LECTURE 4: PROTOYPING
FOR AUGMENTED REALITY
Mark Billinghurst
AR Summer School
February 15th – 19th 2016
University of South Australia
Interaction Design Process
Three Phase Model
Elaboration and Reduction
•  Elaborate - generate solutions.These are the opportunities
•  Reduce - decide on the ones worth pursuing
•  Repeat - elaborate and reduce again on those solutions
Source: Laseau,P. (1980) Graphic Thinking for Architects & Designers. John Wiley and Sons
How can we quickly
prototype Augmented
Reality experiences
with little or no coding?
Why Prototype?
▪  Quick visual design
▪  Capture key interactions
▪  Focus on user experience
▪  Communicate design ideas
▪  “Learn by doing/experiencing”
Prototyping Tools
▪  Static/Low fidelity
▪  Sketching
▪  User interface templates
▪  Storyboards/Application flows
▪  Interactive/High fidelity
▪  Wireframing tools
▪  Mobile prototyping
▪  Native Coding
Typical Development Steps
▪  Sketching
▪  Storyboards
▪  UI Mockups
▪  Interaction Flows
▪  Video Prototypes
▪  Interactive Prototypes
▪  Final Native Application
Increased
Fidelity &
Interactivity
Sketching
Sketching is not about drawing
It is about design.
Sketching is a tool to help you:
•  express
•  develop, and
•  communicate design ideas
Sketching is part of a process:
•  idea generation,
•  design elaboration
•  design choices,
•  engineering
Figure 41: A Sketch of a Dialogue with a Sketch
The “conversation” between the sketch (right bubble) and the mind (left
bubble). A sketch is created from current knowledge (top arrow). Reading,
or interpreting the resulting representation (bottom arrow), creates new
knowledge. The creation results from what Goldschmidt calls “seeing
that” reasoning, and the extraction of new knowledge results from what
she calls “seeing as.”
sketch
representation
mind
(new) knowledge
Create
(seeing that)
Read
(seeing as)
Sketching is about the
activity not the result
– Bill Buxton
10
From Sketches to Prototypes
•  Sketches: early ideation stages of design
•  Prototypes: capturing /detailing the actual design
Sketch vs.Prototype
Sketch	
   Prototype	
  
