Interactiondesignoverviewnovideofinal4 170924093926 PDF
Interactiondesignoverviewnovideofinal4 170924093926 PDF
Interactiondesignoverviewnovideofinal4 170924093926 PDF
• https://www.youtube.com/watch?v=Gk6XAmALOWI
Bill Verplank
• https://www.youtube.com/watch?v=OZPLCjrewj8
HCI and Interaction Design
Interaction Design Process
Identify needs/
establish
requirements
(Re)Design
Evaluate
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
How Can we Design Useful AR and VR?
Identify needs/
establish
requirements
(Re)Design
Evaluate
Build an
interactive
version
Final Product
MOBILE AUGMENTED
REALITY FOR SPATIAL
NAVIGATION
Sharon Brosnan
0651869
Bachelor of Science in Digital Media Design
BUNRATTY FOLK
PARK Sharon Brosnan
0651869
Bachelor of Science in Digital Media Design
BUNRATTY FOLK PARK
• Irish visitor attraction run by Shannon Heritage
• 19th century life is recreated
• Buildings from the mid-west have been relocated to the 26-land
surrounding Bunratty Castle
• 30 buildings are set in a rural or village setting there.
AUGMENTED REALITY
To ensure this…
• It is necessary to understand the visitor of a
navigational aid in Bunratty Folk Park
• Identify visitor motives and goals while going
through the Folk Park.
HUMAN CENTRED DESIGN
Cons:
• Not great feedback gained
• Photoshop not fast enough for
making changes
POST IT PROTOTYPING
Camera View with 3D
User Testing
• Participants found
• 15 minute sessions screen captured
• ‘Talk Allowed’ technique used
• Notes taken
• Post-Interview
WIKITUDE
• Popular augmented reality browser for
mobile devices
• Mapping
• Point of Interest abilities
• Multiplatform
• Shows the points of interest of
Bunratty Folk Park
• Markers can be selected in and an
information pop-up appears
WIKITUDE
User Testing
• Application well received
• Understandable
• Aesthetic Design
• Colour/Font
• Buttons
• Look
VIDEO PROTOTYPE
¢ Flexible tool for capturing the use
of an interface
• https://www.youtube.com/watch?v=8BqbEXUyDfo
NEEDS ANALYSIS
Interaction Design Process
Identify needs/
establish
requirements
(Re)Design
Evaluate
Build an
interactive
version
Final Product
Develop alternative prototypes/concepts and compare them
And iterate, iterate, iterate....
Needs Analysis Goals
• True story:
• Mark’s father, Alan, didn’t seem afraid of anything
• He went to the HIT Lab to try VR for the first time
• In a virtual kitchen he saw a VR spider and screamed
• Contradiction:
• Afraid of nothing, but screams at virtual spider
Example: VR for Arachnophobia
Example
- Alan needs to overcome his fear of spiders in a way that
that is easy and painless
- How might we help him overcome his fear of spiders ?
Is VR the Best Solution?
• Not every problem can be solved by VR..
Example
- Alan needs to overcome his fear of spiders in a way that
that is easy and painless
- How might we help him overcome his fear of spiders ?
DESIGN
The Interaction Design Process
Identify needs/
establish
requirements
(Re)Design
Evaluate
Build an
interactive
version
Final Product
Design Process
Example
- Alan needs to overcome his fear of spiders in a way that
that is easy and painless
- How might we help him overcome his fear of spiders ?
Example:
Symbian
Once found her seat, she begins to review the downloaded
information. She books a ticket for an opera she wants to see.
Her Smartphone makes the booking using her credit card
number stored in memory. The security software of the
Smartphone protects her against fraud.
The Smartphone stores the opera booking along with emails written
on the plane. As soon as she steps off the plane, it makes the
calls and sends the emails. As she leaves the airport, a map
appears on the display and guides her to her hotel
Symbian
Storyboarding
Sequence of sketches showing use of system in
everyday use context
Concrete example
Easier (faster) to grasp than text based stories
Means of communication with users and system
developers
Sketches, not drawings...
