USER EXPERIENCE INTERACTION DESIGN FOR AR / VR / MR / XR | MODULE -2 — Transcript
Full transcript
- 0:06hello there uh I am Mich nebling uh I'm
- 0:10your instructor I am a professor an
- 0:14assistant professor to be precise at the
- 0:16University of Michigan where I work in
- 0:18the school of information um I thought I
- 0:21should introduce myself and tell you
- 0:23maybe a few things about myself before
- 0:24we go really into this XR Muk
- 0:27specialization um so I I've been working
- 0:30in the space for about 5 years now I
- 0:32would say uh I've been doing research in
- 0:35this space specifically in the area of
- 0:37human computer interaction and I've been
- 0:39teaching uh in the residential program
- 0:41at the University of Michigan for three
- 0:44years now um two arvr courses one
- 0:47focused really on design and one focused
- 0:49on development this is in many ways an
- 0:51update of the teach out uh that I've
- 0:54have done a few years ago with a few of
- 0:55my colleagues it was the augmented
- 0:58reality virtual reality and mixed
- 0:59realties teach out from the University
- 1:01of Michigan maybe you've seen me there H
- 1:03it was great to meet some of the
- 1:05Learners in that uh moo and uh many of
- 1:09you have actually said we wanted to
- 1:11learn more about design and development
- 1:13so we've heard you and we've added a
- 1:15significant content in both of these
- 1:18areas right so I care about XR you guess
- 1:23that um it is really important for me
- 1:26that we all understand these
- 1:27Technologies they are making it into our
- 1:30everyday lives um they are there they're
- 1:32not going to go away uh we still have an
- 1:35influence on how to shape those
- 1:37Technologies so that we have a better
- 1:40control right how these Technologies
- 1:43make it into our everyday lives in any
- 1:45case it's time for me to pay back so and
- 1:48pay it forward so I hope what you learn
- 1:51here today uh is that is something that
- 1:53I had to learn uh myself not just today
- 1:56but over the next few weeks it's not
- 1:57going to be that fast almost trick do
- 2:00there right and um I hope that you share
- 2:03that knowledge and that you invite other
- 2:05people to also learn about these things
- 2:07not everybody cares about development
- 2:09maybe some of us care about design
- 2:10hopefully even more and then a lot of us
- 2:13should really care about where this
- 2:15space and these Technologies are going
- 2:17and we should have some critical
- 2:19discussions about this so thanks for uh
- 2:23well letting me meet you and joining me
- 2:25in this uh effort of spreading the
- 2:27knowledge around XR and um yeah I really
- 2:32look forward to seeing uh you in the
- 2:34course hope we get to interact with each
- 2:35other maybe perhaps even meet in person
- 2:37one day that would be exciting um hello
- 2:41and welcome to the XR
- 2:51Muk course overview of the user
- 2:54experience in interaction design for
- 2:56augmented reality virtual reality and
- 2:59mixed course as part of the xam Muk in
- 3:02this course we're going to talk about XR
- 3:05design and how to make that transition
- 3:07from more or less traditional user
- 3:09experience and interaction design
- 3:11principles methods and tools to
- 3:14XR and this is a transition I've I've
- 3:16made myself and um I've taught these
- 3:19topics for many years and I've done
- 3:22research in this space of XR design and
- 3:25coming up with new ways of enriching
- 3:27paper and making paper immersive so that
- 3:30we can use it to actually prototype aivr
- 3:32interfaces without writing code and
- 3:34without implementation so the topics
- 3:36I'll cover in this course are very very
- 3:38important to me and I hope you'll learn
- 3:40a
- 3:41lot so the way of structured this course
- 3:44is into four Big Blocks we're going to
- 3:48have an intro where we're going to talk
- 3:51about what doing XR involves finding
- 3:54your process and really how do you get
- 3:56started and then we're going to talk
- 3:58about design thinking design thinking is
- 4:01this six-step method coming out of the
- 4:03Stanford design school and it's been
- 4:06applied uh for many years in many
- 4:08different areas is often associated with
- 4:09product development um it is really
- 4:12about a mindset of how to impro how to
- 4:15approach uh design and in I want to make
- 4:18that transition to XR and and now there
- 4:21are interesting challenges with XR for
- 4:23example not a lot of users have a lot of
- 4:25experience with XR there are some early
- 4:28adopters you might be one of them but
- 4:30it's not like that everybody really
- 4:33experiences XR all day every day it's
- 4:36not like with Mobile on the web where we
- 4:38now have an established set of tools
- 4:41methods and principles so with XR it's
- 4:44actually quite different and also the
- 4:45process is still something that is
- 4:48constantly evolving so I think it's a
- 4:50very good thing to look at design
- 4:52thinking and how this may translate to
- 4:54XR and so then we're going to continue
- 4:57into prototyping both physically
- 5:00and digitally and I've divided this into
- 5:02two kinds of separate modules because I
- 5:06personally think there's a lot of value
- 5:07in physical prototyping it's a lot of
- 5:10fun it allows us to Think Through user
- 5:13experiences and prototype them out using
- 5:16physical materials like paper
- 5:17transparency cardboard and Play-Doh for
- 5:21the 3D modeling Parts which is actually
- 5:23quite fun and really allows us to think
- 5:26through an experience before we
- 5:27implement it in code or before we move
- 5:29digitally
- 5:30and then we also talk about doing things
- 5:32digitally and then when we do things
- 5:34digitally we have a number of options
- 5:36since now we're doing arvr we don't just
- 5:38have to do traditional desktop 2D design
- 5:41we can actually jump right into into the
- 5:43headsets and doing it in a way that is
- 5:46called immersive prototyping and so when
- 5:48we have covered each of these blocks
- 5:51I'll give you a quiz and we'll assess
- 5:53your learning and we're making sure that
- 5:55we're on track in addition to the
- 5:57quizzes you also have options to access
- 6:00additional content as part of the honors
- 6:02track the honors track really comes with
- 6:05a set of activities and exercises that
- 6:08allow you to practice and exercise the
- 6:10methods and
- 6:11skills so in this case I have created an
- 6:15exercise around design thinking it's
- 6:17actually a two-step exercise focused on
- 6:20critique and we're doing design
- 6:22critiques of existing interfaces first
- 6:23based on guidelines and then going also
- 6:25deeper on
- 6:28ethics and the second part of the honors
- 6:30track we're looking more at physical
- 6:32prototyping and we're coming out of
- 6:34storyboarding and wireframing and we're
- 6:36going to do paper
- 6:37prototypes paper prototypes to me is
- 6:39always one of the most fun activities in
- 6:42any kind of classes that I teach I think
- 6:45it's a way for the students to really
- 6:47Express and explore their creativity and
- 6:50I hope you'll find them valuable and
- 6:52maybe you learn a thing or two of how to
- 6:53make good use of physical materials um
- 6:57to really you know think about the our
- 7:00experience and play it through walk
- 7:02through it and walk your stakeholders
- 7:05through it before you sit down and
- 7:07really go into coding very very
- 7:09important a timesaver and avoids
- 7:11premature commitment to anything arvr
- 7:14just because you think you want to do
- 7:16arvr doesn't mean that it's the right
- 7:18solution and so that's something you may
- 7:20be able to eliminate and rule out early
- 7:22in the process so that's actually really
- 7:25quite important and then in the last
- 7:27block the Honest track associated with
- 7:29liter prototyping we're going to have
- 7:30two types of prototypes we're going to
- 7:32do a digital prototype that is basically
- 7:34just using desktop tools and then
- 7:36allowing us to preview on an arvr
- 7:40device and when we do the immersive
- 7:42prototype that's really something that
- 7:44I'm still exploring myself understanding
- 7:46really what's the value of it what are
- 7:48the kinds of things we should do so you
- 7:49can sketch in 3D and all kinds of do all
- 7:52kinds of interesting things and if it
- 7:54really good and fasted it it might feel
- 7:56very productive but I'm still trying to
- 7:59figure out what's the real value in the
- 8:01larger workflow in the larger process
- 8:04now none of these techniques are
- 8:05designed to replace each other they are
- 8:07all designed to complement each other
- 8:09let's take a look again as you're doing
- 8:11your storyboarding which revolves around
- 8:14biof frames and organizes wireframes
- 8:16basically into sequence and you're
- 8:17deciding on user flow then you're
- 8:19jumping into paper prototypes and then
- 8:21digital prototypes and then maybe
- 8:23optionally if you want an immersive
- 8:25prototype now each of these really tell
- 8:28you more about design so in each of
- 8:30these steps you learn more about their
- 8:33requirements and you're getting closer
- 8:36to what we then call the minimum viable
- 8:52product in this video we're going to
- 8:54talk about what doing XR involves we're
- 8:57not actually doing XR yet uh uh so this
- 9:00is not the video that goes through all
- 9:01the design and development activities
- 9:03that are out there now in this one I
- 9:05really want to provide an overview and I
- 9:07want to draw an analogy to film making
- 9:10because in many ways I think creating an
- 9:12XR experience is similar to making a
- 9:14movie why do I say that well think about
- 9:17it so creating a movie is really a
- 9:20creative complex task it usually
- 9:23involves lots of people in different
- 9:25roles so uh from the director uh and the
- 9:28person writing the script uh to the
- 9:31Director of Photography or the cameraman
- 9:33then you need actors bringing the
- 9:35characters to life you need somebody who
- 9:37takes care of Light Of Sound and then
- 9:40obviously special effects right we often
- 9:43go to the movies and we really talk
- 9:44about two things either great story or
- 9:47great special effects now the best
- 9:48movies get both right and uh with XR
- 9:52it's it's really the same yeah so we
- 9:54have a story that we somehow have to
- 9:57convey in VR or in AR and I'll think
- 10:00about story in in in in a variety of
- 10:02ways and I'll explo explain that a
- 10:04little bit more to you and the other
- 10:06reason why I choose film making as this
- 10:09analogy is because uh everybody can make
- 10:12movies these days we have we can just
- 10:15use our smartphones to record things and
- 10:17then share and uh you don't actually
- 10:20have to have formal training and with XR
- 10:22it's the same uh there's lots of tools
- 10:24out there so we will increasingly see
- 10:27hobby is creating XR experiences now
- 10:29that is both cool but also dangerous
- 10:32because it would be better if we really
- 10:34understood XR design if we were
- 10:37ethically responsible and would really
- 10:40pay attention to you know making our
- 10:43users feel comfortable and safe in these