Invite	
   A)end	
  
Suggest	
   Describe	
  
Explore	
   Refine	
  
Ques;on	
   Answer	
  
Propose	
   Test	
  
Provoke	
   Resolve	
  
Tenta;ve,	
  non	
  commi)al	
   Specific	
  Depic;on	
  
The primary differences are in the intent
Sketched Interfaces
▪  Sketch + Powerpoint/Photoshop/Illustrator
GlassSim – http://glasssim.com/
▪  Simulate the view through Google Glass
▪  Multiple card templates
GlassSim Card Builder
▪  Use HTML for card details
▪  Multiple templates
▪  Change background
▪  Own image
▪  Camera view
GlassSim Samples
Application Storyboard
▪  http://dsky9.com/glassfaq/google-glass-
storyboard-template-download/
Application Flow
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
Transitions
2016 AR Summer School - Lecture4
▪ 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.
Video Sketching
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
Wireframe Limitations
▪  No access to sensor data
▪  Camera, orientation sensor
▪  No multimedia playback
▪  Audio, video
▪  Simple transitions
▪  No conditional logic
▪  No networking
Hardware Prototyping
Fake Display
3D print Thingiverse model
see http://www.thingiverse.com/thing:65706
Have the social impact of Google Glass without the cost
Build Your Own Wearable
▪  MyVu display + phone + sensors
Beady-i
▪  http://www.instructables.com/id/DIY-
Google-Glasses-AKA-the-Beady-i/
Rasberry Pi Glasses
▪  Modify video glasses, connect to Rasberry Pi
▪  $200 - $300 in parts, simple assembly
▪  https://learn.adafruit.com/diy-wearable-pi-near-eye-kopin-video-
glasses
Physical Input Devices
▪  Can we develop unobtrusive input
devices ?
▪  Reduce need for speech, touch pad input
▪  Socially more acceptable
▪  Examples
▪  Ring,
▪  pendant,
▪  bracelet,
▪  gloves, etc
Prototyping Platform
Arduino Kit Bluetooth Shield Google Glass
Example: Glove Input
▪  Buttons on fingertips
▪  Map touches to commands
Example: Ring Input
▪  Touch strip, button, accelerometer
▪  Tap, swipe, flick actions
How it works
Bracelet
Armband
Gloves
1,2,
3,4
Values/
output
Summary
▪  Prototyping for wearables is similar to mobiles
▪  Tools for UI design, storyboarding, wireframing
▪  Android tools to create interactive prototypes
▪  App Inventor, Processing, etc
▪  Arduino can be used for hardware prototypes
▪  Once prototyped Native Apps can be built
▪  Android + SDK for each platform
Other Tools
▪  Wireframing
▪  pidoco
▪  FluidUI
▪  Rapid Development
▪  Phone Gap
▪  AppMachine
▪  Interactive
▪  App Inventor
▪  WearScript
App Inventor - http://appinventor.mit.edu/
▪  Visual Programming for Android Apps
▪  Features
▪  Access to Android Sensors
▪  Multimedia output
▪  Drag and drop web based interface
▪  Designer view – app layout
▪  Blocks view – program logic/control
App Inventor Designer View
App Inventor Blocks View
Orientation Demo
▪  Use wearable orientation sensor
Prototyping Case Study
Google Glass
Google Glass Prototyping
2016 AR Summer School - Lecture4
The Road to Glass
AR Design Case Study
ITERATIVE DESIGN PROCESS
Design	
  
(redesign)	
  
Prototype	
  
Test	
  Design	
  with	
  Users	
  (Note	
  
problems)	
  
Evaluate	
  
(Fix	
  Issues)	
  
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
In Bunratty Folk Park:
•  Allows the visitor to point a camera at an exhibit, the
device recognises it by it’s location and layers digital
information on to the display
•  3-dimensional virtual objects can be positioned with
real ones on display
•  Leads to dynamic combination of a live camera view
and information
NAVIGATIONALAID
Smartphone Platform
Most people carry mobile phones
Ideal Augmented Reality Technology
•  Global tracking tools
•  Wireless communication capabilities
•  Location based computing
•  Large display for interaction
DESIGNING
FOR THEVISITOR
HUMAN CENTRED DESIGN
Goal of the Navigational Aid
•  Easy to use, clear and understandable
•  Useful to visitors
•  Creating interaction between the visitor and the aid
through the user interface
Engage the visitor
•  It is necessary to understand the visitor to Bunratty
•  Identify visitor motives and goals while going through
the Folk Park.
HUMAN CENTRED DESIGN
Understanding the technology and Related Works
!  Literature
!  Similar Technologies
!  Electronic Tours in Museum Settings
!  Interactions design in Outdoor Museums
Understanding the User over time
!  Observations
!  Interviews
HUMAN CENTRED DESIGN
Findings
•  Most visitors do not use the map
•  Most visitors have mobile phones
•  Visitors want more information
•  View the Folk Park at their own pace
•  Information should be straight to the point
•  Large social interaction within groups
NEXT STEPS FROM RESEARCH
•  DefineVisitors Goals
•  Define Functionalities of the Aid
•  Develop Personas – visitors who use the Aid
•  Develop Scenarios – how the persona uses the navigational aid
in the Folk Park
•  Draw up Storyboards on scenarios
FUNCTIONALITY
•  View Options
•  CameraView
•  MapView
•  ListView
•  Sub-Options
•  Places
•  Events
•  Restaurants
! AR Features
! Text Information
! 3D Objects
! 3D Tour Guide
! 3D Placement of Buildings
STORYBOARD
2016 AR Summer School - Lecture4
2016 AR Summer School - Lecture4
ITERATIVE DESIGN PROCESS
ITERATIVE DESIGN PROCESS
Prototyping and User Testing
•  Low Fidelity Prototyping
•  Sketches
•  Paper Prototyping
•  Post-It Prototyping
•  PowerPoint Prototyping
•  High Fidelity Prototyping
•  Wikitude
INITIAL SKETCHES - Photoshop
Pros:
• Good for idea generation
• Cheap
• Concepts seem feasible
Cons:
• Not great feedback gained
• Photoshop not fast enough
for making changes
POST IT PROTOTYPING
First	
  DraJ	
  
