from touch pad
public boolean dispatchGenericMotionEvent(MotionEvent event) {
float x = event.getX(); // get x/y coords
float y = event.getY();
int action = event.getActionMasked(); // get code for action
switch (action) { // let us know which action code shows up
case MotionEvent.ACTION_DOWN:
touchEvent = "DOWN";
fingerTouch = 1;
break;
case MotionEvent.ACTION_MOVE:
touchEvent = "MOVE";
xpos = myScreenWidth-x*touchPadScaleX;
ypos = y*touchPadScaleY;
break;
Demo
Sensors
▪  Ketai Library for Processing
▪  https://code.google.com/p/ketai/
▪  Support all phone sensors
▪  GPS, Compass, Light, Camera, etc
▪  Include Ketai Library
▪  import ketai.sensors.*;
▪  KetaiSensor sensor;
Using Sensors
▪  Setup in Setup( ) function
▪  sensor = new KetaiSensor(this);
▪  sensor.start();
▪ sensor.list();
▪  Event based sensor reading
void onAccelerometerEvent(…)
{
accelerometer.set(x, y, z);
}
Sensor Demo
Using the Camera
▪  Import camera library
▪  import ketai.camera.*;
▪  KetaiCamera cam;
▪  Setup in Setup( ) function
▪ cam = new KetaiCamera(this, 640, 480, 15);
▪  Draw camera image
void draw() {
//draw the camera image
image(cam, width/2, height/2);
}
Camera Demo
WearScript
▪  JavaScript development for Glass
▪  http://www.wearscript.com/en/
▪  Script directory
▪  http://weariverse.com/
● WearScript Features
▪ Community of Developers
▪ Easy development of Glass Applications
▪ GDK card format
▪ Support for all sensor input
▪ Support for advanced features
▪ Augmented Reality
▪ Eye tracking
▪ Arduino input
● WearScript Playground
▪  Test code and run on Glass
▪  https://api.wearscript.com/
▪  8: Design Presentations
▪  9: Research Directions
Challenges for the Future (2001)
▪  Privacy
▪  Power use
▪  Networking
▪  Collaboration
▪  Heat dissipation
▪  Interface design
▪  Intellectual tools
▪  Augmented Reality systems
Starner, T. (2001). The challenges of wearable computing: Part 1. IEEE Micro,21(4), 44-52.
Starner, T. (2001). The challenges of wearable computing: Part 2. IEEE Micro,21(4), 54-67.
Gesture Interaction With Glass
▪  3 Gear Systems
▪  Hand tracking
▪  Hand data sent to glass
▪  Wifi networking
▪  Hand joint position
▪  AR application rendering
▪  Vuforia tracking
Performance
▪  Full 3d hand model input
▪  10 - 15 fps tracking, 1 cm fingertip resolution
● Meta Gesture Interaction
▪ Depth sensor + Stereo see-through
▪ https://www.spaceglasses.com/
Current Collaboration
▪  First person remote conferencing/hangouts
▪  Limitations
-  Single POV, no spatial cues, no annotations, etc
Sharing Space: Social Panoramas
▪  Capture and share social spaces in real time
▪  Enable remote people to feel like they’re with you
Context Sensing
▪  Using context to manage information
▪  progressive information display as user shows
interest
▪  Context from
▪  Speech
▪  Gaze
▪  Real world
▪  Wearable AR Display
Ajanki, A., Billinghurst, M., Gamper, H., Järvenpää, T., Kandemir, M., Kaski, S., ... & Tossavainen, T.
(2011). An augmented reality interface to contextual information. Virtual reality, 15(2-3), 161-173.
