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The Glass Class: Designing Wearable Interfaces
Mark Billinghurst
The HIT Lab NZ, University of Canterbury
The 41st International
Conference and Exhibition
on Computer Graphics and
Interactive Techniques
INTRODUCTION
Mark Billinghurst
▪  Director of The HIT Lab NZ, University of
Canterbury
▪  PhD Univ. Washington
▪  Research on AR, mobile HCI,
Collaborative Interfaces, Wearables
▪  Joined Glass team at Google [x] in 2013
How do you Design for this?
Course Goals
In this course you will learn
▪  Introduction to head mounted wearable computers
▪  Understanding of current wearable technology
▪  Key design principles/interface metaphors
▪  Rapid prototyping tools
▪  Areas for future research
What You Won’t Learn
▪  Who are the companies/universities in this space
▪  See the Siggraph exhibit floor
▪  Designing for non-HMD based interfaces
▪  Watches, fitness bands, etc
▪  How to develop wearable hardware
▪  optics, sensor assembly, etc
▪  Evaluation methods
▪  Experimental design, statistics, etc
Schedule
•  10:45 am Introduction
•  10:55 am Technology Overview
•  11:05 am Design Guidelines
•  11:25 am Prototyping Tools
•  11:55 am Example Applications
•  12:05 am Research Directions/Resources
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
Wearable Computing
▪  Computer on the body that is:
▪  Always on
▪  Always accessible
▪  Always connected
▪  Other attributes
▪  Augmenting user actions
▪  Aware of user and surroundings
Desk Lap Hand Head
The Ideal Wearable
▪  Persists and Provides Constant Access: Designed for
everyday and continuous use over a lifetime.
▪  Senses and Models Context: Observes and models the
users environment, mental state, it’s own state.
▪  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).
History of Wearables
▪  1960-90: Early Exploration
▪  Gamblers and 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
Origins - The Gamblers
•  Thorp and Shannon (1961)
–  Wearable timing device for roulette prediction
•  Keith Taft (1972)
–  Wearable computer for blackjack card counting
Belt computer Shoe Input Glasses Display
Steve Mann (1980s - )
http://wearcomp.org/
Thad Starner (1993 - )
MIT Wearable Computing (1993-)
http://www.media.mit.edu/wearables/
CMU Wearables (1991–2000)
▪  Industry focused wearables
▪  Maintenance, repair
▪  Custom designed interface
▪  Dial/button input
▪  Rapid prototyping approach
▪  Industrial designed, ergonomic
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
■  Feiner (93), Caudell (92)
Mobile AR: Touring Machine (1997)
▪  University of Columbia
▪  Feiner, MacIntyre, Höllerer, Webster
▪  Combined
▪  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.
Touring Machine View
▪  Virtual tags overlaid on the real world
▪  “Information in place”
Early Commercial Systems
▪  Xybernaut (1996 - 2007)
▪  Belt worn, HMD, 200 MHz
▪  ViA (1996 – 2001)
▪  Belt worn, Audio Interface
▪  700 MHz Crusoe
■  Symbol (1998 – 2006)
■  Wrist worn computer
■  Finger scanner
Google Glass (2011 - )
The Second Wave of Wearables
▪  Vuzix M-100
▪  $999, professional
▪  Recon Jet
▪  $600, more sensors, sports
▪  Opinvent
▪  500 Euro, multi-view mode
▪  Motorola Golden-i
▪  Rugged, remote assistance
Projected Market
Summary
Wearables are a new class of computing
Intimate, persistent, aware, accessible
Evolution over 50 year history
Backpack to head worn
Custom developed to consumer ready device
Enables new applications
Collaboration, memory, AR, industry, etc
Many head worn wearables are coming
TECHNOLOGY
▪  fafds
Enabling Technologies (1989-)
▪  Private Eye Display (Reflection Technologies)
▪  720 x 280 dipslay
▪  Vibrating mirror
▪  Twiddler (Handykey)
▪  Chording keypad
▪  Mouse emulation
Tin Lizzy (Platt, Starner, 1993)
▪  General Purpose Wearable
▪  150 MHz Pentium CPU
▪  32-64 Mb RAM, 6 GB HDD
