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DESIGNING OUTSTANDING AUGMENTED REALITY EXPERIENCES Mark Billinghurst [email protected] May 17 th 2016 Shenzen, China

Designing Outstanding AR Experiences

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Page 1: Designing Outstanding AR Experiences

DESIGNING OUTSTANDING AUGMENTED REALITY

EXPERIENCES

Mark Billinghurst [email protected]

May 17th 2016

Shenzen, China

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•  adsf

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•  jg

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The Digital Divide

• Screens are windows into digital spaces • Separation between digital and physical world

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Augmented Reality

Vuforia Smart Terrain

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Augmented Reality Technology that: 1.  Combines Real and Virtual Images

• Both can be seen at the same time

2.  Interactive in real-time • The virtual content can be interacted with

3.  Registered in 3D • Virtual objects appear fixed in space

Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.

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• Web based AR •  Flash, HTML 5 •  Marketing, education

• Outdoor Mobile AR •  GPS, compass tracking •  Viewing Points of Interest in real world

• Handheld AR •  Vision based tracking •  Marketing, gaming

•  Location Based Experiences •  HMD, fixed screens •  Museums, point of sale, advertising

Typical AR Experiences

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AR Business Today

• Around $600 Million USD in 2014 (>$2B 2016) • 70-80+% Games and Marketing

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Market Projections

cf. 2014 computer game market = $84 Billion USD

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DESIGNING AR EXPERIENCES

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What Makes a Good AR Experience? • Compelling

• Engaging, ‘Magic’ moment

• Intuitive, ease of use • Uses existing skills

• Anchored in physical world • Seamless combination of real and digital

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Example: colAR (Quiver)

• Turn colouring book pages into AR scenes • Markerless tracking, use your own colours..

• Try it yourself: http://www.colARapp.com/

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• Interface Components • Physical components • Display elements

• Visual/audio • Interaction metaphors

Physical Elements

Display Elements Interaction

Metaphor Input Output

AR Interface Elements

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AR Interface Design • Combines physical + virtual object design • Physical

• Tangible controllers and objects

• Virtual • Virtual graphics and audio

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Physical Design •  Industrial Design

• Type of Objects •  Purposely built – affordances

•  “Found” – repurposed

•  Existing – already at use in marketplace

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How are these used?

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”… the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. [...]

Affordances provide strong clues to the operations of things.”

(Norman, The Psychology of Everyday Things 1988, p.9)

Affordance

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Physical vs. Virtual Affordances • Physical Affordances

•  Look and feel of real objects • Shape, texture, colour, weight, etc •  Industrial Design

• Virtual Affordance •  Look of virtual objects • Copy real objects •  Interface Design

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Design of AR Enhanced Objects

• Make affordances obvious

• Object affordances visible

• Give feedback

• Provide constraints

• Use natural mapping

• Use good cognitive model

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Example: Haunted Book/AR Book

• Camera hidden in lamp object • AR content seamlessly integrated into real book • Natural page turning/manipulation interaction

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Interface Design Path 1/ Demonstration: Working Prototype

2/ Copying: Adoption of Interaction Techniques from other interface metaphors

3/ Creation: Development of new interface metaphors appropriate to the medium

4/ Theory: Development of formal theoretical models for predicting and modeling user actions

Desktop WIMP

Virtual Reality

Augmented Reality

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Example: VR Interfaces

• Copying: Virtual Windows/keyboards • Creation: World in Miniature

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AR Interaction Metaphors

• AR Lens/Window • simple (conceptually!), unobtrusive

• 3D User Interfaces (VR) • expressive, creative, require attention

• Tangible Interfaces (TUI) • Embedded into conventional environments

• Tangible AR • Combines TUI input + AR display

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AR Lens

•  Information is registered to real-world context • Hand held AR displays

•  Interaction •  2D/3D virtual viewpoint control •  Limited input/interactivity

• Applications • Context-aware information

Tourism, gaming

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3D AR Interfaces • Virtual objects displayed in 3D physical space and manipulated •  HMDs and 6DOF head-tracking

•  6DOF hand trackers for input

•  Interaction •  Viewpoint control

•  Traditional 3D interaction: •  manipulation, selection, etc.