Gaze Interaction
AR View
More Information Over Time
Social Perception
TAT Augmented ID
▪  10: Conclusions
● Conclusions
▪ Wearable computing is a 4th generation of computing devices
▪ A range of wearables will appear in 2014
▪ Ecosystem of devices
▪ There are many existing tools for prototyping
▪ Low fidelity, high fidelity
▪ Significant research opportunities exist
▪ User interaction, displays, social impact
More Information
•  Mark Billinghurst
– Email: mark.billinghurst@hitlabnz.org
– Twitter: @marknb00
•  Daniela Busse
– Email: daniela.busse@gmail.com
•  Website
– www.hitlabnz.org
▪  11: Resources
Glass Developer Resources
▪  Main Developer Website
▪  https://developers.google.com/glass/
▪  Glass Apps Developer Site
▪  http://glass-apps.org/glass-developer
▪  Google Design Guidelines Site
▪  https://developers.google.com/glass/design/
index?utm_source=tuicool
▪  Google Glass Emulator
▪  http://glass-apps.org/google-glass-emulator
Other Resources
▪  AR for Glass Website
▪  http://www.arforglass.org/
▪  Vandrico Database of wearable devices
▪  http://vandrico.com/database
● Glass UI Design Guidelines
▪ More guidelines
▪ https://developers.google.com/glass/design/index
Books
▪  Programming Google Glass
▪  Eric Redmond
▪  Rapid Android
Development: Build Rich,
Sensor-Based Applications
with Processing
▪  Daniel Sauter
▪ Microinteractions: Designing
with Details
▪ Dan Saffer
▪ http://microinteractions.com/
▪ Beginning Google Glass
Development
▪ by Jeff Tang

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Rapid prototyping for Wearables

  • 1. Rapid Prototyping for Wearables January 15th 2015 TEI 2015 Studio Mark Billinghurst HIT Lab NZ University of Canterbury mark.billinghurst@canterbury.ac.nz Daniela Busse Director (UX) Citi Ventures daniela.busse@citi.com
  • 3. Mark Billinghurst ▪  Director of HIT Lab NZ, University of Canterbury ▪  PhD Univ. Washington ▪  Research on AR, mobile HCI, Collaborative Interfaces ▪  More than 250 papers in AR, VR, interface design ▪  Sabbatical in Glass team at Google [x] in 2013
  • 4. ● Daniela Busse ▪ UX Director ▪ Citi Ventures Global Innovation Network ▪ Previous ▪ Design Futurist, Samsung Research America ▪ UX Director/Chief UX Architect, SAP ▪ PhD, Computer Science ▪ Glasgow University
  • 5.
  • 6.
  • 7. ● What You Will Learn ▪ An introduction to wearable computers ▪ Key interface design guidelines ▪ Examples of good wearable design ▪ How to use a variety of rapid prototyping tools ▪ Hands on with Google Glass hardware ▪ Active areas of wearable computing research
  • 8. ● Schedule ▪ 9:00: Introduction ▪ 9:15: Introduction to Wearables ▪ 9:35: Introduction to Design ▪ 10:00: Tools for Low Fidelity Prototyping ▪ 10:30 Break/Design Session ▪ 11:00 UX Design Guidelines ▪ 11:30: Tools for High Fidelity prototyping ▪ 12:00 Presentation of Designs ▪ 12:15 Research Directions
  • 10. A Brief History of Computing Trend ▪  Smaller, cheaper, faster, more intimate ▪  Moving from fixed to handheld and onto body 1950’s 1980’s 1990’s
  • 11. Room Desk Lap Hand Head
  • 12. What is a Wearable Computer? ▪  Computer on the body that is: ▪  Always on ▪  Always accessible ▪  Always connected ▪  Other attributes ▪  Augmenting user actions ▪  Aware of user and surroundings Rhodes, B. J. (1997). The wearable remembrance agent: A system for augmented memory. Personal Technologies, 1(4), 218-224. Mann, S. (1997). Wearable computing: A first step toward personal imaging. Computer, 30(2), 25-32.