▪  VGA display
▪  2 PCMCIA slots
▪  Cellular modem
http://www.media.mit.edu/wearables/lizzy/lizzy/index.html
•  asda
▪  Hardware
▪  CPU TI OMAP 4430 – 1 Ghz
▪  16 GB SanDisk Flash, 2 GB Ram
▪  Input
▪  5 mp camera, 720p recording, microphone
▪  InvenSense MPU-9150 inertial sensor
▪  Output
▪  Bone conducting speaker
▪  640x360 micro-projector display
Google Glass Specs
Glass Display
ViewThrough Google Glass
Always available peripheral information display
Combining computing, communications and content capture
Google Glass Demo
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
Types of Head Mounted Displays
Occluded
See-thru
Multiplexed
Multiplexed Displays
▪  Above or below line of sight
▪  Strengths
▪  User has unobstructed view of real world
▪  Simple optics/cheap
▪  Weaknesses
▪  Direct information overlay difficult
▪  Display/camera offset from eyeline
▪  Wide FOV difficult
Vuzix M-100
▪  Monocular multiplexed display ($1000)
▪  852 x 480 LCD display, 15 deg. FOV
▪  5 MP camera, HD video
▪  GPS, gyro, accelerometer
Optical see-through HMD
Virtual images
from monitors
Real
World
Optical
Combiners
Epson Moverio BT-200
▪  Stereo see-through display ($700)
▪  960 x 540 pixels, 23 degree FOV, 60Hz, 88g
▪  Android Powered, separate controller
▪  VGA camera, GPS, gyro, accelerometer
Strengths of optical see-through
▪  Simpler (cheaper)
▪  Direct view of real world
▪  Full resolution, no time delay (for real world)
▪  Safety
▪  Lower distortion
▪  No eye displacement
▪  see directly through display
Video see-through HMD
Video
cameras
Monitors
Graphics
Combiner
Video
Vuzix Wrap 1200DXAR
▪  Stereo video see-through display ($1500)
■ Twin 852 x 480 LCD displays, 35 deg. FOV
■ Stereo VGA cameras
■ 3 DOF head tracking
Strengths of Video See-Through
▪  True occlusion
▪  Block image of real world
▪  Digitized image of real world
▪  Flexibility in composition, match time delays
▪  More registration, calibration strategies
▪  Wide FOV is easier to support
▪  wide FOV camera
Input Options
▪  Physical Devices
▪  Keyboard, Pointer, Stylus
▪  Natural Input
▪  Speech, Gesture
▪  Other
▪  Physiological sensors
Twiddler Input
▪  Chording or multi-tap input
▪  Possible to achieve 40 - 60 wpm after 30+ hours
▪  cf 20 wpm on T9, or 60+ wpm for QWERTY
Lyons, K., Starner, T., Plaisted, D., Fusia, J., Lyons, A., Drew, A., & Looney, E. W. (2004, April).
Twiddler typing: One-handed chording text entry for mobile phones. In Proceedings of the SIGCHI
conference on Human factors in computing systems (pp. 671-678). ACM.
Virtual Keyboards
▪  In air text input
▪  Virtual QWERTY keyboard up to 20 wpm
▪  Word Gesture up to 28 wpm
▪  Handwriting around 20-30 wpm
A. Markussen, et. al. Vulture: A Mid-Air Word-Gesture Keyboard (CHI 2014)
Unobtrusive Input Devices
▪  GestureWrist
▪  Capacitive sensing, changes with hand shape
Rekimoto, J. (2001). Gesturewrist and gesturepad: Unobtrusive wearable interaction devices. In
Wearable Computers, 2001. Proceedings. Fifth International Symposium on (pp. 21-27). IEEE.
Unobtrusive Input Devices
▪  GesturePad
▪  Capacitive multilayered touchpads
▪  Supports interactive clothing
Skinput
Using EMG to detect muscle activity
Tan, D., Morris, D., & Saponas, T. S. (2010). Interfaces on the go.
XRDS: Crossroads, The ACM Magazine for Students, 16(4), 30-34.
Issues to Consider
▪  Fatigue
▪  “Gorrilla” Arm from free-hand input
▪  Comfort
▪  People want to do small gestures by waist
▪  Interaction on the go
▪  Can input be done while moving?
DESIGN GUIDELINES
INTERACTION DESIGN
Design For the Device
•  Simple, relevant information
•  Complement existing devices
Last year Last week NowForever
The Now machine
Focus on location, contextual and timely
information, and communication.
Don’t design an app
Glass OS is time-based model, not an app model.
The	
  world	
  is	
  the	
  experience	
  
