designing for wearables

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DESIGNING FOR WEARABLES DESIGNING FOR WEARABLES Mark Billinghurst [email protected] Oct 17 th 2015 AWE Asia 2015

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Page 1: Designing for Wearables

DESIGNING FOR WEARABLES

DESIGNING FOR WEARABLES Mark Billinghurst [email protected]

Oct 17th 2015

AWE Asia 2015

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Mark Billinghurst ▪  Professor of HCI, University of

South Australia

▪  PhD Univ. Washington

▪  Research on AR, mobile HCI, Collaborative Interfaces

▪  More than 300 papers in AR, VR, interface design, wearable

▪  Sabbatical in Glass team at Google [x] in 2013

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Goals and Schedule Goals

Learn simple interface design guidelines Learn useful prototyping tools Learn where further resources are

Schedule 4:15 Introduction (5 minutes) 4:20 Design Guidelines (15 minutes) 4:35 Prototyping Tools (20 minutes) 4:55 Resources (5 minutes)

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1. INTRODUCTION

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Room Desk Lap Hand Head

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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

Starner, T. E. (1999). Wearable computing and contextual awareness (Doctoral dissertation, Massachusetts Institute of Technology).

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Evolution of Wearables •  asdfad

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Second Gen. Systems • Recon (2010 - )

• Recon Jet, Snow • Head worn displays for sports • Acquired by Intel (2015)

• Google (2011 - ) • Google Glass • Consumer focus

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Smart Glass in 2015

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How do you Design for this?

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2. DESIGN GUIDELINES

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Universal Design Principles

Flexibility

Equitable use Easy to perceive Simple and intuitive

Low physical effort

High tolerance for error

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Designing for Wearables

•  Wearables are intimate on-body devices, so interface design for wearables, means: •  Designing for Attention

•  Designing for Interruption

•  Designing for User Experience

•  Designing for Social Interaction

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Attention

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Micro-Interactions

Using mobile phone people split their attention between the display and the real world

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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.

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Using Micro Interactions

Quick micro-interactions reduce divided attention and allow people to spend more time in real world

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It's  like  a  rear  view  mirror  

 Don't  overload  the  user.  S2ck  to  the  absolutely  essen2al,  avoid  long  

interac2ons.  Be  explicit.      

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Make it glanceable Seek to rigorously reduce information density. Successful designs afford for recognition, not reading.

Bad Good

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Reduce the number of info chunks You are designing for recognition, not reading. Reducing the total # of information chunks will greatly increase the glanceability of your design.

1

2

3

1

2

3

4

5 (6)

Test done by Morten Just using a watch

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Design Single Interactions < 4 sec

Eye movements For 1: 1 230ms For 2: 1 230ms For 3: 1 230ms For 4: 3 690ms For 5: 2 460ms

~1,840ms

Eye movements For 1: 1-2 460ms For 2: 1 230ms For 3: 1 230ms

~920ms

1

2

3

1

2

3

4

5 (6)

Test done by Morten Just using a watch

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Test the glanceability of your design

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Design for MicroInteractions

▪  Design interactions 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

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Rule of Thumb: Design for limited attention/

microinteractions - no more than 4 seconds to complete a given step in the interaction

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Interruption

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Designing for Interruptions

• Assume user is engaged in critical real world task • Use context to filter interruptions (is it necessary?) •  Interrupt in way that consumes least attention • Allow user to dismiss interruption with minimal effort • Progressively disclose information and increase interaction

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Example: Interruptions on Glass

▪  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

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Rule of Thumb: Design for interruption and low

cognitive load that can be increased as needed.

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User Experience

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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

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How would you take a note?

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Example: Glass Pictures

• On Glass there are three ways to take a picture 1/ Voice commands – “Ok Glass, Take a Picture”

2/ Touch navigation through menu

3/ Winking with right eye

• Which you use depends on context • Riding a bike outdoors – voice commands • During a meeting – winking

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Rule of Thumb: Provide multiple ways of accessing

functionality.

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Design For Device

• Simple, relevant information • Complement existing devices

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Glass User Interface

•  dfasdf

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Do one thing at a time

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Test your design indoors + outdoors

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Design for Context

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Design for Ecosystem of Wearables

User have multiple devices - phone, watch - fitness band, HMD

Each device should be used when it’s most relevant and when it’s the easiest interaction available.

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Interface Guidelines

▪  Design for device •  Use multiple input options •  Do one thing at a time •  Consider user context ▪  Design for indoor and outdoor use ▪  Design for device ecosystem

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Social Interaction

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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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Rule of Thumb: Fashion First - It DOES NOT MATTER what

the device does unless the user is willing to put it on the first time

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Rule of Thumb: Make the interface not just for the user

but also for the people around the user, both physically and socially.

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Attention: least visual-manual attention necessary, < 2 second access time Interruption: assume busy, ramped attention Wearable: long term, unobtrusive, fashionable

User Experience: design for device, multiple ways of information access, all environments Social: graceful interfaces, design for others

Summary

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3. PROTOTYPING

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How can we quickly prototype Wearable

experiences with little or no coding?

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Why Prototype?