- 10:45XR experiences and there lots of and
- 10:48there are lots of examples out there
- 10:49where this is not always the case
- 10:52so let's uh take a step back and uh
- 10:56Define a few key terms and you've heard
- 10:58about these terms before for so I'm
- 11:00going to draw out the reality virtual
- 11:02reality Continuum so I put reality on
- 11:04one side of the spectrum and then I put
- 11:06virtual reality on the other side of the
- 11:08spectrum so now if you were to add AR it
- 11:11would be roughly here because it is
- 11:12mostly augmenting the physical V you see
- 11:14mostly the physical world and then we'll
- 11:16add in some virtual content superimposed
- 11:19and so merging with a physical world now
- 11:21the more virtual content we add the more
- 11:23we are entering the space of augmented
- 11:26virtuality so this is mostly virtual
- 11:28content and incorporating elements from
- 11:30the physical world so now that is an
- 11:33interesting uh design Dimension that you
- 11:35have here and it's really a Continuum to
- 11:37refer to this this part of the spectrum
- 11:40we often use the term mixed reality
- 11:42mixed reality refers to the inner part
- 11:44of the spectrum doesn't necessarily
- 11:46include VR and to most people it's
- 11:48almost like a synonym to AR but as you
- 11:50can see in this visualization that would
- 11:52be ignoring all the things we can do in
- 11:54augmented
- 11:55virtuality so I often use the term XR uh
- 11:58and some people refer to XR as extended
- 12:01reality suggesting it would be something
- 12:03more than all the previous AR VR Mr
- 12:06things we've seen before but I just use
- 12:09it as a placeholder so the x is a wild
- 12:11card for a m and VR so augmented mixed
- 12:15in virtual reality so now that we have
- 12:18established these uh key terms what is
- 12:20an XR experience so I think of XR
- 12:22experiences as incorporating three main
- 12:26elements environment 3D characters and
- 12:29interactions so when I talk about
- 12:32environment we need to distinguish the
- 12:34physical and the viral environment so
- 12:36the physical environment is obviously
- 12:37the one in which the user is and then
- 12:39the virtual environment is the one in
- 12:42which we Port the user in VR the user is
- 12:45in this completely virtual environment
- 12:47they may not actually have any
- 12:49relationship really to the physical
- 12:51world in which they are and in augmented
- 12:53reality we really want to read the
- 12:56physical environment and meaningfully
- 12:57augment it with virtual content so these
- 13:01are some of the main differences and
- 13:02challenges also when it comes to AR and
- 13:04VR and I'm going to expand a little bit
- 13:06on this idea of environment uh as we
- 13:08move forward in this
- 13:09video the second main ingredient is 3D
- 13:12characters and here I have examples of
- 13:14avatars 3D models and data now 3D models
- 13:17is probably the first thing that came to
- 13:19your mind but let's talk about avatars
- 13:20quickly I could be an avatar so somebody
- 13:24may have uh carefully captured me uh
- 13:28using some pH of 3D
- 13:30reconstruction or maybe some kind of
- 13:32motion capture um so that to bring me to
- 13:35life so that I really look like a
- 13:37virtual copy of the real Michael so
- 13:40that's avatars so then I said 3D models
- 13:43and 3D models it could be that somebody
- 13:47with a 3D artist who has skills in 3D
- 13:49modeling sat down and carefully modeled
- 13:51me and then they rigged me which means
- 13:54they inserted a skeleton so that they
- 13:56can then start to animate me and then
- 13:58they can find a few key animations and
- 14:01which then look like gestures and that
- 14:02way bring me to life so if I were a 3D
- 14:05model that would be how it's done now I
- 14:08think of 3D modeling really as a
- 14:11separate set of skills that if you have
- 14:14them it obviously makes you a more
- 14:15complete XR designer but I do think that
- 14:18XR design there's so many other issues
- 14:20we need to take care of if we think
- 14:22about the user experience more than any
- 14:24of the specific content elements and so
- 14:27this is really not a key set of skills
- 14:30that every XR designer has to have
- 14:33there's also lots of free 3D models out
- 14:35there so that's great and lots of
- 14:38platforms on which we can share uh 3D
- 14:40models so we'll introduce you to those
- 14:43and so you can basically get around uh
- 14:45doing XR without being a 3D artist
- 14:49finally you may want to visualize or
- 14:51somehow spatially represent data so for
- 14:54example through sound so data could be
- 14:57some kind of graph that you want to plot
- 15:00uh in an immersive way to communicate to
- 15:02users interesting complex Concepts and
- 15:05so I don't actually have a really great
- 15:07example here but I just wanted to tell
- 15:09you that these 3D characters are not
- 15:11just avatars and 3D models it could be
- 15:13really something a little bit more
- 15:15abstract so for example a graph or 3D
- 15:18sound 3D sound is more than Stereo so we
- 15:22could have a source somewhere in the
- 15:24scene that emits sound and that sound
- 15:26would come from that direction and we
- 15:29would adjust the pitch and the volume
- 15:30accordingly so these were three examples
- 15:33of 3D characters and there are many more
- 15:35let's talk about interactions the most
- 15:37important thing to distinguish with
- 15:38interactions is there are explicit
- 15:40interactions and implicit interactions
- 15:42so explicit interactions are those where
- 15:44the user is really aware of them for
- 15:46example gestures that they know the
- 15:48system will recognize or speech commands
- 15:51that the user is aware the system will
- 15:53understand implicit interactions are
- 15:55those that are not directly asked of the
- 15:58user so for for example in AR and VR we
- 16:00have a lot of implicit camera based
- 16:02interactions gaze head gaze or eye gaze
- 16:05based interactions H and these are
- 16:08examples of implicit interactions so in
- 16:10arvr we really have this interesting
- 16:12interplay of implicit and explicit
- 16:14interactions and we really need to
- 16:16design for that that has its own
- 16:18challenges and one of the main issues
- 16:20currently is that most design tools so
- 16:23those geared towards non-technical users
- 16:25are often very limited in the kinds of
- 16:28interactions that they support so there
- 16:30are toolkits and libraries out there
- 16:33more geared towards programmers that'll
- 16:35introduce you uh to in the course focus
- 16:38more on development to really uh expand
- 16:41on the vocabulary of interactions that
- 16:44we have available as XR
- 16:46designers so if we step back a little
- 16:49bit I mostly talk about content and
- 16:52interactions when I say content I really
- 16:55think about both the 3D models and all
- 16:57the 3D characters in the scene and also
- 17:00the environment so basically the
- 17:02physical environment in which the scene
- 17:04takes place and then the virtual
- 17:06environment these are more like the
- 17:07background elements and the 3D
- 17:09characters are really more like the
- 17:10foreground elements but both are content
- 17:13elements okay so that is how I think
- 17:16about XR experiences the main
- 17:18ingredients in terms of content and
- 17:20interactions so now I want to think a
- 17:22little bit more about where the
- 17:25experience takes place
- 17:27context and what is really the story of
- 17:30the experience to come back to this
- 17:32analogy from film making so when it
- 17:34comes to context we really need to
- 17:36distinguish AR and VR so context the
- 17:40physical environment around the user
- 17:42really impacts the virtual reality
- 17:44experience now even though you don't
- 17:46really see it you design this VR
- 17:48environment and uh that actually needs
- 17:50to fit in the real world let me
- 17:53illustrate this quickly so you are
- 17:55designing the inner bubble here the VR
- 17:58world and it is actually somehow
- 18:00enclosed in reality now the virtual
- 18:03reality the virtual world may be much
- 18:06larger physically speaking than the
- 18:09actual physical room in which you are
- 18:11and this actually introduces interesting
- 18:13challenges I'll introduce you to
- 18:15Locomotion and ideas of redirected
- 18:18walking and then common metaphors for
- 18:21travel in VR for example teleporting so
- 18:24we learn about all these things but it
- 18:26is important to really think about the
- 18:28fact that the virtual environment does
- 18:31normally not perfectly match the
- 18:33physical environment in which the user
- 18:35is um because we are trying to Port them
- 18:38into a different world um that is often
- 18:41the idea behind virtual reality and so
- 18:43this introduces interesting issues and
- 18:45so context is really important so when
- 18:48we now think about AR there's a more
- 18:51direct relationship between context and
- 18:53augmented reality so the physical world
- 18:55in which you are really drives the AR
- 18:58experience you design this AR
- 19:01environment and it actually has to blend
- 19:03with the reality so it has to merge it
- 19:06has to not just fit in but it actually
- 19:08has to complement add or remove
- 19:11something from this physical world and
- 19:12in order to do this meaningfully you
- 19:14really have to understand it so on the
- 19:16VR side we really talk a lot about
- 19:18environmental design and on the AR side
- 19:21we really talk a lot about environmental
- 19:23understanding and here's a key thing
- 19:25that I really want you to consider so if
- 19:27you're designing for AR it's not just
- 19:30designing this inner bubble you're
- 19:32actually designing the experience that
- 19:33includes also the real world around it
- 19:36so it's not just a matter of putting a
- 19:383D model in front of your user and and
- 19:41then having no relationship to the real
- 19:43world around you no a good AR experience
- 19:46really takes care of this uh combined
- 19:49this merged experience and so that's why
- 19:52I actually highlight both aspects here
- 19:55now keeping with this let's talk about
- 19:57story
- 19:59so in VR the way I think about it is you
- 20:02are actually telling the story at the
- 20:04intersection of the real and the virtual
- 20:06so what I highlighted here in red this
- 20:08boundary is really what you're working
- 20:11with think about it this way the best VR
- 20:14experiences that I've had somehow got
- 20:16this mapping between the physical and
- 20:19the virtual world really right so for
- 20:20example I was in some kind of game with
- 20:23a headset and it was collaborative and
- 20:25then I had to solve a puzzle and that
- 20:27puzzle involved pushing virtual buttons
- 20:30now as I was pushing these buttons in
- 20:31most VR experiences you don't actually
- 20:33have the physical the haptic feedback um
- 20:37the tangible haptic feedback but in this
- 20:40case the physical environment uh really
- 20:43matched the virtual reality experience
- 20:45there were actually physical buttons
- 20:47that I was able to press and so this
- 20:49really was a really cool story a