Get	
  the	
  interface	
  and	
  interac-ons	
  out	
  of	
  the	
  way.	
  
It's	
  like	
  a	
  rear	
  view	
  mirror	
  
	
  
Don't	
  overload	
  the	
  user.	
  S-ck	
  to	
  the	
  
absolutely	
  essen-al,	
  avoid	
  long	
  interac-ons.	
  
Be	
  explicit.	
  
	
  
	
  
Micro	
  
Interac8ons	
  
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 it Glanceable
•  Seek to rigorously reduce information density.
•  Design for recognition, not reading.
Bad Good
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)
Design single interactions < 4 s
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 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
Do one thing at a time
Keep it Relevant
•  Information at the right time and place
Design for Context
Avoid the Unexpected
•  Don’t send unexpected content at wrong times
•  Make it clear to users what your application does
Build for People
•  Use imagery, voice interaction, natural gestures
•  Focus on fire and forget interaction model
VISUAL DESIGN
Transparent	
  displays	
  are	
  tricky	
  
	
  Colors	
  are	
  funny	
  and	
  inconsistent.	
  
	
  You	
  can	
  only	
  add	
  light	
  to	
  a	
  scene,	
  not	
  cover	
  anything	
  up.	
  
	
  Mo-on	
  can	
  be	
  disorien-ng.	
  
Clarity,	
  contrast,	
  brightness,	
  visual	
  field	
  and	
  aHen-on	
  are	
  important.	
  