Use to test interaction and make sure design works
Example Storyboard
Example Storyboard p.2
Role of Sketching Sketching is about the
activity not the result
– Bill Buxton
• Early ideation
• Think through ideas
• Force you to visualize how things come together
• Communicate ideas to inspire new designs
• Ideal for active brainstorming
• Beginning of prototyping process
VR Design Considerations
• Use UI Best Practices
• Adapt know UI guidelines to VR
• Use of Interface Metaphors/Affordances
• Decide best metaphor for VR application
• Design for Humans
• Use Human Information Processing model
• Design for Different User Groups
• Different users may have unique needs
• Design for the Whole User
• Social, cultural, emotional, physical cognitive
Use UI Best Practices
• General UI design principles can be applied to VR
• E.g. Shneiderman’s UI guidelines from 1998
• Use constraints
• Specify relations between variables that must be satisfied
• E.g. physical constraints reduce freedom of movement
• https://www.youtube.com/watch?v=2Uf-ru2Ndvc
VR Human Interface Guidelines
• Benefits
• Makes learning interface easier and more accessible
• Users understand underlying conceptual model
Typical VR Interface Metaphors
• Direct Manipulation
• Reach out and directly grab objects
• Ray Casting
• Select objects through ray from head/hand
• Vehicle Movement
• Move through VR environment through vehicle movement
Example: Handle Bar Metaphor
• https://www.youtube.com/watch?v=VBCP63jD3OI
How are These Used?
Affordances
”… the perceived and actual properties of
the thing, primarily those fundamental
properties that determine just how the thing
could possibly be used. [...]
• Virtual Affordance
• Look of virtual objects
• Copy real objects
• Interface Design
Affordances in VR
• Auditory system
• Binaural cues, vestibular cues
• Somatosensory
• Haptic, tactile, kinesthetic, proprioceptive cues
• Situational Awareness
• Model of current state of user’s environment
• Used for wayfinding, object interaction, spatial awareness, etc..
• Provide cognitive cues to help with situational awareness
• Landmarks, procedural cues, map knowledge
• Support both ego-centric and exo-centric views
Deisgn for Physical Ergonomics
Identify needs/
establish
requirements
(Re)Design
Evaluate
Build an
interactive
version
Final Product
How can we quickly
prototype Virtual Reality
experiences with little or
no coding?
Google Glass (2011 - )
Google Glass Prototyping
https://www.youtube.com/watch?v=d5_h1VuwD6g
Early Glass Prototyping
Early prototyping
Why Prototype?
▪ Quick visual design
▪ Capture key interactions
▪ Focus on user experience
▪ Communicate design ideas
▪ “Learn by doing/experiencing”
From Sketches to Prototypes
• Sketches: early ideation stages of design
• Prototypes: capturing /detailing the actual design
Sketch vs. Prototype
Sketch Prototype
Invite Attend
Suggest Describe
Explore Refine
Question Answer
Propose Test
Provoke Resolve
Tentative, non committal Specific Depiction
Late design
Typical Development Steps
▪ Sketching
▪ Storyboards
Increased
▪ UI Mockups Fidelity &
▪ Interaction Flows Interactivity
▪ Video Prototypes
▪ Interactive Prototypes
▪ Final Native Application
Design/Prototyping Tools
AR/VR Prototyping Tools
• Low Fidelity
• Sketched Paper Interfaces – pen/paper, non-interactive
• Onride Photoshop tool – digital, non-interactive
• InstaVR - 360 web based tool, simple interactivity
• SketchBox – create VR interface inside VR
• High Fidelity
• Entiti – template based VR with visual programming
• A-Frame – web based VR tool using HTML
• EditorVR – Unity wrapper inside VR
• Unity/Unreal Game Engine – programming needed
Advantages/Disadvantages
Prototype Advantages Disadvantages
Low-fidelity - low developmental cost - limited error checking
prototype - evaluate multiple - navigational and flow
design concepts limitations
▪ Sketch + Powerpoint/Photoshop/Illustrator
Sketching VR Interfaces
See https://virtualrealitypop.com/vr-sketches-56599f99b357
Example Sketched VR Interface
• https://www.youtube.com/watch?v=BmMh6-jPWOc
ONIRIDE - 360° Art Plugin for Photoshop
• https://www.youtube.com/watch?v=1P1EfGizal0
Paper Prototyping (Low Fidelity)
Quick and simple means of sketching interfaces
Use office materials
Easier to criticize, quick to change
Creative process (develop in team)
Can also use for usability test (focus on interaction flow)
Used a lot to test out concepts before real design begins.
Paper Prototyping
Wireframe
• It’s about
• Functional specs
• Navigational systems
• Functionality and layout
• Notes about the intended functionality
• How interface elements work together
• Leaving room for the design to be created
Wireframes
Mockup
• It’s about
• Look and feel
• Build on the wireframe with
graphics and polish
• May adjust layout slightly but
stays within the general
guide of the wireframe
FunMe Mobile AR Wireframe/Mockup
http://www.yunnuocheng.com/funme/
Physical Prototype
Role Playing - Demo
Wireframe vs. Prototype vs. Mockup
• Wireframe
• Low fidelity representation of design
• What UI elements, where UI are placed
• Mockup
• High fidelity static design
• Visual design draft
• Prototype
• Medium to high fidelity
• Supports user interaction
Transitions
Video Sketching
▪ Series of still photos in a movie format.