- 20:51negative example would be if you had
- 20:53obstacles in the way that are not
- 20:55communicated to the user so they're like
- 20:58something is like a chair is in the way
- 20:59or something like that and you don't see
- 21:01it because you're fully immersed in this
- 21:03VR experience that would be really
- 21:05really disruptive so you're really
- 21:08telling the story at this intersection
- 21:10now in AR that's different because
- 21:12you're actually telling the story at the
- 21:14union of the reality and the virtual
- 21:18content so you're actually telling that
- 21:22story that I highlighted here not just
- 21:24your virtual content and with no
- 21:26relationship to the real world
- 21:27unfortunately there are a lot of AR
- 21:29experiences out there that seem to think
- 21:31it's enough to just bring some kind of
- 21:33virtual ele element into the physical
- 21:36world and that's AR but it's not really
- 21:39AR right this augmented reality so I I
- 21:43just thought it would be a good way to
- 21:45think about storytelling that way so now
- 21:47that we've established this let's take a
- 21:50a look at an example
- 22:06so in the following I'd like to share an
- 22:09example our example of The Lion King
- 22:122019 remake uh we were studying uh
- 22:16basically we were working on a research
- 22:18project in my lab at the same time as
- 22:20the lion king um was about to come out
- 22:24the 2019 remake and it was so
- 22:27interesting to to us I mean we also we
- 22:30we I was just awarded uh a faculty uh
- 22:34award from Disney and I promised I'll do
- 22:38something with that research funding and
- 22:41I was working on this uh project where
- 22:44uh the idea was to really allow multiple
- 22:48designers to collaborate be it in AR or
- 22:51in VR and collaboratively author
- 22:55actually using immersive authoring and
- 22:58XR experiences and so we we looked at a
- 23:01couple of examples and one of the most
- 23:03complex examples that we looked at was
- 23:04The Lion King and so it was very
- 23:08interesting uh for us to to look at the
- 23:11teaser the teaser had just come out and
- 23:13so we analyze the teaser and we were
- 23:16basically using that Lion King example
- 23:19as a case study to really learn more
- 23:21about tool support and what is involved
- 23:25in doing XR um and and why did we choose
- 23:28the Lion King well The Lion King don't
- 23:30know if you knew that but that remake
- 23:32was actually directed uh and shot in in
- 23:35virtual reality so basically uh the
- 23:38cameraman was like in there uh in the
- 23:41headset and chasing down the animals and
- 23:43and things like that um and and that was
- 23:46how it was recorded and so it was a very
- 23:48interesting case study and I'll share it
- 23:51with you because I do think it's it's
- 23:52good with uh with keeping with this
- 23:54lecture where we want to understand what
- 23:56doing XR actually involves
- 23:59so this is uh The Lion King case study
- 24:02and it's from our paper which I invite
- 24:04you to read on on AA director um and I
- 24:07want to want you to pay attention to a
- 24:09few things I'll actually start at the
- 24:11end not the beginning of this project
- 24:14and I'll show you an example of a scene
- 24:16that we we shot we were still
- 24:18experimenting with Rafiki climbing up PR
- 24:21Rock and it was a really a vast virtual
- 24:25environment that we were trying to
- 24:27prototype obviously with limited means
- 24:29we didn't have a $250 million budget um
- 24:32and we had two actors um here so we're
- 24:36going to do this scene where Rafiki
- 24:38climbs up Pride Rock and um the actor or
- 24:42actors in this case will be Jane in the
- 24:44VR headset and then Katie will be our
- 24:47Director of Photography operating the
- 24:49camera uh and this is an AR capable
- 24:52phone and I'm I'm going to be the
- 24:54director and I'm going to show you uh
- 24:56one of the many takes uh that we we did
- 24:59so that you get a sense for how we
- 25:02worked uh on this little project and
- 25:04again uh I mean we are not Disney and we
- 25:07had a much smaller budget but I think it
- 25:09still serves the purpose of this lecture
- 25:24action
- 25:26cut action
- 25:42okay J go back I want more movement from
- 25:44you so why did I share this with you
- 25:46well um this is my example of creating
- 25:50an XR experience and using techniques
- 25:53more or less from from film making so if
- 25:55you think about film making uh one more
- 25:57time so we have all these various roles
- 25:59that I talked about earlier and then how
- 26:02do they actually translate to XR
- 26:05designers and developers where the
- 26:07director that is usually uh the person
- 26:09in charge and if it's a one man project
- 26:12then would be just the exra designer or
- 26:14the XR developer in a larger more
- 26:16professional XR experience you might
- 26:18have a project lead so that might not be
- 26:20the same kind of designer or developer
- 26:22but many XR experiences are really just
- 26:24created by almost a single person and
- 26:27that person would then fun
- 26:28in all these different kinds of designer
- 26:31or developer roles that I'll spell out
- 26:34here a little bit now the most
- 26:35interesting part when it comes to
- 26:37differences between film making and XR
- 26:41is that the Director of Photography so
- 26:42the person in charge of the camera is
- 26:45actually the user and now that
- 26:48introduces a lot of interesting
- 26:50challenges design challenges it gives a
- 26:51lot of agency to the users and um
- 26:54autonomy and that's really what we want
- 26:56that's like one of the main afford of of
- 26:59VR and AR this idea of being able to
- 27:01explore virtual content in six degrees
- 27:04of freedom and really go go about and
- 27:08choose your own uh perspective and all
- 27:09that but it from a design perspective
- 27:12you really have to make sure that you
- 27:14draw the attention of the user
- 27:15accordingly that their the correct
- 27:17Visual and maybe audio cues and and all
- 27:20these kinds of things so that's
- 27:21interesting challenges there and then
- 27:23when it comes to the actors well on the
- 27:26XR side often it is just a designer who
- 27:29composes scenes of 3D models and if
- 27:31there are no freely available 3D models
- 27:33or the designers feel like they really
- 27:36need more but basic custom 3D models and
- 27:40usually you can do so and so much
- 27:42without 3D modeling but then usually you
- 27:44would have to work with a 3D artist uh
- 27:47who really can create 3D models and rig
- 27:50them and then animate them and and as I
- 27:52said this is really a a set of skills
- 27:55that not necessarily every XR designer
- 27:57has to have another way to actually
- 27:59bring characters to life would be
- 28:00through motion capture and that's
- 28:01actually a profession so you could do
- 28:04this basically these actors in a body
- 28:06tracked suit that's how uh most of the
- 28:10Marvel movies out there for example are
- 28:12being made that would be not the most
- 28:14cost effective but very realistic
- 28:17animations that you would actually get
- 28:18out that
- 28:19way and then thinking about the
- 28:22remaining uh roles and their
- 28:23responsibilities so the Gaffers are
- 28:25responsible for a light somebody
- 28:28responsible for for the audio mixing
- 28:30sound and then the special effect
- 28:32designer uh on the XR side that would be
- 28:35mostly probably the XR designer choosing
- 28:38appropriate lighting and materials so
- 28:40really making sure that the 3D models
- 28:42have the right materials and settings
- 28:45and and textures and that's something
- 28:47we'll we'll explore a little further and
- 28:49then also incorporating sound and again
- 28:51we're working with spatial sound here so
- 28:53placing sound sources in 3D and making
- 28:56sure that the audio is according to the
- 28:59physical and the virtual environment the
- 29:02geometry of of those um which is is a
- 29:05very interesting task to do this well so
- 29:09that um audio would also be like
- 29:11occluded in some sense if there is an
- 29:13obstacle in between that really adds to
- 29:16a more realistic experience and then
- 29:18finally special effects that's something
- 29:21that there's only so and so much you can
- 29:23do as a designer I mean you have
- 29:24particle effects and maybe shaders if if
- 29:26you understand that a little bit but
- 29:28most of the time you'll probably have to
- 29:29do scripting and so this is more the
- 29:31role of a technically a client person so
- 29:34I say exra developer here so now I'm
- 29:37going to walk you through the steps of
- 29:39basically going to the beginning of this
- 29:41project and um just this case study uh
- 29:45on focused on Lion King and how did we
- 29:47actually work so first we started with
- 29:48storyboarding and wireframing and this
- 29:50is something that I think is inherent to
- 29:53any exi project that I I do I usually
- 29:56start on paper and I plan plan things
- 29:58out I have an idea and I sketch those
- 30:00out so brainstorming for me doesn't
- 30:04happen in thin air it actually happens
- 30:07on on paper H in this case we obviously
- 30:10we were picking scenes from the teaser
- 30:13the teaser was available to us um so
- 30:16that would normally just be in your head
- 30:18and you would try to express it on on
- 30:20paper so the way we use storyboarding
- 30:22wire framing here is uh still relatively
- 30:25close to the traditional sense but we
- 30:27really like we really figured out like
- 30:29what are the camera movements what kinds
- 30:31of characters are involved and then how
- 30:33do they move and how do they relate to
- 30:35each other and what's the story um and
- 30:39then which sequences are we going to
- 30:40pick so that's how we use story boarding
- 30:42and biof framing here and I'll show you
- 30:45a little bit uh of what my students and
- 30:47I came up
- 30:49with so here's our example uh where we
- 30:53my students and I worked on this Lion
- 30:55King remake essentially the remake of
- 30:57the remake if you will and we had a
- 31:00$25 budget so we basically bought lots
- 31:04of physical prototyping materials
- 31:05Play-Doh we did have paper and
- 31:07transparency and a lot of the tools and
- 31:10we repurposed cardboard that became then
- 31:14our stage and what is really cool in in
- 31:18in this way is basically a a physical
- 31:20storyboarding activity so it goes beyond
- 31:23paper it's actually very close to
- 31:25physical prototyping in fact you may
- 31:27look at this as a physical prototype
- 31:29rather than a storyboard but I do think
- 31:32um when it comes to AR and VR things
- 31:36this idea of prototyping uh and and
- 31:39storyboarding physically like in 3D
- 31:41physical space is very very important so
- 31:45we had a lot of iterations here and you
- 31:46can see how uh my students uh Jane and
- 31:50Amy were filming and testing and there's
- 31:53another person filming Neil as filming
- 31:56them and then Katie was also in the
- 31:58background so a cool uh set of uh
- 32:01students a little bit of a film crew
- 32:03they had to make sure that the
- 32:05background is kind of right this was one