  • 13. The Ideal Wearable ▪  Persists and Provides Constant Access: Designed for everyday and continuous user over a lifetime. ▪  Senses and Models Context: Observes and models the users and environment. ▪  Augments and Mediates: Information support for the user in both the physical and virtual realities. ▪  Interacts Seamlessly: Adapts its input and output modalities to those most appropriate at the time. Starner, T. E. (1999). Wearable computing and contextual awareness (Doctoral dissertation, Massachusetts Institute of Technology).
  • 15. History of Wearables ▪  1960-90: Early Exploration ▪  Custom build devices ▪  1990 - 2000: Academic, Military Research ▪  MIT, CMU, Georgia Tech, EPFL, etc ▪  1997: ISWC conference starts ▪  1995 – 2005+: First Commercial Uses ▪  Niche industry applications, Military ▪  2010 - : Second Wave of Wearables ▪  Consumer applications, Head & Wrist Worn
  • 16. The Gamblers ▪  Timing device for roulette prediction ▪  Card counting hardware (toe input) Ed Thorp (1961) Thorp, E. O. (1998, October). The invention of the first wearable computer. In Wearable Computers, 1998. Second International Symposium on (pp. 4-8). IEEE. Belt computer Shoe Input Glasses Display Keith Taft (1972)
  • 17. ● The Academics (1980’s - ) ▪ MIT Media Lab – Wearable Computing (1993) ▪ CMU – Industrial wearables http://www.media.mit.edu/wearables/ http://www.cs.cmu.edu/afs/cs/project/vuman/www/frontpage.html
  • 18. Prototype Applications ▪  Remembrance Agent ▪  Rhodes (97) ▪  Augmented Reality ▪  Feiner (97), Thomas (98) ▪  Remote Collaboration ▪  Garner (97), Kraut (96) ▪ Maintenance/Factory ▪ Caudell (92), Thompson (97)
  • 19. Mobile AR: Touring Machine (1997) ▪  University of Columbia ▪  Feiner, MacIntyre, Höllerer, Webster ▪  Combines ▪  See through head mounted display ▪  GPS tracking ▪  Orientation sensor ▪  Backpack PC (custom) ▪  Tablet input Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
  • 20. Early Commercial Systems ▪  Xybernaut (1996 - 2007) ▪  Belt worn, HMD, 200 MHz ▪  ViA (1996 – 2001) ▪  Belt worn, Audio Interface ▪  700 MHz Crusoe ▪ Symbol (1998 – ) ▪ Wrist worn computer ▪ Finger scanner
  • 21. ● Symbol WWC 1000 (1998 - ) ▪ Wrist worn wearable + finger barcode scanner ▪ $3500 USD, current price $1000 ▪ Over 30K sold in first 2 years, still selling (>100k units?) ▪ First widely deployed wearable computer
  • 22. ● Reasons For Success ▪ Well defined large market niche ▪ Stock pickers with holster scanners ▪ Significant usability/ergonomics effort ▪ Over 40,000 hours user testing ▪ Provided significant performance improvement ▪ Met user needs, solved existing problems ▪ Addressed social factors ▪ Company with substantial R+D resources Stein, R., Ferrero, S., Hetfield, M., Quinn, A., & Krichever, M. (1998, October). Development of a commercially successful wearable data collection system. In Wearable Computers, 1998. Digest of Papers. Second International Symposium on (pp. 18-24). IEEE.
  • 23. ● Second Gen. Systems ▪ Recon (2010 - ) ▪ Head worn displays for sports ▪ Ski goggle display ▪ Investment from Intel (2013) ▪ Google (2011 - ) ▪ Google Glass ▪ Consumer focus
  • 24. ● Recon Use Case ▪ While skiing show: ▪ maps, ▪ speed, ▪ altitude ▪ phone calls ▪ text messages
  • 27.