White is your new black
Establish hierarchy with color
White is your <h1> and grey is your <h2> or <h3>.
Footer text - establishing time, attribution, or
distance - is the only place with smaller font size.
Use brand-specific typography
Test your design indoors + outdoors
EXAMPLE APPLICATIONS
•  https://glass.google.com/glassware	
Glassware Applications
Virtual Exercise Companion
•  GlassFitGames
–  http://www.glassfitgames.com
Vipaar Telemedicine
•  Vipaar + UAB - http://www.vipaar.com
•  Endoscopic view streamed remotely
•  Remote expert adds hands – viewed in Glass
CityViewAR
•  Using AR to visualize Christchurch city buildings
– 3D models of buildings, 2D images, text, panoramas
– ARView, Map view, List view
– Available on Android/iOS market
CityViewAR on Glass
•  AR overlay of virtual buildings in Christchurch
PROTOTYPING TOOLS
How can we quickly
prototype Wearable
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
▪  Screen sharing
▪  Interactive/High fidelity
▪  Wireframing tools
▪  Mobile prototyping
▪  Native Coding
Important Note
▪  Most current wearables run Android OS
▪  eg Glass, Vuzix, Atheer, Epson, etc
▪  So many tools for prototyping on Android
mobile devices will work for wearables
▪  If you want to learn to code, learn
▪  Java, Android, Javascript/PHP
Typical Development Steps
▪  Sketching
▪  Storyboards
▪  UI Mockups
▪  Interaction Flows
▪  Video Prototypes
▪  Interactive Prototypes
▪  Final Native Application
Increased
Fidelity &
Interactivity
Low Fidelity Tools
•  Sketching
•  GlassSim
•  UI Templates
•  Storyboards
•  GlassWare flow designer
•  Android Design Preview
•  Video sketches
High Fidelity Tools
•  UXPin/Proto.io
•  JustinMind
•  Processing
•  WearScript
•  Unity3D
•  Native Coding
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
Glass UI Templates
▪  Google Glass Photoshop Templates
▪  http://glass-ui.com/
▪  http://dsky9.com/glassfaq/the-google-glass-psd-template/
Application Storyboard
▪  http://dsky9.com/glassfaq/google-glass-
storyboard-template-download/
Glassware Flow Designer
•  Features
–  Design using common patterns and layouts
–  Specify interactions and card flow
–  Share with other designers
•  Available from:
–  https://developers.google.com/glass/tools-
downloads/glassware-flow-designer
Example Flow
•  Blah
Screen Sharing
▪  Android Design Preview
–  Tool for sharing screen content onto Glass
–  https://github.com/romannurik/
AndroidDesignPreview/releases
Mac Screen
Glass
▪ 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
See https://vine.co/v/bgIaLHIpFTB
Example: Glass Vine UI
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
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/
UXpin - www.uxpin.com
▪  Web based wireframing tool
▪  Mobile/Desktop applications
▪  Glass templates, run in browser
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
Tap
Swipe
Start Transitions
Justinmind
▪  Native wireframing tool
▪  Build mobile apps without programming
▪  drag and drop, interface templates
▪  web based simulation
▪  test on mobile devices
▪  collaborative project sharing
▪  Templates for Glass, custom templates
User Interface - Glass Templates
Web Simulation Tool
Wireframe Limitations
▪  Can’t deploy on Glass
▪  No access to sensor data
▪  Camera, orientation sensor
▪  No multimedia playback
▪  Audio, video
▪  Simple transitions
▪  No conditional logic
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, builds .apk file
Basic Processing Sketch
/* Notes comment */
//set up global variables
float moveX = 50;
//Initialize the Sketch
void setup (){
}
//draw every frame
void draw(){
}
Importing Libraries
▪  Can add functionality by Importing Libraries
▪  java archives - .jar files
▪  Include import code
import processing.opengl.*;
▪  Popular Libraries
▪  Minim - audio library, OCD - 3D camera views
▪  bluetoothDesktop - bluetooth networking
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
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_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
Native Coding
▪  For best performance need native coding
▪  Low level algorithms etc
▪  Most current wearables based on Android OS
▪  Need Java/Android skills
▪  Many devices have custom API/SDK
▪  Vusix M-100: Vusix SDK
▪  Glass: Mirror API, Glass Developer Kit (GDK)
Glassware Development
▪  Mirror API
▪  Server programming, online/web application
▪  Static cards / timeline management
▪  GDK
▪  Android programming, Java (+ C/C++)
▪  Live cards
▪  See: https://developers.google.com/glass/
▪  REST API
▪  Java servlet, PHP, Go,
Python, Ruby, .NET
▪  Timeline based apps
▪  Static cards
-  Text, HTML, media attachment (image & video)
▪  Manage timeline
-  Subscribe to timeline notifications, contacts
-  Location based services
Mirror API
GDK
▪  Glass Development Kit
▪  Android 4.0.3 ICS + Glass specific APIs
▪  Use standard Android Development Tools
▪  GDK add-on features
▪  Timeline and cards
▪  Menu and UI
▪  Touch pad and gesture
▪  Media (sound, camera and voice input)
GDK
Glass Summary
▪  Use Mirror API if you need ...
▪  Use GDK if you need ...
▪  Or use both
Hardware Prototyping
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
Other Tools
▪  Wireframing
▪  Pidoco, FluidUI
▪  Rapid Development
▪  Phone Gap, AppMachine
▪  Interactive
▪  App Inventor, Unity3D, WearScript
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/
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
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.
Interface Design
Gesture Interaction
Gesture Interaction With Glass
▪  3 Gear Systems
▪  Hand tracking
▪  Hand data sent to glass
▪  Wifi networking
▪  Hand joint position
▪  AR application rendering
▪  Vuforia tracking
Capturing Behaviours
▪  3 Gear Systems
▪  Kinect/Primesense Sensor
▪  Two hand tracking
▪  http://www.threegear.com
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/
Collaboration
Social Panoramas
Ego-Vision Collaboration
▪  Wearable computer
▪  camera + processing + display + connectivity
Current Collaboration
▪  First person remote conferencing/hangouts
▪  Limitations
-  Single POV, no spatial cues, no annotations, etc
Social Panoramas
▪  Capture and share social spaces in real time
▪  Enable remote people to feel like they’re with you
Key Technology
▪  Google Glass
▪  Capture live panorama (compass + camera)
▪  Capture spatial audio, live video
▪  Remote device (desktop, tablet)
▪  Immersive viewing, live annotation
Awareness Cues
▪  Where is my partner looking?
▪  Enhanced radar display, Context compass
Interaction
▪  Glass Touchpad Input/Tablet Input
▪  Shared pointers, Shared drawing
Cognitive Models
Modeling Cognitive Processes
•  Model cognitive processes
– Based on cognitive psychology
•  Use model to:
– Identify opportunity for wearable
– Predict user’s cognitive load
Typical Cognitive Model
1.  Functional Modularity: cognitive system divided
into functionally separate systems
2.  Parallel Module Operation: cognitive modules
operate in parallel, independent of each other
3. Limited Capacity: cognitive modules are limited in
capacity with respect to time or content
4. Serial Central Operation: central coordination of
modules (eg monitoring) is serial
Cognitive Interference
▪  Structural interference
▪  Two or more tasks compete for limited
resources of a peripheral system
-  eg two cognitive processes needing vision
▪  Capacity interference
▪  Total available central processing
overwhelmed by multiple concurrent tasks
-  eg trying to add and count at same time
Example: Going to work ..
Which is the most cognitively demanding?
Cognitive Resources & Limitations
asdfasdf
Application of Cognitive Model
Busy street > Escalator > Café > Laboratory.
But if you made Wayfinding, Path Planning, Estimating
Time to Target, Collision Avoidance easier?
Social Perception
How is the User Perceived?
GlassHoles
•  safa
TAT Augmented ID
The Future of Wearables
RESOURCES
Online Wearables Exhibit
Online at http://wcc.gatech.edu/exhibition
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
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
•  Beginning Google
Glass Development
by Jeff Tang
•  Microinteractions: Designing
with Details
– Dan Saffer
– http://microinteractions.com/
Conclusions
•  Wearable computing represents a fourth
generation of computing devices
•  Google Glass is the first consumer wearable
–  Lightweight, usable, etc
•  A range of wearables will appear in 2014
–  Ecosystem of devices
•  Significant research opportunities exist
–  User interaction, displays, social impact
Contact Details
Mark Billinghurst
▪  email: mark.billinghurst@hitlabnz.org
▪  twitter: @marknb00
Feedback + followup form
▪  goo.gl/6SdgzA