- 32:07of the harder scenes to film where uh a
- 32:11lot of character tiny little character
- 32:13movements and um pretty cool uh and
- 32:18so yeah that was that as we were
- 32:21storyboarding you could already see more
- 32:23or less uh the physical prototyping
- 32:25activity but I showed you the making of
- 32:28the physical prototypes and now I want
- 32:30to share with you the physical
- 32:32prototypes so this is really how a user
- 32:34would experience them and one thing I
- 32:37would invite you to do if you if you
- 32:39feel like it um due to copyright reasons
- 32:41we cannot play uh anything Disney here
- 32:45but I would like you to if you can
- 32:47access YouTube and could get access to
- 32:50uh the teaser that was basically the
- 32:52inspiration for our work and then you're
- 32:55going to the part where James O Jones
- 32:59says everything the light touches is our
- 33:03kingdom and so when you go there then
- 33:05after that it really starts with this
- 33:07really cool soundtrack and that's how I
- 33:10have experienced this prototype and I
- 33:12usually play it to my students in my
- 33:14class so I'm going to play the resulting
- 33:18physical prototype and this is now in
- 33:20some sense your experiencing uh it was
- 33:23created with uh physical only so reality
- 33:27only no arvr yet but it gives you a
- 33:31first sense of what it might feel like
- 33:32to be in this virtual world um that we
- 33:34are prototyping
- 33:36here all right and here we go this is
- 33:39the opening
- 33:40scene and we're looking at Pride
- 33:43Rock and then Rafiki is coming up this
- 33:46was the thing we had previously done
- 33:48with VR and we're going to go there
- 33:50again Simba moving thee
- 33:52head
- 33:55and uh raiki breaking that thing was one
- 33:59of the hardest scenes we had to shoot
- 34:02this in slow motion you can see this
- 34:04flickering which is just a
- 34:07light and then we're placing that on
- 34:10Simba's
- 34:12head and walking to the
- 34:15top and showing baby
- 34:19Simba and then we have this really cool
- 34:21scene behind where you can see all the
- 34:23animals I mean they're a little bit
- 34:25abstract here but all the animals down
- 34:27there there all right so this is uh that
- 34:30example and um these were just the
- 34:33physical prototypes and then we were
- 34:36also doing the digital prototypes so we
- 34:37took each of the scenes and we
- 34:40prototyped them digitally with a number
- 34:43of tools uh some of which I'll also
- 34:45cover in in some of the courses here so
- 34:47we did involve Unity we used A-frame and
- 34:51web XR we did some modeling in blender
- 34:54but mostly correction several of our
- 34:56models actually came from Google poly
- 34:58and we're done with other Google blocks
- 35:01or tiltbrush and so these are all kinds
- 35:04of immersive modeling and uh immersive
- 35:08authoring tools so 3D modeling and
- 35:10immersive authoring tools and so there
- 35:12are actually quite a range of little
- 35:14Technologies involved it does not look
- 35:16as polished somebody in our reviews
- 35:18called this crude programmer art and
- 35:21that's probably what it is compared to
- 35:23Disney but even this was quite a lot of
- 35:25effort so let's let's take a
- 35:28look so here I'll show our digital
- 35:31prototype with scripted
- 35:33animations uh so it's based on the
- 35:39teaser and Rafiki is going up and we see
- 35:42Simba you see some Reflections and you
- 35:45can see some differences in the quality
- 35:46of the models this was again one of the
- 35:48hardest scenes to do a 9h
- 35:51hour uh uh animation and scene um done
- 35:56by one of my
- 35:59students and then we're going in on the
- 36:03final uh look at the scene
- 36:07here and a little bit static this
- 36:10shot and this one I really like because
- 36:13you can see a few other animals down
- 36:16there there was a weird um transition
- 36:19just now but that is the the digital
- 36:22prototype that we
- 36:24created and you can see how the camera
- 36:28spins a little bit that's kind of nice
- 36:30yeah it is a prototype first it allows
- 36:33you to Envision um the final
- 36:51experience okay and so from these
- 36:53examples what have we just seen so we we
- 36:56basically created this ran King
- 36:58experience and I made the analogy to
- 37:00film making and we have done
- 37:03storyboarding we have done physical
- 37:04prototyping and we have done the digital
- 37:06prototypes and at this stage what you
- 37:08just saw we could call the minimum
- 37:11viable product the
- 37:13MVP and this you would now need to take
- 37:16further and do another few iterations on
- 37:19it and we entering this space of
- 37:21actually developing XR experiences and
- 37:23so when I think of developing XR
- 37:25experiences uh I want to distinguish two
- 37:27types of experiences so one is
- 37:30relatively basic but even that one
- 37:32involves already a few components so you
- 37:33have to decide between AR and VR you
- 37:36usually put some kind of 3D characters
- 37:38in there maybe an existing 3D model and
- 37:40you do have to have uh at least
- 37:42directional light and ambient light in
- 37:45order to see anything in the scene so
- 37:47this kind of basic experience that's
- 37:50like a single XR designer can do this
- 37:52and mostly compose the scene if you look
- 37:54at a more complex example here so let's
- 37:57say weing bring in a custom 3D model
- 37:59maybe it's rigged and then it comes with
- 38:00animations maybe a few additional light
- 38:02sources and then also sound and so this
- 38:06I would Now call an advanced XR
- 38:08experience if you wanted to create
- 38:10something like this you really need to
- 38:11jump into different roles as an XR
- 38:13designer so the custom model you would
- 38:15actually more or less need to be a 3D
- 38:17artist so creating a 3D model and maybe
- 38:20animations you can do this in some
- 38:22existing tools you can do this for
- 38:24example partially in unity and in unreal
- 38:26you can do some basic modeling and and
- 38:29model editing at least but you would
- 38:30normally really jump into a different
- 38:32kind of tool more geared towards 3D
- 38:34artists and it's really quite different
- 38:36in terms of how XR authoring works but
- 38:39then as an XR designer you could still
- 38:41do the lights and make sure that the
- 38:43materials of your 3D models are properly
- 38:46done and that's where I think most of
- 38:49the issues actually happen when you
- 38:50download and use free 3D models there's
- 38:53a couple of issues there they usually
- 38:56come at very different scales the origin
- 38:58in these models isn't always really set
- 39:00in a uniform way so it's not center it's
- 39:02not the vintage point or anything like
- 39:04that or the bottom center or all the
- 39:06things that would make sense no it's
- 39:08like really somewhere off so what we had
- 39:10to do for example when we composed our
- 39:12scenes um that you just saw from free 3D
- 39:15models we did Pride Rock ourselves but a
- 39:17lot of the animals were just like
- 39:19borrowed from Google poly and they are
- 39:21for free and you can use those models
- 39:24but then you still have to pay attention
- 39:25to scale and the other big thing the
- 39:27other big issue is really the material
- 39:29and that the models have the right
- 39:31settings so that they properly reflect
- 39:33light and so as an EXA designer you
- 39:35would have to go in and fix a lot of
- 39:36these things and then sound so I mean we
- 39:40had some issues here with sound so you
- 39:42would want to maybe have all these
- 39:44animals make some sounds a lot of
- 39:46background music and sound and maybe
- 39:49really the soundtrack would have really
- 39:51added a lot to that experience here we
- 39:53couldn't do this for copyright reasons
- 39:55but you could imagine getting a bunch of
- 39:58free sounds and you could experiment
- 40:00with that as well and then we did script
- 40:03the animations I mean there's different
- 40:05ways in different tools so the the the
- 40:07portion with the stick breaking that
- 40:08part we did that in in unity with the
- 40:12animation editors there but a lot of the
- 40:14animations you saw that looked very
- 40:16crude they were actually scripted in in
- 40:18A-frame so basically using a combination
- 40:20of JavaScript in HTML it's not the best
- 40:22way to do these kinds of animations so
- 40:24now that I have established the basic
- 40:27big and advanced XR experience what does
- 40:29it actually mean in terms of uh content
- 40:32and interactions so when you break it
- 40:35down an XR experience really into the
- 40:36content elements into the core
- 40:38ingredients we're talking about 3D
- 40:40models and animations lights and shadows
- 40:43environment so the the the terrain and
- 40:46all these things around physics uh
- 40:49spatial sound maybe menus and headset
- 40:52displays and as I said we distinguish
- 40:54explicit and implicit interactions so
- 40:56explicit interactions like the cursor so
- 40:59usually the head gaze um or could be the
- 41:01eye gaze as well some kind of retical
- 41:03that shows us according to the surface
- 41:06that we're pointing at it gives us that
- 41:07feedback a controller like a VR
- 41:10controller or any kind of hand movement
- 41:12speech or voice so these are the speech
- 41:14of voice commands so these are examples
- 41:16of explicit interactions and then
- 41:18implicit interactions a lot of camera
- 41:19based movement as I said but also could
- 41:21be things like the GPS location so where
- 41:23you are in the world that could tell us
- 41:25a time zone and that could actually
- 41:27impact how we render things for example
- 41:29we're going to bring in this idea of
- 41:31fiducial markers so that is something
- 41:33that happens in a lot of AR experience a
- 41:35fiducial means like it's visible to the
- 41:37camera some kind of QR code or some kind
- 41:40of version of a marker usually printed
- 41:42on paper that we want to track and that
- 41:45tells the camera basically its
- 41:47relationship to that 3D content
- 41:49establish this coordinate system and
- 41:51that is often times just an implicit
- 41:53interaction the marker in itself
- 41:55although I do think there's a lot of
- 41:56value in marker based prototyping
- 41:58normally in the final user experiences
- 42:01the marker is just something that you
- 42:03have to have there to establish that
- 42:04coordinate system it doesn't usually
- 42:06play a big role and then environmental
- 42:09features could also trigger implicitly
- 42:11some kind of interaction so basically
- 42:13you're bringing a physical object into
- 42:15view or you're looking at a sofa if
- 42:17you're doing a furniture placement
- 42:18application for example these are
- 42:21examples of content and interactions and
- 42:23now let's look at how uh for different
- 42:26types of x experiences we're going to
- 42:28distinguish between VR basic and VR
- 42:31Advanced or immersive really and then
- 42:34we're going to look at Mark based and
- 42:35Mar what does that mean how much of of
- 42:38this do we actually need to fill in so
- 42:40in terms of like a basic VR experience
- 42:42you can achieve and accomplish with a