  • 28. ● View Through Google Glass Always available peripheral information display Combining computing, communications and content capture
  • 29. ● Google Glass User Interface ▪ dfasdf
  • 31. ● User Experience ▪ Truly Wearable Computing ▪ Less than 46 ounces ▪ Hands-free Information Access ▪ Voice interaction, Ego-vision camera ▪ Intuitive User Interface ▪ Touch, Gesture, Speech, Head Motion ▪ Access to all Google Services ▪ Map, Search, Location, Messaging, Email, etc
  • 32. Other Wearables ▪  Vuzix M-100 ▪  $999, professional ▪  Recon Jet ▪  $600, more sensors, sports ▪  Opinvent ▪  500 Euro, multi-view mode ▪  Motorola Golden-i ▪  Rugged, remote assistance
  • 33. dsfh
  • 34.
  • 36. ● Business Evolution ▪ First wearable companies ▪ Targeting niche markets ▪ Expensive/poorly designed solutions ▪ Mostly low sales (< 10,000) ▪ Current generation ▪ First general consumer wearable (Glass, others) ▪ Bigger niche markets (skiing, sports) – > 50K+ sales ▪ Many diversified devices ▪ Lower costs/better design
  • 37. Summary Wearables are a new class of computing Intimate, persistent, aware, accessible, connected Evolution over 50 year history Backpack to head worn Custom developed to consumer ready device Enables new applications Collaboration, memory, AR, industry, etc Many types of wearables are coming Android based, sensor package, micro-display
  • 39. How do you Design for this?
  • 40. ● Design Thinking Process 5 modes iterated through
  • 41. ● Process ▪ Empathize: Understand the user needs ▪ Define: Define the problem to be solved ▪ Ideate: Brainstorm solutions ▪ Prototype: Develop sample solutions ▪ Test: User evaluation/validation of solutions
  • 43. ● Understanding ▪ Understand the Problem Space ▪ What types of problems are we trying to solve? ▪ What’s our bigger goal? ▪ Understand the User ▪ Who are we solving the problem for ▪ Creating a Persona (typical end user) ▪ Define the Design Challenge ▪ Express the problem you are addressing ▪ Identify problem Insight
  • 44. Celine needs & wants because ____________ ____________ ____________ Persona - Celine Story Travel writer & well-known blogger in Paris. Just published her first book of travel photography. Has 30K+ followers on Twitter, 800K+ on Instagram
  • 45. Celine needs & wants because _to capture and share what she is doing now_ _the experience to be shared with friends_______ she values being able to take friends with her on trips___ Persona - Celine
  • 46. ● The Design Challenge ▪ How can a wearable computer be used to capture and share a user’s experience with remote people? ▪ Key Insight: A wearable computer allows a person to see and hear with the eyes and ears of another
  • 47. ● Creating ▪ Brain storming ▪ Rapid idea generation ▪ “How might we?” questions ▪ “Yes and..” responses ▪ Body storming ▪ Act out ideas ▪ Organize ideas ▪ Idea map
  • 48. It is easier to tone down a wild idea than to think up a new one. Alex Osborn #androidwear
  • 49. ● Focus and Flare Design is a convergent and divergent process
  • 50. ● Delivering ▪ Prototyping ▪ Create physical form of idea ▪ Use for empathy, exploration, testing, inspiration ▪ Testing ▪ Evaluate prototype ▪ Validate idea ▪ Learn about user experience
  • 52. ● Design is All About the User ▪ Users should be involved throughout the Design Process ▪ Consider all the needs of the user
  • 53.
  • 54. Task #1 1. Create or Identify a Persona 2. Complete a Needs Statement 3. Define the problem being solved 4. Brainstorm possible solutions
  • 56. Why Prototype? ▪  Quick visual design ▪  Capture key interactions ▪  Focus on user experience ▪  Communicate design ideas ▪  “Learn by doing/experiencing”
  • 58. How can we quickly prototype Wearable experiences with little or no coding?