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Siggraph 2014: The Glass Class - Designing Wearable Interfaces

  • 1.
  • 2. The Glass Class: Designing Wearable Interfaces Mark Billinghurst The HIT Lab NZ, University of Canterbury The 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques
  • 4. Mark Billinghurst ▪  Director of The HIT Lab NZ, University of Canterbury ▪  PhD Univ. Washington ▪  Research on AR, mobile HCI, Collaborative Interfaces, Wearables ▪  Joined Glass team at Google [x] in 2013
  • 5.
  • 6.
  • 7. How do you Design for this?
  • 8. Course Goals In this course you will learn ▪  Introduction to head mounted wearable computers ▪  Understanding of current wearable technology ▪  Key design principles/interface metaphors ▪  Rapid prototyping tools ▪  Areas for future research
  • 9. What You Won’t Learn ▪  Who are the companies/universities in this space ▪  See the Siggraph exhibit floor ▪  Designing for non-HMD based interfaces ▪  Watches, fitness bands, etc ▪  How to develop wearable hardware ▪  optics, sensor assembly, etc ▪  Evaluation methods ▪  Experimental design, statistics, etc
  • 10. Schedule •  10:45 am Introduction •  10:55 am Technology Overview •  11:05 am Design Guidelines •  11:25 am Prototyping Tools •  11:55 am Example Applications •  12:05 am Research Directions/Resources
  • 11. 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
  • 12. Wearable Computing ▪  Computer on the body that is: ▪  Always on ▪  Always accessible ▪  Always connected ▪  Other attributes ▪  Augmenting user actions ▪  Aware of user and surroundings
  • 14. The Ideal Wearable ▪  Persists and Provides Constant Access: Designed for everyday and continuous use over a lifetime. ▪  Senses and Models Context: Observes and models the users environment, mental state, it’s own state. ▪  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 ▪  Gamblers and 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
  • 16. Origins - The Gamblers •  Thorp and Shannon (1961) –  Wearable timing device for roulette prediction •  Keith Taft (1972) –  Wearable computer for blackjack card counting Belt computer Shoe Input Glasses Display
  • 17. Steve Mann (1980s - ) http://wearcomp.org/
  • 19. MIT Wearable Computing (1993-) http://www.media.mit.edu/wearables/
  • 20. CMU Wearables (1991–2000) ▪  Industry focused wearables ▪  Maintenance, repair ▪  Custom designed interface ▪  Dial/button input ▪  Rapid prototyping approach ▪  Industrial designed, ergonomic http://www.cs.cmu.edu/afs/cs/project/vuman/www/frontpage.html
  • 21. Prototype Applications ▪  Remembrance Agent ▪  Rhodes (97) ▪  Augmented Reality ▪  Feiner (97), Thomas (98) ▪  Remote Collaboration ▪  Garner (97), Kraut (96) ■  Maintenance ■  Feiner (93), Caudell (92)
  • 22. Mobile AR: Touring Machine (1997) ▪  University of Columbia ▪  Feiner, MacIntyre, Höllerer, Webster ▪  Combined ▪  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.
  • 23. Touring Machine View ▪  Virtual tags overlaid on the real world ▪  “Information in place”
  • 24. Early Commercial Systems ▪  Xybernaut (1996 - 2007) ▪  Belt worn, HMD, 200 MHz ▪  ViA (1996 – 2001) ▪  Belt worn, Audio Interface ▪  700 MHz Crusoe ■  Symbol (1998 – 2006) ■  Wrist worn computer ■  Finger scanner
  • 26. The Second Wave of Wearables ▪  Vuzix M-100 ▪  $999, professional ▪  Recon Jet ▪  $600, more sensors, sports ▪  Opinvent ▪  500 Euro, multi-view mode ▪  Motorola Golden-i ▪  Rugged, remote assistance
  • 28.
  • 29. Summary Wearables are a new class of computing Intimate, persistent, aware, accessible Evolution over 50 year history Backpack to head worn Custom developed to consumer ready device Enables new applications Collaboration, memory, AR, industry, etc Many head worn wearables are coming
  • 32. Enabling Technologies (1989-) ▪  Private Eye Display (Reflection Technologies) ▪  720 x 280 dipslay ▪  Vibrating mirror ▪  Twiddler (Handykey) ▪  Chording keypad ▪  Mouse emulation
  • 33. Tin Lizzy (Platt, Starner, 1993) ▪  General Purpose Wearable ▪  150 MHz Pentium CPU ▪  32-64 Mb RAM, 6 GB HDD ▪  VGA display ▪  2 PCMCIA slots ▪  Cellular modem http://www.media.mit.edu/wearables/lizzy/lizzy/index.html
  • 35.
  • 36. ▪  Hardware ▪  CPU TI OMAP 4430 – 1 Ghz ▪  16 GB SanDisk Flash, 2 GB Ram ▪  Input ▪  5 mp camera, 720p recording, microphone ▪  InvenSense MPU-9150 inertial sensor ▪  Output ▪  Bone conducting speaker ▪  640x360 micro-projector display Google Glass Specs
  • 38. ViewThrough Google Glass Always available peripheral information display Combining computing, communications and content capture
  • 40. Google Glass User Interface •  dfasdf
  • 42. 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
  • 43. Types of Head Mounted Displays Occluded See-thru Multiplexed
  • 44. Multiplexed Displays ▪  Above or below line of sight ▪  Strengths ▪  User has unobstructed view of real world ▪  Simple optics/cheap ▪  Weaknesses ▪  Direct information overlay difficult ▪  Display/camera offset from eyeline ▪  Wide FOV difficult
  • 45. Vuzix M-100 ▪  Monocular multiplexed display ($1000) ▪  852 x 480 LCD display, 15 deg. FOV ▪  5 MP camera, HD video ▪  GPS, gyro, accelerometer