- 42:44few 3D models you often it's just one H
- 42:48and maybe some light and shadows and
- 42:50cursor so cardboard based kind of uh
- 42:54interactions and then a more immersive
- 42:57VR experience would really you know
- 42:59check a few more elements here so
- 43:02definitely In addition to light and
- 43:03shadows you really have more of an
- 43:06environment a virtual environment than
- 43:08maybe physics in there and maybe sound
- 43:09and that sound is spatial maybe means of
- 43:12navigation through menus and some kind
- 43:14of heads up display you may have more
- 43:17controller based interaction or hand
- 43:18based interaction and maybe access to
- 43:20speech device commands and and this
- 43:22additional set of interactions that is
- 43:24supported if you go back to the basic
- 43:27and then compare to the more immersive
- 43:29experience on the interaction side we're
- 43:31really increasing a lot more on the
- 43:33explicit interaction
- 43:35side let's look at AR so in AR we need
- 43:38to distinguish between marker based AR
- 43:40and marker less AR and I'm not so much
- 43:43focused on handheld versus headworn
- 43:46although I must say that most headworn
- 43:48ones are maress and the handheld ones
- 43:52really depends on whether your
- 43:53smartphone supports things like AR core
- 43:55AR kit and then we would actually be
- 43:58able to support maress experiences some
- 44:01people think of marab based as being
- 44:03inferior to Mar less just because you
- 44:05have to have a marker and marker less
- 44:07really means that the system
- 44:09computationally Finds Its Own features
- 44:10so builds its own markers and that's
- 44:12something we've established in in in the
- 44:14previous course but here I'm just going
- 44:17to give you some examples so let's look
- 44:19at Mark based which really is almost
- 44:22like a basic VR experience you usually
- 44:25maybe have some kind of menu on a
- 44:29handheld at least we may use GPS
- 44:32location and we definitely need to use
- 44:33the marker so the fiducial here gets a
- 44:35big check mark and then a mar less
- 44:38experience well you don't have to have
- 44:40the fiducial but usually you're closer
- 44:42to a more immersive so these Mar less AR
- 44:44experiences are often a lot richer just
- 44:46because Mar less means the platform
- 44:48gives you access to at least a little
- 44:51bit of the environment through surfaces
- 44:54and their normals so the orientation of
- 44:56the surface and then if you're working
- 44:58on a more advanced device that has
- 45:00actually spatial mapping and depth
- 45:01sensing and all these kinds of things
- 45:03you may get a better read on the
- 45:04environment and then you can do a lot
- 45:05more things like physics so you can
- 45:07throw virtual objects into the
- 45:09environment and those kinds of things
- 45:11could actually be done in a mark less
- 45:13Ari experience if you have access to
- 45:15these Advanced
- 45:17sensors so this concludes our tour of
- 45:20what doing XR involves and at this stage
- 45:23I was looking a little bit both into the
- 45:26design aspect ects of it but then we
- 45:27were also so with the wireframing and
- 45:29the storyboarding and then doing the
- 45:31physical and the digital prototyping and
- 45:33then we were also talking a little bit
- 45:35about what goes on when it comes to the
- 45:38development side of things and breaking
- 45:41down basic and advanced AR VR
- 45:44experiences and then also connecting to
- 45:46some of these Technologies now this part
- 45:49was really designed to be an overview we
- 45:51didn't go too deep in each of these
- 45:53aspects but that what this course that's
- 45:55what this course is for so we're going
- 45:57to really explore each of the aspects uh
- 46:00going further on the design side and
- 46:02then we also have the course more
- 46:04focused on development that really looks
- 46:06at those aspects as well so I hope you
- 46:09got a good first sense of what doing XR
- 46:12involves just based on this example um I
- 46:14would invite you to take a look at the
- 46:17making of the real lion king it's
- 46:20actually going to be a really cool and
- 46:22inspiring example and maybe something
- 46:25that gets you into the mood and for the
- 46:27rest of this course it's a lot of
- 46:29exciting things uh that will happen and
- 46:31that we'll learn about and I'm I'm I'm
- 46:33so glad to be able to share this stuff
- 46:34with
- 46:49you in this video we're going to talk
- 46:51about how to get started and this is
- 46:53really like a question that I get from a
- 46:56lot of people that want to get started
- 46:58in XR and don't know really where uh
- 47:01where to get started and um what are
- 47:04good examples what are good tools um
- 47:07should I learn this programming language
- 47:09should I focus on AR or should I focus
- 47:11on VR and what is this extended reality
- 47:16that you're talking about so there's a
- 47:18lot of confusion uh especially for
- 47:20novices in the space uh it's really
- 47:22quite a a vast space to navigate and so
- 47:25the idea of this lecture is to walk you
- 47:28through some of the key challenges uh
- 47:30that you have and key barriers that I
- 47:32have observed with students and then
- 47:34ways of navigating around them including
- 47:37paths to becoming an XR Creator so I've
- 47:40collected a few key barriers to entry
- 47:43that I commonly observe in uh students
- 47:46and then also many of which actually
- 47:47applied to myself when I was getting
- 47:49started in this area so the first really
- 47:52big issue is finding the starting point
- 47:55it's really unclear how to get started
- 47:58and where to start should I pick up a
- 48:00tool like Unity is is that my way into
- 48:02XR what if I'm a web developer how do I
- 48:05transition which of the web XR
- 48:07Frameworks out there should I be using
- 48:09is A-frame the right tool should I go
- 48:11directly learn 3js so lots of issues
- 48:16there the second key issue is really how
- 48:18to make that transition or jump from 2D
- 48:21to 3D many of us are actually trained in
- 48:232D design we are very familiar with the
- 48:26methods and tools there and the question
- 48:28is really how do I transfer that
- 48:30knowledge and adapt it to 3D design and
- 48:33so this is a big issue and a challenge
- 48:35for a lot of us and there also a core
- 48:37Focus we actually have a lecture it's
- 48:39part of the xam Muk that really focuses
- 48:41on making that transition from 2D to 3D
- 48:43talking about light and materials and
- 48:46all the kinds of things you have to pay
- 48:48attention to that you normally don't
- 48:49really concern yourself with when you're
- 48:51doing 2D
- 48:54design the third issue and key barrier
- 48:57to entry I would say is finding good
- 48:59examples first of all it's actually not
- 49:01clear um where to find good content and
- 49:05functionality if you are experienced
- 49:08with web design or mobile development
- 49:10you probably have your favorite
- 49:11repositories you have Design Systems you
- 49:14understand material design and all kinds
- 49:16of things there you know what responsive
- 49:18web design is ETC and so there are lots
- 49:21of examples out there and it took years
- 49:23to build really good repositories of
- 49:25knowledge and content that they shared
- 49:27and in the XR space we are facing this
- 49:29issue at the moment that there's lots of
- 49:32examples scattered out there but it's
- 49:34really hard to find them when you go to
- 49:36resources that are more common uh to
- 49:38developers like stack Overflow it's
- 49:40actually quite hard to browse through
- 49:42there and identify whether something is
- 49:43about XR is it 3D or is it 2D and so
- 49:48really finding good examples uh is an
- 49:50issue and I'll expand on that a little
- 49:51bit because we've done some research in
- 49:53that area as well in later segments of
- 49:55this video
- 49:56the fourth key bear to your entry is the
- 50:00vast landscape of tools out there for a
- 50:03novice User it's really unclear which
- 50:05tool is the best to use for them and
- 50:08what is actually the use case that
- 50:09they're designed for there's actually a
- 50:10lot of differences between these tools
- 50:12it's not like every tool can do all
- 50:14kinds of use cases often they are
- 50:16actually optimized for specific use
- 50:18cases like in the construction industry
- 50:20or more focused on movies and gaming or
- 50:23entertainment and those focused on
- 50:25education and meeting scenar iios and
- 50:27there are tools that allow you to build
- 50:29for example these kind of VR social
- 50:32spaces but it's unclear which of the
- 50:35tools to use and it's often not an
- 50:37option to jump into this tool that can
- 50:39do it all like Unity or unreal that you
- 50:42may have heard of these are really big
- 50:45comprehensive tools and they are
- 50:47overwhelming in the beginning and many
- 50:50people actually fall into this STP of
- 50:51trying to do it all with this one tool
- 50:53that they know best and my Approach is
- 50:55usually to get a good overview of the
- 50:58tools out there and think in terms of
- 51:00which one is good for what purpose and
- 51:02getting that Clarity is also one of the
- 51:05main things we want to accomplish as
- 51:07part of the xam
- 51:10Muk the fifth key barer to entry is
- 51:13really the current problem of platform
- 51:15fragmentation this is really something
- 51:17that is not new we're just repeating the
- 51:19same issues if you look at mobile so
- 51:21there's a basically Android and then iOS
- 51:24so Apple devices and the are the the
- 51:27biggest kind of that we have in the
- 51:29market and we have similar fragmentation
- 51:33in the VR space so there's Oculus and
- 51:36Vive and then Microsoft is trying to go
- 51:39for this Windows mixed reality platform
- 51:42that then speaks to various VR devices
- 51:45and also their Flagship the hollowland
- 51:47AR headset but basically creating an app
- 51:52that reaches users across all of these
- 51:54platforms and devices is really really
- 51:56difficult and it's something that the
- 51:58web XR standard is trying to address and
- 52:02then obviously there are crossplatform
- 52:04development tools like Unity but it's
- 52:07still it's still an issue and it's
- 52:09really raises a lot of uncertainty among
- 52:12designers and developers which platforms
- 52:14to adopt and should I go for Apple's AR
- 52:16kit or should I do Google's AR core and
- 52:19what does this mean and how can I
- 52:20actually develop for both platforms for
- 52:23example un's a foundation is something
- 52:25we'll talk about so lots of Technologies
- 52:28and just like me throwing out all of
- 52:29these examples um if if you're not
- 52:31familiar with them yet that just shows
- 52:33we have more work to do and we'll learn
- 52:35about all these things in this
- 52:39Mook the sixth issue is really let's say
- 52:42you have made it through the design and
- 52:45development how do you actually assess
- 52:47whether you have now created a user
- 52:49experience that is actually good I mean
- 52:52there are common metrics around
- 52:54usability such as learnability
- 52:56memorability and whether something feels