Camera	
  View	
  with	
  3D	
  
Second	
  DraJ	
   Third	
  DraJ	
  
• 	
  Selec;on	
  highlighted	
  in	
  blue	
   • 	
  Home	
  bu)on	
  added	
  for	
  easy	
  
naviga;on	
  to	
  main	
  menu	
  
POWERPOINT PROTOTYPING
Benefits
• Used for User Testing
• Interactive
• Functionalities work
• Quick
• Easy arrangement of slides
User Testing
• Participants found
• 15 minute sessions screen captured
• ‘Talk Allowed’ technique used
• Notes taken
• Post-Interview
WIKITUDE
•  Popular AR browser
•  Mapping
•  Point of Interest abilities
•  Multiplatform
•  Shows points of interest
•  Markers can be selected in and
information pop-up appears
FINAL CONCEPT
DESIGN
FINAL DESIGN CONCEPT 	
	
Key Issues
•  Fix issues found in previous sessions
•  Design with guidelines in mind
•  Appealing to the Mental Model
•  Icon Design
•  Aesthetic Design
•  Colour/Font
•  Buttons
•  Look
VIDEO PROTOTYPE
" Flexible	
  tool	
  for	
  capturing	
  the	
  use	
  of	
  
an	
  interface	
  
" Elaborate	
  simula;on	
  of	
  how	
  the	
  
naviga;onal	
  aid	
  will	
  work	
  
" Does	
  not	
  need	
  to	
  be	
  realis;c	
  in	
  
every	
  detail	
  
" Gives	
  a	
  good	
  idea	
  of	
  how	
  the	
  
finished	
  system	
  will	
  work	
  
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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2016 AR Summer School - Lecture4