  • 60. ●  Typical Development Steps ▪ Sketching ▪ Storyboards ▪ UI Mockups ▪ Interaction Flows ▪ Video Prototypes ▪ Interactive Prototypes ▪ Final Native Application Increased Fidelity & Interactivity
  • 61. ●  Prototyping Tools ▪ Static/Low fidelity ▪ Sketching ▪ User interface templates ▪ Storyboards/Application flows ▪ Interactive/High fidelity ▪ Wireframing tools ▪ Mobile prototyping ▪ Native Coding
  • 62. ▪  5: Low Fidelity Prototyping
  • 65. Sketched Interfaces ▪  Sketch + Powerpoint/Photoshop/Illustrator
  • 66. GlassSim – http://glasssim.com/ ▪  Simulate the view through Google Glass ▪  Multiple card templates
  • 67. Glass UI Templates ▪  Google Glass Photoshop Templates ▪  http://glass-ui.com/ ▪  http://dsky9.com/glassfaq/the-google-glass-psd-template/
  • 68. Sample Slides From Templates
  • 69. ToolKit for Designers ▪  Vectoform Google Glass Toolkit for Designers ▪  http://blog.vectorform.com/2013/09/16/google-glass- toolkit-for-designers-2/ ▪  Sample cards, app flows, icons, etc
  • 71. ● Glassware Flow Designer ▪ Visual tool for designing application flows ▪ Drag and drop interface developers.google.com/glass/tools-downloads/glassware-flow-designer
  • 72. Limitations ▪  Positives ▪  Good for documenting screens ▪  Can show application flow ▪  Negatives ▪  No interactivity/transitions ▪  Can’t be used for testing ▪  Can’t deploy on wearable ▪  Can be time consuming to create
  • 73. ● Task #2 1. Sketch out a storyboard showing how the user interacts with the application 2. Sketch out some sample user interfaces and application screens 3. Create an interaction flow for the application using Google Glassware Designer
  • 74. ▪  5: Wearable UX Design
  • 75. ● Consider Your User ▪ Wearable User ▪ Probably Mobile ▪ One/no hand interaction ▪ Short application use ▪ Need to be able to multitask ▪ Use in outdoor or indoor environment ▪ Want to enhance interaction with real world
  • 76. ● Design For Device ▪ Simple, relevant information ▪ Complement existing devices
  • 77. ● It's  like  a  rear  view   mirror     Don't  overload  the  user.  S7ck  to  the   absolutely  essen7al,  avoid  long   interac7ons.  Be  explicit.      
  • 79. Micro   Interac7ons   The  posi*on  of  the  display  and   limited  input  ability  makes   longer  interac*ons  less   comfortable.     Using  it  shouldn’t  take  longer   than  taking  out  your  phone.  
  • 80. Micro-Interactions ▪  On mobiles people split attention between display and real world
  • 81. ● Time Looking at Screen Oulasvirta, A. (2005). The fragmentation of attention in mobile interaction, and what to do with it. interactions, 12(6), 16-18.
  • 82. Design for MicroInteractions ▪  Design interaction less than a few seconds ▪  Tiny bursts of interaction ▪  One task per interaction ▪  One input per interaction ▪  Benefits ▪  Use limited input ▪  Minimize interruptions ▪  Reduce attention fragmentation
  • 83. ● Make Interface Glanceable ▪ Seek to rigorously reduce information density. ▪ Design for recognition, not reading. Bad Good
  • 84. ● Reduce the number of info chunks Reducing the total # of information chunks will increase the glanceability of your design. 1 2 3 1 2 3 4 5 (6)
  • 85. ● Single Interactions Faster than 4 s 1 2 3 1 2 3 4 5 (6) Eye Movements: ~ 2 secs Eye Movements: ~ 0.9 sec
  • 86. Test the glanceability of your design✓
  • 87. ● Don’t Get in the Way ▪ Enhance, not replace, real world interaction
  • 88. ● Design for Interruptions ▪  Gradually increase engagement and attention load ▪  Respond to user engagement Receiving SMS on Glass “Bing” Tap Swipe Glass Show Message Start Reply User Look Up Say Reply
  • 89. ● Keep it Relevant ▪ Information at the right time and place
  • 90. ✓ Test your design indoors + outdoors
  • 91. Interface Guidelines ▪  Design for device ▪  Use Micro Interaction ▪  Make it glanceable ▪  Do one thing at a time ▪  Reduce number of information chunks ▪  Design for indoor and outdoor use
  • 92. 6: Sample Use Cases
  • 93. ● Ideal Applications ▪ Use cases that require: ▪ Hands-free interaction ▪ Mobile information access ▪ Constant access to information ▪ Access to computing/communication ▪ Supporting activity in real world ▪ Low likelihood of social issues ▪ Enhanced view of reality
  • 96.