- 52:59efficient and effective to use but how
- 53:02does that really concretely translate to
- 53:05an AR of your interface and so there are
- 53:08tools out there that allow you to
- 53:10collect data and produce analytics and
- 53:13then visualize it for example in the
- 53:14form of heat Maps so you get a sense of
- 53:17what are the objects that users targeted
- 53:19at with their gaze eye gaze or head gaze
- 53:21depending on the technology that you're
- 53:23using the XR device that you're using
- 53:26but then if you have these heat Maps
- 53:28it's really unclear to me yet what are
- 53:31the the right metrics to really assess
- 53:33and that's something we'll talk about as
- 53:36well so let's look at the first issue
- 53:38the starting point in a little bit more
- 53:40detail so um students often ask me
- 53:44whether they should learn Unity or
- 53:46unreal which one I prefer and which one
- 53:49I think is the best tool I don't think
- 53:51this is the the right question though
- 53:53first of all these tools were actually
- 53:54not really designed to author AR and VR
- 53:57experiences is more like an afterthought
- 53:59these are game engines and they're
- 54:00increasingly at support and frankly it's
- 54:03quite sophisticated in comprehensive
- 54:04support but when you open those uh tools
- 54:07for the first time you'll be overwhelmed
- 54:09by all the language and terminology you
- 54:11have to learn and you're making this
- 54:13jump into this complex tool and into 3D
- 54:16at the same time so I'm not sure whether
- 54:19they are the right starting point and uh
- 54:22I personally do a lot of my work in in
- 54:25web XR just because I really want to
- 54:28reach across all the platforms I want to
- 54:30make it very easy and simple to
- 54:32prototype and I'll show you examples of
- 54:34this throughout the Muk but it's not
- 54:37really the answer either so starting
- 54:41point I would say is really taking a
- 54:44step back and thinking about whether you
- 54:47are a designer or you think you are a
- 54:50developer depending on how you answer
- 54:52this question there are actually
- 54:53different things you care about or you
- 54:55care about the same things differently
- 54:58so as a designer you really think about
- 55:00process methods authoring tools design
- 55:03guidelines usability evaluation
- 55:05techniques and as a developer it's
- 55:07almost the same but a little bit more
- 55:09technical so you think about development
- 55:10process development tool kits what are
- 55:12the right tools programming tools and
- 55:14programming languages uh how do design
- 55:17guidelines translate to design patterns
- 55:20and design systems and what does it
- 55:23actually mean architecturally speaking
- 55:25so what's a good way of of making my
- 55:27Unity or unreal apps more performant how
- 55:30can I improve rendering so design
- 55:32patterns also in that sense and then
- 55:34while as a designer you think a lot
- 55:36about usability evalation techniques as
- 55:38a developer you think about all the
- 55:39things you can track and log to build
- 55:42good logs that you can then analyze and
- 55:45so this is kind of like the ying and
- 55:47yang in reality these things have to
- 55:49come together but depending on how you
- 55:51see yourself you may be looking for
- 55:55different as ects or as I said for the
- 55:57same things but with a slightly more
- 55:59technical or less technical perspective
- 56:02and that's just something to realize as
- 56:04you're entering and trying to navigate
- 56:06that XR space so here's my way of
- 56:09thinking about how to become an XR
- 56:11Creator in that space so if you have a
- 56:14web development background there is a
- 56:16direct way which is based on the web XR
- 56:19standard and then I'll show a few
- 56:21examples that support that standard so
- 56:23if you're really heavy on JavaScript
- 56:24side you could do it with 3js as if you
- 56:27if you like declarative HTML you might
- 56:29go for A-frame and if you want to have a
- 56:31quick start into AR for example ma based
- 56:34AR then arjs may be a library that you
- 56:37want to pick up and and you will quickly
- 56:39achieve some initial results and feel
- 56:41good about
- 56:42it as a game developer so let's say you
- 56:45have a previous background in game
- 56:46development and maybe you even
- 56:48understand 3D uh design and 3D modeling
- 56:52then you will really already be familiar
- 56:54with unity and maybe real and you may
- 56:57really like one or the other tool more
- 57:00and then the good thing is that most XR
- 57:03platforms and devices are actually
- 57:06supported in unity and unreal um often
- 57:10through the vendors but then this is
- 57:11increasingly pushed and becomes really
- 57:13part of the unity and the unreal engines
- 57:16so an example of this is AR Foundation
- 57:19which is a part of unity now which
- 57:20allows you to develop against both
- 57:22Google's AR core and Apple's AR kit so
- 57:24smartphone based AR I also like the
- 57:27examples of steam VR which really is
- 57:29crossplatform uh VR so Oculus Vive and
- 57:33windows makes reality and then on the
- 57:35Windows mixed reality side I really also
- 57:37like mixed reality 2 Kit by Microsoft
- 57:39and actually some of my friends from
- 57:41Microsoft who are really working on this
- 57:43and the mixed reality to Kit really
- 57:45makes it very simple to develop VR and
- 57:49AR headset based experiences but they
- 57:51also increasingly Provide support for
- 57:54some of the smartphone based platform so
- 57:56if you are a game developer you really
- 57:58have almost the best access to these
- 58:01tools and the easiest transfer in terms
- 58:04of your existing
- 58:06knowledge if you have more of a mobile
- 58:08development background and maybe already
- 58:10experien with developing for Android
- 58:13natively or for iOS devices natively
- 58:16look into AR core and AR kit and their s
- 58:20decays because you're already familiar
- 58:22with these development environments and
- 58:24that might be the way for you to go
- 58:26about it and if you're more of a mobile
- 58:30developer I also think you will have an
- 58:32easier time developing directly against
- 58:34the Oculus and the vi SDK so I put them
- 58:36here as native SDK
- 58:39examples so now that we've established
- 58:41uh some of these direct paths depending
- 58:43on your background let's look at
- 58:45different ways of transitioning into
- 58:47some of the tools so what I'll do here
- 58:50is I'll paint in a few additional paths
- 58:52and then I'll also talk about whether I
- 58:54think something is easy or hard so let's
- 58:56look at an example so I said as a web
- 58:58developer you'll probably have an easy
- 59:00time making into web XR and then I would
- 59:03recommend uh using A-frame if you're
- 59:06really good with JavaScript maybe you
- 59:08can jump into 3js and learn that and if
- 59:11you want to have a very quick AR
- 59:14experience with markers you can just use
- 59:17arjs so if you're more like a game
- 59:19developer and you already familiar with
- 59:21unity unreal you should be able to pick
- 59:24up Ste VR and mrtk and also AR
- 59:29Foundation but for these you do require
- 59:32some programming experience with C or
- 59:35C++ depending on whether we're talking
- 59:37Unity or unreal uh I would not
- 59:40necessarily recommend jumping directly
- 59:42into these native sdks I just think it's
- 59:45not a good choice unless you want to
- 59:48really directly program against the
- 59:50platforms the one benefit that I see
- 59:53there is that when AR kid or a COR comes
- 59:56out with new features these will be
- 59:58initially uh only supported directly in
- 1:00:00the native sdks and they'll take a while
- 1:00:03before they actually being picked up as
- 1:00:04part of AR foundation for example so if
- 1:00:07you're more like mobile developer you
- 1:00:08probably already have significant
- 1:00:10experience with developing natively
- 1:00:12against Android or iOS or maybe you're
- 1:00:14using some kind of crossplatform
- 1:00:16approach like Apache Cordova and
- 1:00:19derivatives it should be relatively easy
- 1:00:21for you to pick up AR core and AR kit
- 1:00:24and develop on those platforms natively
- 1:00:26or jump directly into the Oculus SDK and
- 1:00:28the Vive SDK and not do this via unity
- 1:00:31in unreal however I do think if you have
- 1:00:35the mobile app development experience I
- 1:00:38think you are more on the advanced side
- 1:00:41as a programmer and I would make this
- 1:00:43path actually let's say doable or
- 1:00:47possible maybe not easy but it's
- 1:00:48definitely a valid path uh you would
- 1:00:51probably spend the majority of your time
- 1:00:52still trying to figure out unity and
- 1:00:54unreal uh and maybe you'll feel this
- 1:00:56slow you down before you actually get
- 1:00:58into using some of these sdks down here
- 1:01:01but it is a possibility and you should
- 1:01:04consider it so these were the different
- 1:01:07paths to being or becoming an XR Creator
- 1:01:10and I really wanted to cover those but I
- 1:01:13also talked about this significant issue
- 1:01:15and you will face this if you're more of
- 1:01:16a novice to the uh XR space which is
- 1:01:20making this jump from 2D to 3D so if you
- 1:01:23have a web design or mobile development
- 1:01:26background you'll be very familiar with
- 1:01:282D coordinate spaces and you know that
- 1:01:31this element is a little bit down on the
- 1:01:33Y and a little bit to the right on the A
- 1:01:35and you know how to do this but now if
- 1:01:38you're entering the 3D space okay we get
- 1:01:40it right so we have three dimensions so
- 1:01:42we have X Y and Z but the problem is a
- 1:01:46little bit of the origin and also scale
- 1:01:48like what does it mean we moving from
- 1:01:50pixels to new units that in VR and AR
- 1:01:54usually translate to meters
- 1:01:56and the origin of the coordinate system
- 1:01:58is really not clear and then we also
- 1:02:00bringing in the idea of texturing models
- 1:02:04and really making sure that the
- 1:02:05materials are right and we have light uh
- 1:02:09without light you see nothing in your 3D
- 1:02:10scene so not only do you have to make
- 1:02:13that transition to a three-dimensional
- 1:02:15space in terms of coordinate systems and
- 1:02:17also understanding origin and how that
- 1:02:19varies because usually the 0000 is where
- 1:02:22the user was at the start of the
- 1:02:24application there is no absolute
- 1:02:27coordinate space like we have in screen
- 1:02:29space so you have to make that
- 1:02:30transition but then you also have to
- 1:02:32think about the 3D models and making
- 1:02:35sure that they come with the right scale
- 1:02:36and that they have the appropriate
- 1:02:38materials so that they look good because
- 1:02:40you also need light and light is
- 1:02:42probably something you've never really
- 1:02:44thought about when you were doing 2D
- 1:02:45design but here light really matters
- 1:02:48both the ambient light and the
- 1:02:49directional light and really placing
- 1:02:51that light has significant impact on the
- 1:02:53kinds of elements that we actually see
- 1:02:55in this scene so this is quite a jump