  • 46. Optical see-through HMD Virtual images from monitors Real World Optical Combiners
  • 47. Epson Moverio BT-200 ▪  Stereo see-through display ($700) ▪  960 x 540 pixels, 23 degree FOV, 60Hz, 88g ▪  Android Powered, separate controller ▪  VGA camera, GPS, gyro, accelerometer
  • 48. Strengths of optical see-through ▪  Simpler (cheaper) ▪  Direct view of real world ▪  Full resolution, no time delay (for real world) ▪  Safety ▪  Lower distortion ▪  No eye displacement ▪  see directly through display
  • 50. Vuzix Wrap 1200DXAR ▪  Stereo video see-through display ($1500) ■ Twin 852 x 480 LCD displays, 35 deg. FOV ■ Stereo VGA cameras ■ 3 DOF head tracking
  • 51. Strengths of Video See-Through ▪  True occlusion ▪  Block image of real world ▪  Digitized image of real world ▪  Flexibility in composition, match time delays ▪  More registration, calibration strategies ▪  Wide FOV is easier to support ▪  wide FOV camera
  • 52. Input Options ▪  Physical Devices ▪  Keyboard, Pointer, Stylus ▪  Natural Input ▪  Speech, Gesture ▪  Other ▪  Physiological sensors
  • 53. Twiddler Input ▪  Chording or multi-tap input ▪  Possible to achieve 40 - 60 wpm after 30+ hours ▪  cf 20 wpm on T9, or 60+ wpm for QWERTY Lyons, K., Starner, T., Plaisted, D., Fusia, J., Lyons, A., Drew, A., & Looney, E. W. (2004, April). Twiddler typing: One-handed chording text entry for mobile phones. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 671-678). ACM.
  • 54. Virtual Keyboards ▪  In air text input ▪  Virtual QWERTY keyboard up to 20 wpm ▪  Word Gesture up to 28 wpm ▪  Handwriting around 20-30 wpm A. Markussen, et. al. Vulture: A Mid-Air Word-Gesture Keyboard (CHI 2014)
  • 55. Unobtrusive Input Devices ▪  GestureWrist ▪  Capacitive sensing, changes with hand shape Rekimoto, J. (2001). Gesturewrist and gesturepad: Unobtrusive wearable interaction devices. In Wearable Computers, 2001. Proceedings. Fifth International Symposium on (pp. 21-27). IEEE.
  • 56. Unobtrusive Input Devices ▪  GesturePad ▪  Capacitive multilayered touchpads ▪  Supports interactive clothing
  • 57. Skinput Using EMG to detect muscle activity Tan, D., Morris, D., & Saponas, T. S. (2010). Interfaces on the go. XRDS: Crossroads, The ACM Magazine for Students, 16(4), 30-34.
  • 58. Issues to Consider ▪  Fatigue ▪  “Gorrilla” Arm from free-hand input ▪  Comfort ▪  People want to do small gestures by waist ▪  Interaction on the go ▪  Can input be done while moving?
  • 61. Design For the Device •  Simple, relevant information •  Complement existing devices
  • 62. Last year Last week NowForever The Now machine Focus on location, contextual and timely information, and communication.
  • 63. Don’t design an app Glass OS is time-based model, not an app model.
  • 64. The  world  is  the  experience   Get  the  interface  and  interac-ons  out  of  the  way.  
  • 65. It's  like  a  rear  view  mirror     Don't  overload  the  user.  S-ck  to  the   absolutely  essen-al,  avoid  long  interac-ons.   Be  explicit.      
  • 66. Micro   Interac8ons   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.  
  • 67. Micro-Interactions On mobiles people split attention between display and real world
  • 68. 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.
  • 69. 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
  • 70. Make it Glanceable •  Seek to rigorously reduce information density. •  Design for recognition, not reading. Bad Good
  • 71. 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)
  • 72. Design single interactions < 4 s 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)
  • 73. Test the glanceability of your design
  • 74. Don’t Get in the Way •  Enhance, not replace, real world interaction
  • 75. 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
  • 76. Do one thing at a time
  • 77. Keep it Relevant •  Information at the right time and place
  • 79. Avoid the Unexpected •  Don’t send unexpected content at wrong times •  Make it clear to users what your application does
  • 80. Build for People •  Use imagery, voice interaction, natural gestures •  Focus on fire and forget interaction model
  • 82. Transparent  displays  are  tricky    Colors  are  funny  and  inconsistent.    You  can  only  add  light  to  a  scene,  not  cover  anything  up.    Mo-on  can  be  disorien-ng.   Clarity,  contrast,  brightness,  visual  field  and  aHen-on  are  important.  
  • 83.
  • 84. White is your new black
  • 85. Establish hierarchy with color White is your <h1> and grey is your <h2> or <h3>. Footer text - establishing time, attribution, or distance - is the only place with smaller font size.
  • 87. Test your design indoors + outdoors
  • 90.
  • 91.
  • 92.
  • 93. Virtual Exercise Companion •  GlassFitGames –  http://www.glassfitgames.com
  • 94. Vipaar Telemedicine •  Vipaar + UAB - http://www.vipaar.com •  Endoscopic view streamed remotely •  Remote expert adds hands – viewed in Glass
  • 95. CityViewAR •  Using AR to visualize Christchurch city buildings – 3D models of buildings, 2D images, text, panoramas – ARView, Map view, List view – Available on Android/iOS market