•  VR techniques

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Tangible User Interfaces (Ishii 97)

• Create digital shadows for physical objects

• Foreground • graspable UI

• Background • ambient interfaces

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Tangible Interface: Augmented Groove

• Collaborative Instrument • Physically Based Interaction • Map actions to Midi output

• Translation, rotation • Tilt, shake

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Lessons from Tangible Interfaces • Advantages

• Physical objects make us smart • Objects aid collaboration • Objects increase understanding

• Disadvantages • Difficult to change object properties •  Limited display capabilities • Separation between object and display

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Back to the Real World • AR overcomes limitation of TUIs

•  enhance display possibilities • merge task/display space •  provide public and private views

• TUI + AR = Tangible AR • Apply TUI methods to AR interface design •  TUI for input, AR for output

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Tangible AR Design Principles • Tangible AR Interfaces use TUI principles

• Physical controllers for moving virtual content • Support for spatial 3D interaction techniques • Time and space multiplexed interaction • Support for multi-handed interaction • Match object affordances to task requirements • Support parallel activity with multiple objects • Allow collaboration between multiple users

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Tangible AR: Tiles • Tiles semantics

• data tiles • operation tiles

• Operation on tiles • proximity • spatial arrangements • space-multiplexed

Poupyrev, I., Tan, D., Billinghurst, M., Kato, H., Regenbrecht, H., & Tetsutani, N. (2001). Tiles: A mixed reality authoring interface. In INTERACT 2001 Conference on Human Computer Interaction (pp. 334-341).

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Example: LevelHead

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Case Study: LevelHead

• Physical Components •  Real blocks

• Display Elements •  Virtual person and rooms

• Interaction Metaphor •  Blocks are rooms

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Design for Technology Limitations • Understand the platforms used and design for limitations

• Hardware, software platforms

• Eg Handheld AR game with visual tracking • Use large screen icons • Consider screen reflectivity •  Support one-hand interaction • Consider the natural viewing angle • Do not tire users out physically • Do not encourage fast actions • Keep at least one tracking surface in view

Art of Defense Game

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Seamless Design

• Design to reduce seams in the user experience •  Eg: AR tracking failure, change in interaction mode

• Paparazzi Game • Change between AR tracking to accelerometer input

Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--Arts, Media, and Humanities, p.19-28, October 26-29, 2011

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Consider the Whole User

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Consider Your User

• Mobile Phone AR User • Probably Mobile • One hand interaction • Short application use • Need to be able to multitask • Use in outdoor or indoor environment • Want to enhance interaction with real world

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Social Acceptance

• People don’t want to look silly • Only 12% of 4,600 adults would be willing to wear AR glasses •  20% of mobile AR browser users experience social issues

• Acceptance more due to Social than Technical issues • Needs further study (ethnographic, field tests, longitudinal)

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TAT Augmented ID

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Google Glass Anyone?

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Designing AR Experiences • Create a compelling experience •  Intuitive and ease of use • Anchor in the real world • Design affordances for physical + virtual elements • Create the appropriate Interaction Metaphor • Design for technology limitations • Consider the whole user (Social, cultural, ..)

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RESEARCH DIRECTIONS

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Looking to the Future

What’s Next?

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Research Enables New Experiences • Gesture/multimodal Input

• Natural user interaction

• Collaborative experiences • Capturing rich communication cues

• Experience capture • Sharing surroundings

• Empathic Computing • Creating understanding

• Etc..

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Gesture Based Interaction

• Use free hand gestures to interact • Depth camera, scene capture

• Multimodal input • Combining speech and gesture

HIT Lab NZ Microsoft Hololens

Meta SpaceGlasses

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Social Panoramas

• Google Glass • Capture live image panorama (compass + camera)

• Remote device (tablet) •  Immersive viewing, live annotation

Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 303-304). IEEE.

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Empathy Glasses

• Combine together eye-tracking, display, face expression •  Implicit cues – eye gaze, face expression

+ +

Pupil Labs Epson BT-200 AffectiveWear

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Remote Collboration

• Eye gaze pointer and remote pointing • Face expression display •  Implicit cues for remote collaboration

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Holoportation

• Augmented Reality + 3D capture + high bandwidth •  http://research.microsoft.com/en-us/projects/holoportation/

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CONCLUSION

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Conclusions • AR enables connection back to real world

• Great AR experiences need good design • Physical + virtual components, interaction metaphor • Design for technology limitations • Need to consider whole user

• Many directions for future research • Natural interaction, collaboration, experience capture

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www.empathiccomputing.org

@marknb00

[email protected]