▪  Quick visual design ▪  Capture key interactions ▪  Focus on user experience ▪  Communicate design ideas ▪  “Learn by doing/experiencing”

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Typical Development Steps

▪  Sketching ▪  Storyboards ▪  UI Mockups ▪  Interaction Flows ▪  Video Prototypes ▪  Interactive Prototypes ▪  Final Native Application

Increased Fidelity & Interactivity

Static Low fidelity

Interactive High fidelity

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Sketched Interfaces

▪  Sketch + Powerpoint/Photoshop/Illustrator

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Paper Prototype

• Use sketched interface in template

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Glass UI Templates

▪  Google Glass Photoshop Templates ▪  http://glass-ui.com/ ▪  http://dsky9.com/glassfaq/the-google-glass-psd-template/

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Smart Watch Templates

• Eg https://dribbble.com/jaysuthar/buckets/260235-watch

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Application Flow

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Glassware Flow Designer

• Quick flow layout tool •  https://glassware-flow-designer.appspot.com/

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Static 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

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▪ Series of still photos in a movie format. ▪ Demonstrates the experience of the product ▪ Show transitions between states ▪ Discover where concept needs fleshing out. ▪ Communicate experience and interface ▪ You can use whatever tools, from Flash to iMovie.

Video Sketching

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UI Concept Movies

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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/

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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

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Proto.io Demo Video

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Proto.io Android Wear Demo

•  https://proto.io/showcase/android-wear/

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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

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Processing ▪  Programming tool for Artists/Designers ▪  http://processing.org ▪  Easy to code, Free, Open source, Java based ▪  2D, 3D, audio/video support ▪  Sketching with code

▪  Processing For Android ▪  http://wiki.processing.org/w/Android ▪  Strong Android support ▪  Generates Android .apk file

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http://processing.org/

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Basic Processing Sketch /* Notes comment */ //set up global variables float moveX = 50; //Initialize the Sketch void setup (){ } //draw every frame void draw(){ }

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Processing and Wearables ▪  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

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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 } void draw() { // Displays the image at point (0,0) image(img, 0, 0); }

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Demo

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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;

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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;

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Demo

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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;

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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); }

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Sensor Demo

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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

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Prototyping Platform

Arduino Kit Bluetooth Shield Google Glass

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Example: Glove Input

▪ Buttons on fingertips ▪ Map touches to commands

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Example: Ring Input

▪ Touch strip, button, accelerometer ▪ Tap, swipe, flick actions

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How it works

Bracelet

Armband

Gloves

1,2,3,4

Values/output

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Summary • Prototyping for wearables is similar to mobiles

• Tools for UI design, storyboarding, wireframing

• Android tools to create interactive prototypes • Processing, WearScript, etc

• Arduino can be used for hardware prototypes • Once prototyped Native Apps can be built

• Android + SDK for each platform

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4. Resources

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Designing For Glass Video

•  https://www.youtube.com/watch?v=6ERgbIJ6pCM

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Glass UI Design Guidelines

• More guidelines – https://developers.google.com/glass/design/index

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GlassSim – http://glasssim.com/

▪  Simulate the view through Google Glass ▪  Multiple card templates

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GlassSim Card Builder ▪  Use HTML for card details ▪  Multiple templates ▪  Change background ▪  Own image ▪  Camera view

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GlassSim Samples

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Pop - https://popapp.in/

• Take pictures of sketches • Link pictures together • Combining sketching and interactivity on mobiles

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Using Pop

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Viewing Design on Device • Android Design Preview

•  https://github.com/romannurik/AndroidDesignPreview

• View a portion of your desktop on Android device • Select region of screen • Mirror it on Android Device

• Use to view mock-ups on target device • Eg Powerpoint for wearable mockups

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Other Tools ▪  Wireframing ▪  pidoco ▪  FluidUI

▪  Rapid Development ▪  Phone Gap ▪  AppMachine

▪  Interactive ▪  App Inventor ▪  WearScript

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WearScript • WearScript

• Combines power of Android development on Glass with the learning curve of a website

• Use a cloud IDE to write JavaScript that runs instantly on Glass inside a WebView

• Get started at http://wearscript.com

• Support for advanced features • Augmented Reality • Eye tracking • Arduino input

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How it Works

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Books

▪ Programming Google Glass ▪ Eric Redmond ▪ Rapid Android Development: Build Rich, Sensor-Based Applications with Processing ▪ Daniel Sauter

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• Beginning Google Glass Development by Jeff Tang

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• Microinteractions: Designing with Details • Dan Saffer • http://microinteractions.com/

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CHI Wearables Exhibit

Online at http://wcc.gatech.edu/exhibition

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Glass 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

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Recon Jet • Developer Website

•  http://www.reconinstruments.com/developers/getting-started/reconsdk/

• Application Prototyping •  http://www.reconinstruments.com/developers/resources/

application-prototyping/

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Other Resources ▪  AR for Glass Website ▪  http://www.arforglass.org/

▪  Vandrico Database of wearable devices ▪  http://vandrico.com/database

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http://openprocessing.org/

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http://toxiclibs.org/

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Books ▪  Programming Google Glass ▪  Eric Redmond

▪  Rapid Android Development: Build Rich, Sensor-Based Applications with Processing ▪  Daniel Sauter

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www.empathiccomputing.org

@marknb00

[email protected]