  • 97. Social  ac7on     First-­‐person  journalist  Tim  Pool     broadcasts  an  in*mate  view     of  Istanbul  protests.                 'I  want  to  show  you  what  it's  like  to  be  there  as  best  I  can,  even   if  that  ends  with  me  running  full-­‐speed  into  a  cafe  and  rubbing   lemons  all  over  my  face  a<er  being  tear-­‐gassed'        
  • 98.
  • 99. ● CityViewAR ▪ Using AR to visualize Christchurch city buildings ▪ 3D models of buildings, 2D images, text, panoramas ▪ AR View, Map view, List view ▪ Available on Android market
  • 100. ● CityViewAR on Glass ▪ AR overlay of virtual buildings in Christchurch
  • 102. ● Example –Telemedicine ▪ Vipaar + UAB - http://www.vipaar.com ▪ Endoscopic view streamed remotely ▪ Remote expert adds hands – viewed in Glass
  • 103. ● Example: Virgin Atlantic ▪ Virgin Atlantic trialing Glass for customer check in ▪ Features ▪ Agent greets customer curb-side, start check-in process ▪ Provide customer details, personalized service ▪ Document verification – camera scanning of boarding pass
  • 104. ▪ Advantages ▪ Focus attention on customer ▪ Moves agent to customer - Earlier engagement ▪ Reduces technology barrier between agent and customer - Hide behind computer/desk ▪ Provides personalized service - Name, flight details, weather, diet, translation services, etc
  • 105. “The trial was a huge success with positive feedback from both our staff and customers on the usage of wearable technology” ▪ Key findings ▪ Google Glass permitted the agent to maintain eye contact showing they were engaged and interesting in helping. ▪ Some passengers were taken aback initially by Glass wearing concierges, but, passengers responded well. ▪ Some technical challenges to overcome - Short battery life, camera resolution, wifi issues
  • 106. ▪  7: High Fidelity Prototyping
  • 108.
  • 109. ▪ Series of still photos in a movie format. ▪ Demonstrates the experience of the product ▪ Discover where concept needs fleshing out. ▪ Communicate experience and interface ▪ You can use many tools, from Flash to iMovie. ● Video Sketching
  • 112. ● Pop - https://popapp.in/ ▪ Combining sketching and interactivity on mobiles ▪ Take pictures of sketches ▪ Link pictures together
  • 114. Interactive Wireframing ▪  Developing interactive interfaces/wireframes ▪  Transitions, user feedback, interface design ▪  Web based tools ▪  UXpin - http://www.uxpin.com/ ▪  proto.io - http://www.proto.io/ ▪  Native tools ▪  Justinmind - http://www.justinmind.com/ ▪  Axure - http://www.axure.com/
  • 115. Proto.io - http://www.proto.io/ ▪  Web based mobile prototyping tool ▪  Features ▪  Prototype for multiple devices ▪  Gesture input, touch events, animations ▪  Share with collaborators ▪  Test on device
  • 117. Demo: Building a Simple Flow
  • 118. Gesture Flow Scr1 Scr2 Scr3 Scr4 Scr5 Scr6 Ta p Swipe
  • 120. ● Android Design Preview ▪ Mirror portion of desktop to Android devices ▪ Works with Google Glass and other Android wearables ▪ Using any desktop application for prototyping https://github.com/romannurik/AndroidDesignPreview
  • 121. Wireframe Limitations ▪  Can’t deploy on Device ▪  No access to sensor data ▪  Camera, orientation sensor ▪  No multimedia playback ▪  Audio, video ▪  Simple transitions ▪  No conditional logic ▪  No networking
  • 122. ● Task #3 1. Create a Pop interactive sketch project showing the interface transitions 2. Develop a proto.io project showing the interface interactivity
  • 123. Processing ▪  Programming tool for Artists/Designers ▪  http://processing.org ▪  Easy to code, Free, Open source, Java based ▪  2D, 3D, audio/video support ▪  Processing For Android ▪  http://wiki.processing.org/w/Android ▪  Strong Android support ▪  Generates Android .apk file