  • 96. CityViewAR on Glass •  AR overlay of virtual buildings in Christchurch
  • 98. How can we quickly prototype Wearable experiences with little or no coding?
  • 99. Why Prototype? ▪  Quick visual design ▪  Capture key interactions ▪  Focus on user experience ▪  Communicate design ideas ▪  “Learn by doing/experiencing”
  • 100. Prototyping Tools ▪  Static/Low fidelity ▪  Sketching ▪  User interface templates ▪  Storyboards/Application flows ▪  Screen sharing ▪  Interactive/High fidelity ▪  Wireframing tools ▪  Mobile prototyping ▪  Native Coding
  • 101. Important Note ▪  Most current wearables run Android OS ▪  eg Glass, Vuzix, Atheer, Epson, etc ▪  So many tools for prototyping on Android mobile devices will work for wearables ▪  If you want to learn to code, learn ▪  Java, Android, Javascript/PHP
  • 102. Typical Development Steps ▪  Sketching ▪  Storyboards ▪  UI Mockups ▪  Interaction Flows ▪  Video Prototypes ▪  Interactive Prototypes ▪  Final Native Application Increased Fidelity & Interactivity
  • 103. Low Fidelity Tools •  Sketching •  GlassSim •  UI Templates •  Storyboards •  GlassWare flow designer •  Android Design Preview •  Video sketches
  • 104. High Fidelity Tools •  UXPin/Proto.io •  JustinMind •  Processing •  WearScript •  Unity3D •  Native Coding
  • 105. Sketched Interfaces ▪  Sketch + Powerpoint/Photoshop/Illustrator
  • 106. GlassSim – http://glasssim.com/ ▪  Simulate the view through Google Glass ▪  Multiple card templates
  • 107. GlassSim Card Builder ▪  Use HTML for card details ▪  Multiple templates ▪  Change background ▪  Own image ▪  Camera view
  • 109. Glass UI Templates ▪  Google Glass Photoshop Templates ▪  http://glass-ui.com/ ▪  http://dsky9.com/glassfaq/the-google-glass-psd-template/
  • 111. Glassware Flow Designer •  Features –  Design using common patterns and layouts –  Specify interactions and card flow –  Share with other designers •  Available from: –  https://developers.google.com/glass/tools- downloads/glassware-flow-designer
  • 113. Screen Sharing ▪  Android Design Preview –  Tool for sharing screen content onto Glass –  https://github.com/romannurik/ AndroidDesignPreview/releases Mac Screen Glass
  • 114. ▪ 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
  • 116. 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
  • 117. 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/
  • 118. UXpin - www.uxpin.com ▪  Web based wireframing tool ▪  Mobile/Desktop applications ▪  Glass templates, run in browser
  • 119. 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
  • 121. Demo: Building a Simple Flow
  • 122. Gesture Flow Scr1 Scr2 Scr3 Scr4 Scr5 Scr6 Tap Swipe
  • 124. Justinmind ▪  Native wireframing tool ▪  Build mobile apps without programming ▪  drag and drop, interface templates ▪  web based simulation ▪  test on mobile devices ▪  collaborative project sharing ▪  Templates for Glass, custom templates
  • 125. User Interface - Glass Templates
  • 127. Wireframe Limitations ▪  Can’t deploy on Glass ▪  No access to sensor data ▪  Camera, orientation sensor ▪  No multimedia playback ▪  Audio, video ▪  Simple transitions ▪  No conditional logic
  • 128. 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, builds .apk file
  • 129. Basic Processing Sketch /* Notes comment */ //set up global variables float moveX = 50; //Initialize the Sketch void setup (){ } //draw every frame void draw(){ }
  • 130. Importing Libraries ▪  Can add functionality by Importing Libraries ▪  java archives - .jar files ▪  Include import code import processing.opengl.*; ▪  Popular Libraries ▪  Minim - audio library, OCD - 3D camera views ▪  bluetoothDesktop - bluetooth networking
  • 131. 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
  • 132. 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); }
  • 133. Demo
  • 134. 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;
  • 135. 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_MOVE: touchEvent = "MOVE"; xpos = myScreenWidth-x*touchPadScaleX; ypos = y*touchPadScaleY; break;
  • 136. Demo
  • 137. 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;
  • 138. 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); }
  • 140. 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);
  • 142. Native Coding ▪  For best performance need native coding ▪  Low level algorithms etc ▪  Most current wearables based on Android OS ▪  Need Java/Android skills ▪  Many devices have custom API/SDK ▪  Vusix M-100: Vusix SDK ▪  Glass: Mirror API, Glass Developer Kit (GDK)
  • 143. Glassware Development ▪  Mirror API ▪  Server programming, online/web application ▪  Static cards / timeline management ▪  GDK ▪  Android programming, Java (+ C/C++) ▪  Live cards ▪  See: https://developers.google.com/glass/
  • 144. ▪  REST API ▪  Java servlet, PHP, Go, Python, Ruby, .NET ▪  Timeline based apps ▪  Static cards -  Text, HTML, media attachment (image & video) ▪  Manage timeline -  Subscribe to timeline notifications, contacts -  Location based services Mirror API
