A quick and simple guide aimed at providing fundamental design knowledge as well as establishing some common standards for user interaction.
The guide is broken down into four principle sections: Displaying, Controlling, Interacting, Navigating and Authenticating.
This section explores ways of conveying visual information within the augmented-reality world, which can be less obvious compared to traditional screen-based app designs.
Object sizing can also be complicated in AR. A good way to think about this is by thinking about objects in real life. When working with objects in AR, always keep a reference on their size and distance from the camera with real life objects. For example, an apple is on average 8 centimeters in diameter and your hand resting on a table is usually around 40 centimeters away.
In augmented reality, Whiter = Occludes more of the background (user’s environment) and Black = Transparent.
Therefore, if you want the users to see the object, make it brighter. On the contrary, if you want to hide something, you can play with shadows and black. An easy way to visualize this is by trying out the “lighten” overlaying effect on adobe photoshop or by picturing how ghosts are usually depicted in films like the Harry Potter series.
Vibrant colors look great, however, for higher quality visual effects, it is recommended to stay away from an overuse of gradients.
Due to the higher brightness and pixel density, text displayed with Holo Industry can be significantly easier to read when compared to most other head mounted MR devices.
However, text is still tricky business in MR design and should be considered carefully.
Most apps are made up of a series of interactable objects that can be summarized with two large categories: selectable objects and movable objects. When using only a single type from the category, almost any combination of hover and select would be enough to satisfy the needs for visual feedback. However, when considering using both at the same time, more thoughts should be put on picking different feedbacks before and during the target and select process.
|Selectable Effects in 3D||Exemplar Scenarios|
|Enlargement / Pulsing||Useful for any floating objects that are not in direct contact with another object.|
|Brightening / Change in Color||Functional in almost all situations, hence good for standardized feedbacks. Can however be viewed as unnatural or boring in some circumstances.|
|Object Animation||Vivid and lively especially with organic elements like plant, animal and food.|
|Colors and Effects on Ray||Serious scenes where objects should remain static and realistic.|
|Selectable Effects in 2D||Exemplar Scenarios|
|Brightening / Change in Color||Much of the 2D content will come directly from a native android / windows application, this will remain the most commonly used effect for target and select that users are used to.|
|Bounding box||Clear and easy to implement. Can be difficult to make artistic and interesting.|
|Movable Effects in 3D||Exemplar Scenarios|
|3D Bounding box||The 3D bounding box is the most straightforward way to signify movability. As it communicates configurability in many UI.|
|3D axis arrows, rotation circle and enlargement cube.||This is the best choice when the users are used to 3D modification programs, and when the application features complex object transforming and requires UI examples of what users can and cannot do during their current selection mode(s).|
|Different Animation||Vivid and lively especially with organic elements like plant, animal and food.|
|Movable Effects in 2D||Exemplar Scenarios|
|Make the Object’s UI Pop Out From the Background||The current method for helping users distinguish movable objects from selectables in 2D environments is to make the UI different or by juxtaposing it so it pops out from the “background” of other selectables|
|Broken Bounding Box||The standard method for configurable objects in 2D.|
Nothing distracts the user from the MR world like clipping. Although Holo Industry has a forced clipping distance that is only a few centimeters away from the camera, clipping is still inevitable in some situations.
There are ways to smooth out the effects of clipping. For example, instead of the sharp clipping lines on the force clipping area, one can use effects like disintegrating pixels that start fading before the clipping lines and disappear steadily.
Moving and turning objects around in 3D space is one of the most complicated interaction in AR and requires some degree of learning no matter the controlling method. It is therefore strongly advised to follow this guide for a standardized manipulation logic.
It is possible to manipulate any virtual object in two different ways:
This section will explore mediums users can use to convert their thoughts and actions (input) into the augmented reality world.
As of the current version, there are two 3 Degree-of-Freedom hand-held controllers as well as the 6 Degree-of-Freedom head position gaze. Other means of controlling, like 6DoF controllers, voice and hand gesture input are being actively worked on and will be made available in the near future.
The Bluetooth Controller is an ancillary Input device that allows the user to control some features of the Industry+ headset. The scope of this controller is to simplify some operations that can be executed with only the controller, or in combination with gaze.
The controller provides an analog stick and some physical buttons.
The stick and the Confirm button can be used to facilitate the menu navigation and the manipulation of virtual objects. Moreover, the Back button can be used to go back during the navigation of the main menu (launcher) and inside apps, while the Home buttons allows to jump to main menu (launcher) from any position of the launcher and any app.
Controlling with the position and direction that the user is facing. It is best to use gaze in coordination with controller methods to enhance user experience. However, on rare occasions where both of the user’s hands are occupied, gaze can be used to provide a dependable way for targeting and selecting.
6 DoF Head Tracking
6 DoF Head Tracking with vision center
on dwell select – display timer over vision center.
This section covers basic operations that helps the user navigate through Holo Industry AR system, like how to get from menus to menus, apps to apps.
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Closing an App
The device offers authentication capabilities through the fingerprint sensors. It allows the user to register and authenticate himself in a quite easy way. This feature is helpful when you want to trace the identity and the performance of your app user.
Video Conference: Web RTC, Skype, Cisco Spark, Circuit, Librestream.
AR: Unity, Vuforia Wikitude.
AI, Machine Learning: IBM Watson, Dialog Flow.
Computer Vision, shape and object recognition: Vuforia, OpenCV.