  • 1. LECTURE 4: PROTOYPING FOR AUGMENTED REALITY Mark Billinghurst AR Summer School February 15th – 19th 2016 University of South Australia
  • 4. Elaboration and Reduction •  Elaborate - generate solutions.These are the opportunities •  Reduce - decide on the ones worth pursuing •  Repeat - elaborate and reduce again on those solutions Source: Laseau,P. (1980) Graphic Thinking for Architects & Designers. John Wiley and Sons
  • 5. How can we quickly prototype Augmented Reality experiences with little or no coding?
  • 6. Why Prototype? ▪  Quick visual design ▪  Capture key interactions ▪  Focus on user experience ▪  Communicate design ideas ▪  “Learn by doing/experiencing”
  • 7. Prototyping Tools ▪  Static/Low fidelity ▪  Sketching ▪  User interface templates ▪  Storyboards/Application flows ▪  Interactive/High fidelity ▪  Wireframing tools ▪  Mobile prototyping ▪  Native Coding
  • 8. Typical Development Steps ▪  Sketching ▪  Storyboards ▪  UI Mockups ▪  Interaction Flows ▪  Video Prototypes ▪  Interactive Prototypes ▪  Final Native Application Increased Fidelity & Interactivity
  • 9. Sketching Sketching is not about drawing It is about design. Sketching is a tool to help you: •  express •  develop, and •  communicate design ideas Sketching is part of a process: •  idea generation, •  design elaboration •  design choices, •  engineering
  • 10. Figure 41: A Sketch of a Dialogue with a Sketch The “conversation” between the sketch (right bubble) and the mind (left bubble). A sketch is created from current knowledge (top arrow). Reading, or interpreting the resulting representation (bottom arrow), creates new knowledge. The creation results from what Goldschmidt calls “seeing that” reasoning, and the extraction of new knowledge results from what she calls “seeing as.” sketch representation mind (new) knowledge Create (seeing that) Read (seeing as) Sketching is about the activity not the result – Bill Buxton 10
  • 11. From Sketches to Prototypes •  Sketches: early ideation stages of design •  Prototypes: capturing /detailing the actual design
  • 12. Sketch vs.Prototype Sketch   Prototype   Invite   A)end   Suggest   Describe   Explore   Refine   Ques;on   Answer   Propose   Test   Provoke   Resolve   Tenta;ve,  non  commi)al   Specific  Depic;on   The primary differences are in the intent
  • 13. Sketched Interfaces ▪  Sketch + Powerpoint/Photoshop/Illustrator
  • 14. GlassSim – http://glasssim.com/ ▪  Simulate the view through Google Glass ▪  Multiple card templates
  • 15. GlassSim Card Builder ▪  Use HTML for card details ▪  Multiple templates ▪  Change background ▪  Own image ▪  Camera view
  • 19. 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
  • 22. ▪ 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. Video Sketching
  • 24. Pop - https://popapp.in/ • Combining sketching and interactivity on mobiles • Take pictures of sketches, link pictures together
  • 26. 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/
  • 27. 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
  • 29. Wireframe Limitations ▪  No access to sensor data ▪  Camera, orientation sensor ▪  No multimedia playback ▪  Audio, video ▪  Simple transitions ▪  No conditional logic ▪  No networking
  • 31. Fake Display 3D print Thingiverse model see http://www.thingiverse.com/thing:65706 Have the social impact of Google Glass without the cost
  • 32. Build Your Own Wearable ▪  MyVu display + phone + sensors
  • 34. Rasberry Pi Glasses ▪  Modify video glasses, connect to Rasberry Pi ▪  $200 - $300 in parts, simple assembly ▪  https://learn.adafruit.com/diy-wearable-pi-near-eye-kopin-video- glasses
  • 35. Physical Input Devices ▪  Can we develop unobtrusive input devices ? ▪  Reduce need for speech, touch pad input ▪  Socially more acceptable ▪  Examples ▪  Ring, ▪  pendant, ▪  bracelet, ▪  gloves, etc
  • 36. Prototyping Platform Arduino Kit Bluetooth Shield Google Glass
  • 37. Example: Glove Input ▪  Buttons on fingertips ▪  Map touches to commands
  • 38. Example: Ring Input ▪  Touch strip, button, accelerometer ▪  Tap, swipe, flick actions
  • 40. Summary ▪  Prototyping for wearables is similar to mobiles ▪  Tools for UI design, storyboarding, wireframing ▪  Android tools to create interactive prototypes ▪  App Inventor, Processing, etc ▪  Arduino can be used for hardware prototypes ▪  Once prototyped Native Apps can be built ▪  Android + SDK for each platform