  • 124. Processing - Motivation ▪  Language of Interaction ▪  Sketching with code ▪  Support for rich interaction ▪  Large developer community ▪  Active help forums ▪  Dozens of plug-in libraries ▪  Strong Android support ▪  Easy to run on wearables
  • 127. Basic Parts of a Processing Sketch/* Notes comment */ //set up global variables float moveX = 50; //Initialize the Sketch void setup (){ } //draw every frame void draw(){ }
  • 128. Processing and Glass ▪  One of the easiest ways to build rich interactive wearable applications ▪  focus on interactivity, not coding ▪  Collects all sensor input ▪  camera, accelerometer, touch ▪  Can build native Android .apk files ▪  Side load onto Glass
  • 129. Example: Hello World //called initially at the start of the Processing sketch void setup() { size(640, 360); background(0); } //called every frame to draw output void draw() { background(0); //draw a white text string showing Hello World fill(255); text("Hello World", 50, 50); }
  • 130. Demo
  • 131. Hello World Image PImage img; // Create an image variable void setup() { size(640, 360); //load the ok glass home screen image img = loadImage("okGlass.jpg"); // Load the image into the program } void draw() { // Displays the image at its actual size at point (0,0) image(img, 0, 0); }
  • 132. Demo
  • 133. Touch Pad Input ▪  Tap recognized as DPAD input void keyPressed() { if (key == CODED){ if (keyCode == DPAD) { // Do something .. ▪  Java code to capture rich motion events ▪  import android.view.MotionEvent;
  • 134. Motion Event //Glass Touch Events - reads from touch pad public boolean dispatchGenericMotionEvent(MotionEvent event) { float x = event.getX(); // get x/y coords float y = event.getY(); int action = event.getActionMasked(); // get code for action switch (action) { // let us know which action code shows up case MotionEvent.ACTION_DOWN: touchEvent = "DOWN"; fingerTouch = 1; break; case MotionEvent.ACTION_MOVE: touchEvent = "MOVE"; xpos = myScreenWidth-x*touchPadScaleX; ypos = y*touchPadScaleY; break;
  • 135. Demo
  • 136. Sensors ▪  Ketai Library for Processing ▪  https://code.google.com/p/ketai/ ▪  Support all phone sensors ▪  GPS, Compass, Light, Camera, etc ▪  Include Ketai Library ▪  import ketai.sensors.*; ▪  KetaiSensor sensor;
  • 137. Using Sensors ▪  Setup in Setup( ) function ▪  sensor = new KetaiSensor(this); ▪  sensor.start(); ▪ sensor.list(); ▪  Event based sensor reading void onAccelerometerEvent(…) { accelerometer.set(x, y, z); }
  • 139. Using the Camera ▪  Import camera library ▪  import ketai.camera.*; ▪  KetaiCamera cam; ▪  Setup in Setup( ) function ▪ cam = new KetaiCamera(this, 640, 480, 15); ▪  Draw camera image void draw() { //draw the camera image image(cam, width/2, height/2); }
  • 141. WearScript ▪  JavaScript development for Glass ▪  http://www.wearscript.com/en/ ▪  Script directory ▪  http://weariverse.com/
  • 142. ● WearScript Features ▪ Community of Developers ▪ Easy development of Glass Applications ▪ GDK card format ▪ Support for all sensor input ▪ Support for advanced features ▪ Augmented Reality ▪ Eye tracking ▪ Arduino input
  • 143. ● WearScript Playground ▪  Test code and run on Glass ▪  https://api.wearscript.com/
  • 144. ▪  8: Design Presentations
  • 145. ▪  9: Research Directions
  • 146. Challenges for the Future (2001) ▪  Privacy ▪  Power use ▪  Networking ▪  Collaboration ▪  Heat dissipation ▪  Interface design ▪  Intellectual tools ▪  Augmented Reality systems Starner, T. (2001). The challenges of wearable computing: Part 1. IEEE Micro,21(4), 44-52. Starner, T. (2001). The challenges of wearable computing: Part 2. IEEE Micro,21(4), 54-67.