- 1:02:58and we'll spend more time making that
- 1:03:00jump
- 1:03:14together so I also talked about good
- 1:03:16examples and finding good examples and
- 1:03:18uh in my research I really looked at
- 1:03:20what are good examples especially when
- 1:03:22it comes to learning about AR so you
- 1:03:25find some examples out there many of
- 1:03:27them are shared by the community the
- 1:03:30problem that I see there is that these
- 1:03:31are usually examples that are crafted
- 1:03:34for a very specific problem that they
- 1:03:37had to solve and so if that is not the
- 1:03:39problem you're trying to solve it's hard
- 1:03:41for you as a novice developer to really
- 1:03:43extrapolate from that example and then
- 1:03:45apply it to your own problem so if you
- 1:03:47find something more generic out there so
- 1:03:50applies to more problems you have this
- 1:03:52additional challenge that usually it
- 1:03:54feels quite abstract ract and maybe
- 1:03:57almost too complex and so it's hard for
- 1:03:59you even from this more General example
- 1:04:02to tailor it to your specific use case
- 1:04:04so it's really a loose loose scenario
- 1:04:06and so what would be a better example
- 1:04:08maybe somewhere in the middle U between
- 1:04:10the minimal that is too simple and the
- 1:04:15complete that is not too complex so we
- 1:04:17really aiming for something here we're
- 1:04:19looking this is like the sweet spot
- 1:04:22obviously something very specific has it
- 1:04:24advantages
- 1:04:26something very generic Works probably
- 1:04:28well for experienced developers
- 1:04:30something minimal works well if it's
- 1:04:32actually The Right Use case or it's like
- 1:04:36really modular and you can assemble Your
- 1:04:38solution from many small examples so I
- 1:04:41think that's also good and then
- 1:04:43something complete but not too complex
- 1:04:46is usually also a really good example to
- 1:04:48learn from but as a creator of an
- 1:04:50example it's really hard for you to find
- 1:04:52that sweet spot because as I said for
- 1:04:55the more experienced developers they're
- 1:04:57looking for something like this because
- 1:04:59it'll help them more and for the less
- 1:05:01experienced designers and developers
- 1:05:03it's probably better to have these
- 1:05:04smaller portions but then the struggle
- 1:05:06with making that extrapolation and
- 1:05:08imagining from this little isolated toy
- 1:05:10example to really imagine concrete
- 1:05:13applications and how it might solve
- 1:05:14their problems so it's really an
- 1:05:16interesting issue and we'll get back to
- 1:05:19that in the course focused more on
- 1:05:24development so I said there are too many
- 1:05:26tools out there and in fact I've written
- 1:05:28about these troubles with current AR and
- 1:05:31VR tools and I've classified them into
- 1:05:34five classes and what you see here is
- 1:05:37I'm drawing them along the level of
- 1:05:39fidelity that you can produce with these
- 1:05:41classes of tools and the skill and
- 1:05:43resources that are required and
- 1:05:45obviously there are tools that are
- 1:05:47relatively easy to use but you also
- 1:05:49can't do too much with them and then we
- 1:05:51have an increase in terms of both the
- 1:05:54complexity or Fidelity at least uh of
- 1:05:57examples that you can create U but then
- 1:06:00you also do need more skills and
- 1:06:02resources so that is actually makes it
- 1:06:05harder for you to access those I put the
- 1:06:07class 4 which is really about 3D
- 1:06:10modeling tools here just I wanted to
- 1:06:12have them in this landscape but I think
- 1:06:14first of all they do require a very
- 1:06:16different set of skills and resources
- 1:06:17and they're really not easy to use if
- 1:06:20you're more like a web designer or web
- 1:06:22developer background then you really
- 1:06:24have a hard time operating these
- 1:06:26tools and then there are the tools that
- 1:06:29I talked about A-frame unity and unreal
- 1:06:32and I would say they are up there
- 1:06:35because you can actually really achieve
- 1:06:38good Fidelity in these Tools H but you
- 1:06:40also do need uh quite a number of skills
- 1:06:44and you need time to build those skills
- 1:06:46and time is money so there's also a set
- 1:06:50of immersive authoring tools out there
- 1:06:52for example tiltbrush and Google blocks
- 1:06:55um that I would put down here so they're
- 1:06:57relatively High Fidelity because you're
- 1:06:59working directly in VR with these
- 1:07:01examples and the skills and resources
- 1:07:03required relative to the other things I
- 1:07:05talked about are probably not as much
- 1:07:08but I would say this is very generous of
- 1:07:10me to say that we can actually reach
- 1:07:12that level of fality here it's a little
- 1:07:14bit uh stretching it obviously in my
- 1:07:17research I really want to be here I want
- 1:07:20to be able to create the highest
- 1:07:21Fidelity of solutions with the least
- 1:07:24skills required so that would really be
- 1:07:26cool and yes I have worked on some of
- 1:07:30these tools here and I share some of
- 1:07:31them with you throughout the Muk but
- 1:07:34it's not always clear whether I've
- 1:07:36actually really reached that goal of
- 1:07:38being in that quadrant probably some of
- 1:07:40the tools are still a little bit Limited
- 1:07:43in terms of the Fidelity that I can
- 1:07:44reach but I do think that I succeeded at
- 1:07:47really limiting the skills and the
- 1:07:49resources required but the trade-off is
- 1:07:52that you cannot Prototype all kinds of
- 1:07:54experiences so the problem with all of
- 1:07:57these tools is that they only allow you
- 1:07:59to do so and so much some of the tools
- 1:08:03might be overkill for smaller projects
- 1:08:05where you could just use args to do
- 1:08:07something here for example uh and that's
- 1:08:10just like building this awareness of
- 1:08:13this landscape and being able to do this
- 1:08:15classification and then picking tools
- 1:08:17within all these different kinds of
- 1:08:20quadrants I think is really a key skill
- 1:08:22that we need to develop as part of this
- 1:08:24course
- 1:08:26so in summary the trouble with existing
- 1:08:28EXA tools that I see is this massive
- 1:08:31tool landscape it's hard to get started
- 1:08:33for new designers it's even hard to keep
- 1:08:35track for experien developers then the
- 1:08:38problem is that the design process are
- 1:08:40really unique patchworks every kind of
- 1:08:42project that I've done required a very
- 1:08:44specific set of tools there was not a
- 1:08:46lot of commonality between projects so
- 1:08:48every ARR app requires a unique tool
- 1:08:51chain prototyping tools are too limited
- 1:08:53for most apps that's what I found and
- 1:08:56then development tools are Out Of Reach
- 1:08:58for novice non-technical
- 1:09:00designers there is this significant Gap
- 1:09:03both within and between the tools so the
- 1:09:06tool chain is really optimized in the
- 1:09:08upwards direction as I was just
- 1:09:10illustrating in the previous graph so it
- 1:09:13makes it really hard to design
- 1:09:16iterations especially when you have to
- 1:09:17go back to a previous tool so let's
- 1:09:19imagine you prototype something quickly
- 1:09:21in an immersive authoring tool for AR
- 1:09:23and for VR and then you've taken it
- 1:09:25further in unity or in unreal and that's
- 1:09:29an okay thing to do but if you then feel
- 1:09:31like oh you want to address some
- 1:09:33customer feedback you have to really go
- 1:09:35back to the immersive prototype and
- 1:09:38there is no easy transition between some
- 1:09:42of these tools in reality though I think
- 1:09:45we will be able to work around a lot of
- 1:09:47these issues just over time we will get
- 1:09:50more experience by doing more XI
- 1:09:53projects develop a flavor and a sense
- 1:09:56for what's the right kind of tool and
- 1:09:57when to use which tool and I really now
- 1:10:01feel like in my own work and what I see
- 1:10:03with my students and that makes me very
- 1:10:04happy is that they're really building
- 1:10:05this tool box and they're not trying to
- 1:10:08do everything with this one tool that
- 1:10:09I've learned but they're really quite
- 1:10:11creative and exploring different kinds
- 1:10:13of tools throughout every project and
- 1:10:15that's also something I'll invite you to
- 1:10:17do and you will see more opportunities
- 1:10:18for this in later parts of this course
- 1:10:21and also in the other
- 1:10:23courses and finally I talked about this
- 1:10:25issue of platform fragmentation before
- 1:10:27but let me illustrate this slightly
- 1:10:29differently so when you're doing VR or
- 1:10:32ar you really think in terms of low end
- 1:10:36to highend so phone based VR I would put
- 1:10:39on the lower end because and actually
- 1:10:42that more or less has died Daydream and
- 1:10:44cardboard and uh even Oculus go the
- 1:10:47three Dove the three degrees of freedom
- 1:10:50head mod displays that's something
- 1:10:52that's been discontinued in favor of six
- 1:10:54degrees of freedom mod at displ and what
- 1:10:57I haven't even drawn out here is like
- 1:10:59this idea of building these kinds of big
- 1:11:02caves these virtual reality rooms that
- 1:11:04usually is not really a target of an app
- 1:11:08so if you're building a new VR app you
- 1:11:10really want to think about okay what are
- 1:11:12the requirements and it used to be
- 1:11:14thinking about three do versus six do
- 1:11:17how many controllers do they even have a
- 1:11:19controller cardboard for example doesn't
- 1:11:21have a controller and so addressing
- 1:11:23these issues between these best forms
- 1:11:25was and is still an issue now it seems
- 1:11:29to be the trend that phone based and
- 1:11:32three do will go away and six Dove so
- 1:11:35the more advanced headsets they will
- 1:11:37remain and this solves part of the issue
- 1:11:40at least on the VR side so when it comes
- 1:11:43to AR and on the lower end of AR I see
- 1:11:46smartphone based AR so not the headsets
- 1:11:49and when it comes to smartphone based AR
- 1:11:50the question is really should we require
- 1:11:53the user to use any kind of marker and
- 1:11:56could we package this nicely with the
- 1:11:58app for example I've seen cool brochures
- 1:12:01or business cards that function as
- 1:12:03markers and then it actually seems like
- 1:12:05a cool user experience you could also uh
- 1:12:08design them quite differently and
- 1:12:09actually place them nicely in the
- 1:12:11environment but I think there's this
- 1:12:13trend towards maress AR just because we
- 1:12:15have the more sophisticated smartphones
- 1:12:18and it will become a standard in the
- 1:12:20next few years and so when we look at
- 1:12:22the more higher end of the spectrum so
- 1:12:25we thinking about headsets so AR
- 1:12:27headsets for example like the Hollens
- 1:12:29which I've shown you in earlier segments
- 1:12:31of the course and you know that is
- 1:12:33really something that we will probably
- 1:12:35design more for in the future I think
- 1:12:37ultimately this is where most of the AR
- 1:12:40takes place but right now when you're
- 1:12:42creating a new AR app you really have to