  • 41. Other Tools ▪  Wireframing ▪  pidoco ▪  FluidUI ▪  Rapid Development ▪  Phone Gap ▪  AppMachine ▪  Interactive ▪  App Inventor ▪  WearScript
  • 42. App Inventor - http://appinventor.mit.edu/ ▪  Visual Programming for Android Apps ▪  Features ▪  Access to Android Sensors ▪  Multimedia output ▪  Drag and drop web based interface ▪  Designer view – app layout ▪  Blocks view – program logic/control
  • 45. Orientation Demo ▪  Use wearable orientation sensor
  • 50. The Road to Glass
  • 51. AR Design Case Study
  • 52. ITERATIVE DESIGN PROCESS Design   (redesign)   Prototype   Test  Design  with  Users  (Note   problems)   Evaluate   (Fix  Issues)  
  • 53. MOBILE AUGMENTED REALITY FOR SPATIAL NAVIGATION Sharon Brosnan 0651869 Bachelor of Science in Digital Media Design
  • 54. BUNRATTY FOLK PARK Sharon Brosnan 0651869 Bachelor of Science in Digital Media Design
  • 55. 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.
  • 56. AUGMENTED REALITY In Bunratty Folk Park: •  Allows the visitor to point a camera at an exhibit, the device recognises it by it’s location and layers digital information on to the display •  3-dimensional virtual objects can be positioned with real ones on display •  Leads to dynamic combination of a live camera view and information
  • 57. NAVIGATIONALAID Smartphone Platform Most people carry mobile phones Ideal Augmented Reality Technology •  Global tracking tools •  Wireless communication capabilities •  Location based computing •  Large display for interaction
  • 59. HUMAN CENTRED DESIGN Goal of the Navigational Aid •  Easy to use, clear and understandable •  Useful to visitors •  Creating interaction between the visitor and the aid through the user interface Engage the visitor •  It is necessary to understand the visitor to Bunratty •  Identify visitor motives and goals while going through the Folk Park.
  • 60. HUMAN CENTRED DESIGN Understanding the technology and Related Works !  Literature !  Similar Technologies !  Electronic Tours in Museum Settings !  Interactions design in Outdoor Museums Understanding the User over time !  Observations !  Interviews
  • 61. HUMAN CENTRED DESIGN Findings •  Most visitors do not use the map •  Most visitors have mobile phones •  Visitors want more information •  View the Folk Park at their own pace •  Information should be straight to the point •  Large social interaction within groups
  • 62. NEXT STEPS FROM RESEARCH •  DefineVisitors Goals •  Define Functionalities of the Aid •  Develop Personas – visitors who use the Aid •  Develop Scenarios – how the persona uses the navigational aid in the Folk Park •  Draw up Storyboards on scenarios
  • 63. FUNCTIONALITY •  View Options •  CameraView •  MapView •  ListView •  Sub-Options •  Places •  Events •  Restaurants ! AR Features ! Text Information ! 3D Objects ! 3D Tour Guide ! 3D Placement of Buildings
  • 68. ITERATIVE DESIGN PROCESS Prototyping and User Testing •  Low Fidelity Prototyping •  Sketches •  Paper Prototyping •  Post-It Prototyping •  PowerPoint Prototyping •  High Fidelity Prototyping •  Wikitude
  • 69. INITIAL SKETCHES - Photoshop Pros: • Good for idea generation • Cheap • Concepts seem feasible Cons: • Not great feedback gained • Photoshop not fast enough for making changes
  • 70. POST IT PROTOTYPING First  DraJ   Camera  View  with  3D   Second  DraJ   Third  DraJ   •   Selec;on  highlighted  in  blue   •   Home  bu)on  added  for  easy   naviga;on  to  main  menu  
  • 71. POWERPOINT PROTOTYPING Benefits • Used for User Testing • Interactive • Functionalities work • Quick • Easy arrangement of slides User Testing • Participants found • 15 minute sessions screen captured • ‘Talk Allowed’ technique used • Notes taken • Post-Interview
  • 72. WIKITUDE •  Popular AR browser •  Mapping •  Point of Interest abilities •  Multiplatform •  Shows points of interest •  Markers can be selected in and information pop-up appears
  • 74. FINAL DESIGN CONCEPT Key Issues •  Fix issues found in previous sessions •  Design with guidelines in mind •  Appealing to the Mental Model •  Icon Design •  Aesthetic Design •  Colour/Font •  Buttons •  Look
  • 75. VIDEO PROTOTYPE " Flexible  tool  for  capturing  the  use  of   an  interface   " Elaborate  simula;on  of  how  the   naviga;onal  aid  will  work   " Does  not  need  to  be  realis;c  in   every  detail   " Gives  a  good  idea  of  how  the   finished  system  will  work