  • 147. Gesture Interaction With Glass ▪  3 Gear Systems ▪  Hand tracking ▪  Hand data sent to glass ▪  Wifi networking ▪  Hand joint position ▪  AR application rendering ▪  Vuforia tracking
  • 148. Performance ▪  Full 3d hand model input ▪  10 - 15 fps tracking, 1 cm fingertip resolution
  • 149. ● Meta Gesture Interaction ▪ Depth sensor + Stereo see-through ▪ https://www.spaceglasses.com/
  • 150. Current Collaboration ▪  First person remote conferencing/hangouts ▪  Limitations -  Single POV, no spatial cues, no annotations, etc
  • 151. Sharing Space: Social Panoramas ▪  Capture and share social spaces in real time ▪  Enable remote people to feel like they’re with you
  • 152. Context Sensing ▪  Using context to manage information ▪  progressive information display as user shows interest ▪  Context from ▪  Speech ▪  Gaze ▪  Real world ▪  Wearable AR Display Ajanki, A., Billinghurst, M., Gamper, H., Järvenpää, T., Kandemir, M., Kaski, S., ... & Tossavainen, T. (2011). An augmented reality interface to contextual information. Virtual reality, 15(2-3), 161-173.
  • 153.
  • 154.
  • 160.
  • 161.
  • 163. ● Conclusions ▪ Wearable computing is a 4th generation of computing devices ▪ A range of wearables will appear in 2014 ▪ Ecosystem of devices ▪ There are many existing tools for prototyping ▪ Low fidelity, high fidelity ▪ Significant research opportunities exist ▪ User interaction, displays, social impact
  • 164. More Information •  Mark Billinghurst – Email: mark.billinghurst@hitlabnz.org – Twitter: @marknb00 •  Daniela Busse – Email: daniela.busse@gmail.com •  Website – www.hitlabnz.org
  • 166. Glass Developer Resources ▪  Main Developer Website ▪  https://developers.google.com/glass/ ▪  Glass Apps Developer Site ▪  http://glass-apps.org/glass-developer ▪  Google Design Guidelines Site ▪  https://developers.google.com/glass/design/ index?utm_source=tuicool ▪  Google Glass Emulator ▪  http://glass-apps.org/google-glass-emulator
  • 167. Other Resources ▪  AR for Glass Website ▪  http://www.arforglass.org/ ▪  Vandrico Database of wearable devices ▪  http://vandrico.com/database
  • 168. ● Glass UI Design Guidelines ▪ More guidelines ▪ https://developers.google.com/glass/design/index
  • 169. Books ▪  Programming Google Glass ▪  Eric Redmond ▪  Rapid Android Development: Build Rich, Sensor-Based Applications with Processing ▪  Daniel Sauter
  • 170. ▪ Microinteractions: Designing with Details ▪ Dan Saffer ▪ http://microinteractions.com/ ▪ Beginning Google Glass Development ▪ by Jeff Tang