  • 145. GDK ▪  Glass Development Kit ▪  Android 4.0.3 ICS + Glass specific APIs ▪  Use standard Android Development Tools
  • 146. ▪  GDK add-on features ▪  Timeline and cards ▪  Menu and UI ▪  Touch pad and gesture ▪  Media (sound, camera and voice input) GDK
  • 147. Glass Summary ▪  Use Mirror API if you need ... ▪  Use GDK if you need ... ▪  Or use both
  • 149. Build Your Own Wearable ▪  MyVu display + phone + sensors
  • 151. 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
  • 152. 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
  • 153. Prototyping Platform Arduino Kit Bluetooth Shield Google Glass
  • 154. Example: Glove Input ▪  Buttons on fingertips ▪  Map touches to commands
  • 155. Example: Ring Input ▪  Touch strip, button, accelerometer ▪  Tap, swipe, flick actions
  • 157. Other Tools ▪  Wireframing ▪  Pidoco, FluidUI ▪  Rapid Development ▪  Phone Gap, AppMachine ▪  Interactive ▪  App Inventor, Unity3D, WearScript
  • 158. WearScript ▪  JavaScript development for Glass ▪  http://www.wearscript.com/en/ ▪  Script directory ▪  http://weariverse.com/
  • 159. 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
  • 160. WearScript Playground •  Test code and run on Glass –  https://api.wearscript.com/
  • 161. 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
  • 163. 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.
  • 166. Gesture Interaction With Glass ▪  3 Gear Systems ▪  Hand tracking ▪  Hand data sent to glass ▪  Wifi networking ▪  Hand joint position ▪  AR application rendering ▪  Vuforia tracking
  • 167. Capturing Behaviours ▪  3 Gear Systems ▪  Kinect/Primesense Sensor ▪  Two hand tracking ▪  http://www.threegear.com
  • 168. Performance ▪  Full 3d hand model input ▪  10 - 15 fps tracking, 1 cm fingertip resolution
  • 169. Meta Gesture Interaction ▪ Depth sensor + Stereo see-through ▪ https://www.spaceglasses.com/
  • 172. Ego-Vision Collaboration ▪  Wearable computer ▪  camera + processing + display + connectivity
  • 173. Current Collaboration ▪  First person remote conferencing/hangouts ▪  Limitations -  Single POV, no spatial cues, no annotations, etc
  • 174. Social Panoramas ▪  Capture and share social spaces in real time ▪  Enable remote people to feel like they’re with you
  • 175. Key Technology ▪  Google Glass ▪  Capture live panorama (compass + camera) ▪  Capture spatial audio, live video ▪  Remote device (desktop, tablet) ▪  Immersive viewing, live annotation
  • 176. Awareness Cues ▪  Where is my partner looking? ▪  Enhanced radar display, Context compass
  • 177. Interaction ▪  Glass Touchpad Input/Tablet Input ▪  Shared pointers, Shared drawing
  • 179. Modeling Cognitive Processes •  Model cognitive processes – Based on cognitive psychology •  Use model to: – Identify opportunity for wearable – Predict user’s cognitive load
  • 180. Typical Cognitive Model 1.  Functional Modularity: cognitive system divided into functionally separate systems 2.  Parallel Module Operation: cognitive modules operate in parallel, independent of each other 3. Limited Capacity: cognitive modules are limited in capacity with respect to time or content 4. Serial Central Operation: central coordination of modules (eg monitoring) is serial
  • 181. Cognitive Interference ▪  Structural interference ▪  Two or more tasks compete for limited resources of a peripheral system -  eg two cognitive processes needing vision ▪  Capacity interference ▪  Total available central processing overwhelmed by multiple concurrent tasks -  eg trying to add and count at same time
  • 182. Example: Going to work .. Which is the most cognitively demanding?
  • 183. Cognitive Resources & Limitations asdfasdf
  • 184.
  • 185. Application of Cognitive Model Busy street > Escalator > Café > Laboratory. But if you made Wayfinding, Path Planning, Estimating Time to Target, Collision Avoidance easier?
  • 187. How is the User Perceived?
  • 190.
  • 191.
  • 192. The Future of Wearables
  • 194. Online Wearables Exhibit Online at http://wcc.gatech.edu/exhibition
  • 195. 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
  • 196. Other Resources ▪  AR for Glass Website ▪  http://www.arforglass.org/ ▪  Vandrico Database of wearable devices ▪  http://vandrico.com/database
  • 197. Glass UI Design Guidelines •  More guidelines –  https://developers.google.com/glass/design/index
  • 198. Books ▪  Programming Google Glass ▪  Eric Redmond ▪  Rapid Android Development: Build Rich, Sensor-Based Applications with Processing ▪  Daniel Sauter
  • 199. •  Beginning Google Glass Development by Jeff Tang
  • 200. •  Microinteractions: Designing with Details – Dan Saffer – http://microinteractions.com/
  • 201. Conclusions •  Wearable computing represents a fourth generation of computing devices •  Google Glass is the first consumer wearable –  Lightweight, usable, etc •  A range of wearables will appear in 2014 –  Ecosystem of devices •  Significant research opportunities exist –  User interaction, displays, social impact
  • 202. Contact Details Mark Billinghurst ▪  email: mark.billinghurst@hitlabnz.org ▪  twitter: @marknb00 Feedback + followup form ▪  goo.gl/6SdgzA