▪ Demonstrates the experience of the product
▪ Discover where concept needs fleshing out.
▪ Communicate experience and interface
▪ You can use whatever tools, from Flash to iMovie.
UI Concept Movies
Project Glass Concept Video
https://www.youtube.com/watch?v=tSMNn9viel4
EXAMPLE:
SKETCH TO VIDEO
AR Hockey
https://stereoscopica.wordpress.com/2013/05/29/augmented-reality-hockey-concept/
AR Hockey Concept
https://stereoscopica.wordpress.com/2013/05/29/augmented-reality-hockey-concept/
Sketched Projected Content
Game Setup
Paper/Experience Prototypes
https://vimeo.com/79285725
Interactive Sketching
• Pop App
• Pop - https://marvelapp.com/pop
• Combining sketching and interactivity on mobiles
• Take pictures of sketches, link pictures together
Using Pop
Pop Demo
https://www.youtube.com/watch?v=Zdjg9yhBqTU
littleBits - http://littlebits.cc/
https://www.youtube.com/watch?v=YUUsJSDa7PE
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
Flinto
• https://www.flinto.com/
• High fidelity prototyping
• Use final png files/interface screens
• Connect mockup screens visually
• Apply transitions, scrolling etc
• Send prototypes to mobile for viewing
• Looks like real application
Flinto Interface
https://www.youtube.com/watch?v=XDRTuFTHstU
Sketchbox
• https://www.youtube.com/watch?v=gWfgewGzaEI
InstaVR
•http://www.instavr.co/
•Free, fast panorama VR, deploy to multi platforms
Demo - Using InstaVR
• https://www.youtube.com/watch?v=M2C8vDL0YeA
Entiti
• https://www.wakingapp.com/
• Stand alone application for VR/AR authoring (Windows, Mac)
• Works with Entiti mobile application (Android, iOS)
• Delivers multiple VR experiences – 360 and 3D scenes
• Template based VR, Visual programming for behaviours
Entiti Overview
https://www.youtube.com/watch?v=SRuYQoT45Tg
A-Frame
• See https://aframe.io/
• Web based VR framework
• Make WebVR with HTML and Entity-Component
• Works on Vive, Rift, Daydream, GearVR, desktop
A-Frame Demo
• https://www.youtube.com/watch?v=1MskH9uqOyQ
Unity EditorVR
• https://www.youtube.com/watch?v=gV9rpwWWobc&t=217s
More Prototyping Tools
See http://bit.ly/2wx3i6H
EXAMPLE:
CONCEPT TO DEMO
NASA Hololens AR/VR Concept Demo
Identify needs/
establish
requirements
(Re)Design
Evaluate
Build an
interactive
version
Final Product
What is evaluation?
redesign &
design implementation evaluation
reimplementation
design implementation
Four Evaluation Paradigms
• ‘quick and dirty’
• usability testing (lab studies)
• field studies
• predictive evaluation
Quick and Dirty
Randomly Randomly
assigned assigned
Experimental tasks
Experimental tasks
Experimental tasks
1 2 3
Experimental task
• Objective (Quantitative)
• Performance measures
• Time, accuracy, errors
• Process measures
• Video/audio analysis
Example: VR Navigation using Head Tilt
Tregillus, S., Al Zayer, M., & Folmer, E. (2017, May). Handsfree Omnidirectional VR
Navigation using Head Tilt. In Proceedings of the 2017 CHI Conference on Human
Factors in Computing Systems (pp. 4063-4068). ACM.
Implementation
• https://www.youtube.com/watch?v=e6fyfnVTAYs
User Study
• Goal: To compare head tilt input to joystick input
for navigation in mobile VR
• Conditions
• TILT: Head tilt input only
• WIP-TILT: Head tilt + using walking to trigger tilt input
• Joystick: Joystick input
• Measures
• Quantitative: Performance time, Number of obstacles hit
• Qualitative: Simulator sickness (SSQ), user preferences
Experiment Design
• 25 Subjects (6 female, 19 male)
• Within subjects design
• All subjects do all conditions
• Experience conditions in counterbalanced order
• For each condition
• Training then navigate through 5 virtual corridors
• At end of condition take SSQ survey
• Rate condition on Likert scale for efficiency, accuracy, etc.
• After all conditions
• Interview subjects for more feedback
Results: Performance, Sickness
• WIP-TILT
• Slower than TILT, more difficult to learn due to walking
• User felt most immersive due to proprioceptive input
@marknb00