- 1:12:44decide whether you're going to support
- 1:12:45smartphone based AR and then marker
- 1:12:47based or Mar or whether you're targeting
- 1:12:50the headsets and these headsets are
- 1:12:51still quite expensive so you actually
- 1:12:53really don't reach too many users but
- 1:12:56you can do the really cool examples and
- 1:12:58so this platform fragmentation really is
- 1:13:01an issue at the moment and it's quite
- 1:13:04difficult to navigate around it and the
- 1:13:06course that is more focused on
- 1:13:07development will really expand on all
- 1:13:09these issues and cover them in more
- 1:13:11detail so now I've talked through all
- 1:13:15the key barriers and I've provided uh
- 1:13:18quite a few examples and maybe new ways
- 1:13:20for you to think about it um I wanted to
- 1:13:23end with a few concrete tips so here's
- 1:13:26my advice for you to get
- 1:13:29started first get your hands dirty uh
- 1:13:32the dirtier the better I say here so
- 1:13:34really get your hands on an XL device
- 1:13:37doesn't have to be the most expensive
- 1:13:39could also be repurposing your
- 1:13:41smartphone as an AR or VR device with
- 1:13:44some of the smartphone reppers like
- 1:13:46cardboard or if you still have access to
- 1:13:49Google Daydream or something close to it
- 1:13:52like Samsung Gear VR so you could try
- 1:13:54out those things and it's really
- 1:13:56important even if they're used and old
- 1:13:58it's really important for you to
- 1:13:59experience it for
- 1:14:01yourself and then associated with this
- 1:14:03you should also try out some of the apps
- 1:14:05and then really think about tools as
- 1:14:07you're trying to enter this space of
- 1:14:09creating XR
- 1:14:12experiences then you should really start
- 1:14:14making your first XR app you should set
- 1:14:16yourself a small reachable goal though
- 1:14:20it's okay if you want to do a Todo or
- 1:14:22some kind of reminder app or AR some
- 1:14:26kind of measurement app although we have
- 1:14:28a thousand of those apps out there I do
- 1:14:30think that it's a good way for us to get
- 1:14:33started and the measure app for example
- 1:14:36is a good way for you to learn about AR
- 1:14:38and some of the principles there and so
- 1:14:41it's important to really do your own
- 1:14:43first app not just do tutorials or read
- 1:14:46blog articles really make something I
- 1:14:48think that's the best way to get started
- 1:14:50but remember set yourself a small
- 1:14:53goal third when you're there and you
- 1:14:56feel like wow I'm really getting
- 1:14:57passionate about AR and VR then really
- 1:15:00think about um how do you connect to
- 1:15:02other developers learn about the exra
- 1:15:04communities out there that's really
- 1:15:06where a lot of the knowhow is so start
- 1:15:09following arvr blogs I usually follow a
- 1:15:12lot of people on Twitter that's for me
- 1:15:14it's a good way to learn about what's
- 1:15:15currently being done uh all the vendors
- 1:15:18and associate with those vendors are
- 1:15:20actually people working at those vendors
- 1:15:22and many of them are actually really
- 1:15:23quite open about what they're working on
- 1:15:25and so social media could be a very good
- 1:15:27way for you to keep up to date as
- 1:15:29well and then number four would be start
- 1:15:32reading more about XR research and
- 1:15:35design so when I say start reading about
- 1:15:38it there's a lot of practitioners
- 1:15:40sharing their knowledge and experience
- 1:15:42again in blogs there are people out
- 1:15:44there that write more like white papers
- 1:15:46doing some kind of market analysis that
- 1:15:48might be helpful for you when you want
- 1:15:50to figure out what kinds of platforms
- 1:15:52you want to Target but I really like the
- 1:15:55articles created by practitioners
- 1:15:56there's a lot of good blog articles out
- 1:15:58there which I also share with you
- 1:16:00throughout the course and then if you
- 1:16:03are inclined to reading more academic
- 1:16:05papers and now the scientific Community
- 1:16:07is not always the most accessible but I
- 1:16:10personally obviously get a lot out of
- 1:16:12the latest The Cutting Edge the bleeding
- 1:16:14edge uh research so I really learn a lot
- 1:16:16from academic papers so this is my how
- 1:16:19to get started get your hands dirty make
- 1:16:21your first XR app make sure it's your
- 1:16:23own thing join XR communities and then
- 1:16:26start reading about some of the XR
- 1:16:28research and design yes so this was my
- 1:16:31how to get started and it's obviously
- 1:16:33just one way to get started um but in my
- 1:16:35experience this works very well I've
- 1:16:37worked with many students over the years
- 1:16:39and there is a little bit of Truth in
- 1:16:40some of the things I said um so maybe
- 1:16:43try it out for yourself and we continue
- 1:16:47working in this course and learning that
- 1:16:49way because I think we'll have a very
- 1:16:51good way for you to get started and then
- 1:16:53take it further in your own time
- 1:16:55after this if you turn out to be an XR
- 1:17:12Creator H when I say Exile design so I
- 1:17:14really think of three big things we need
- 1:17:16to touch on we need to talk about the
- 1:17:18design process the methods and tools and
- 1:17:20then also guidelines and evaluation and
- 1:17:23this is how I've started structure the
- 1:17:25course so design process is really the
- 1:17:27steps that are important uh to make it
- 1:17:30uh through a project and then come up
- 1:17:33with a good design uh so along the way
- 1:17:37I'm going to introduce you to a variety
- 1:17:39of methods and tools we going to build a
- 1:17:40toolbx and so the idea is that you have
- 1:17:43access to a number of techniques and can
- 1:17:45choose the ones that you are most
- 1:17:47comfortable with or that you think best
- 1:17:48fit the project or based on my
- 1:17:50experience are very good in early stages
- 1:17:53of design and then they kind of Fade Out
- 1:17:55and transition out uh and then we have
- 1:17:58access to other techniques uh targeted
- 1:18:01at digital prototyping and then later
- 1:18:03development uh as well so we learn about
- 1:18:06these techniques and we build our
- 1:18:07toolbox and then we also learn about
- 1:18:09design guidelines and best practices and
- 1:18:12design patterns and so we're building
- 1:18:14this understanding of what is good and
- 1:18:17what is maybe not so good in XR design
- 1:18:19but although I must say that this is
- 1:18:21still evolving and we are still learning
- 1:18:23a lot along the way as well so well I
- 1:18:26think that the the fundamental uh
- 1:18:29aspects are covered in this course uh I
- 1:18:32might already be working on some new
- 1:18:33techniques in my research and then I
- 1:18:35hope to share them with you as well as
- 1:18:38we go so um let's talk about process for
- 1:18:41a second when I say design process
- 1:18:44really we're going to start from a
- 1:18:47problem statement usually a competitive
- 1:18:49analysis and Designs based analysis so
- 1:18:52these are really the key things help us
- 1:18:55frame the problem really understand it
- 1:18:57better and then understand the
- 1:18:59competition so therefore basically the
- 1:19:02state-ofthe-art so what's been done and
- 1:19:04how well is it done what are the factors
- 1:19:07that contribute to good Solutions and
- 1:19:08what are the gaps there and really
- 1:19:11trying to find a way into providing a
- 1:19:13meaningful solution to the problem so
- 1:19:15both understanding the problem but and
- 1:19:16also really identifying gaps and finding
- 1:19:19ways of uh fitting those gaps you will
- 1:19:22have a variety of options to consider so
- 1:19:24we going to talk about design space
- 1:19:25analysis asking the right questions
- 1:19:28weighing the options that you have
- 1:19:30coming up with criteria that allow you
- 1:19:32to make good decisions and so we're
- 1:19:33going to talk about that and then we're
- 1:19:35going to enter the space of prototyping
- 1:19:38uh and there I already emphasized the
- 1:19:40physical um so I really I feel like
- 1:19:43paper prototyping is really where I
- 1:19:46usually learn a lot and my students have
- 1:19:48a lot of fun so maybe that is something
- 1:19:50that you'll also enjoy I introduce these
- 1:19:51two techniques using paper transparency
- 1:19:54playdoh and really making use of
- 1:19:56physical space kind of like tweeting it
- 1:19:58like a stage to Think Through the XR
- 1:20:01experience way before we start uh
- 1:20:03developing anything and using any
- 1:20:05digital tools we can really do a lot
- 1:20:07physically including testing with users
- 1:20:09and that I think is a very powerful set
- 1:20:11of techniques that I'll introduce you uh
- 1:20:14to there and then we're going to talk
- 1:20:16about digital prototyping as well so
- 1:20:19here I said we're going to do both
- 1:20:20digital and immersive so digital on a
- 1:20:22desktop with some more traditional tools
- 1:20:24tools that you may be familiar with as a
- 1:20:26graphic or web or mobile designer and
- 1:20:29there are some new versions of these
- 1:20:30tools available to us that are focused
- 1:20:33more on arvr design and this is still a
- 1:20:35space that is rapidly evolving lots of
- 1:20:37issues with current tools as well and
- 1:20:39then we're going to explore immersive
- 1:20:41prototyping really this idea of jumping
- 1:20:44directly into the headset or using an AR
- 1:20:46mobile device and prototyping um and and
- 1:20:50experiencing it as at the same time so
- 1:20:52this idea of concurrent design and
- 1:20:54testing which is really the definition
- 1:20:56of immersive prototyping and so I think
- 1:20:59that's going to be fun and so with all
- 1:21:01these prototypes you're going to arrive
- 1:21:03at what is called the minimum viable
- 1:21:05product think of it as a proof of
- 1:21:08concept like the minimum set of features
- 1:21:10put together in an early version of our
- 1:21:13let's call it product and uh that allows
- 1:21:16us to learn and try it out with users
- 1:21:19and learn about initial user experiences
- 1:21:22and how we can improve it and so this
- 1:21:24MVP this proof of concept implementation
- 1:21:26of our well of our XI experience that is
- 1:21:30really uh what this whole course is uh
- 1:21:33targeted at the course kind of ends um
- 1:21:37at the end of this MVP um which this MVP
- 1:21:40could really function as a design
- 1:21:41specification that you can then hand off
- 1:21:43to developers or if you're more
- 1:21:45technically inclined could start
- 1:21:46implementing with current programming
- 1:21:49tools and that's something we'll cover
- 1:21:51in a separate course so this is the
- 1:21:54process oriented way of looking at Exile
- 1:21:56design but if you think more about the
- 1:21:58concerns and what are the key questions
- 1:22:00so here I'm going to give you an intro
- 1:22:01to Exile design in a slightly different
- 1:22:03way we're going to think about ways of
- 1:22:06building empathy with your users so this
- 1:22:08is really at the core of design thinking
- 1:22:11we're going to talk about ethical and
- 1:22:13responsible design now that's going to
- 1:22:15be quite a tough lecture to give and one
- 1:22:18that I'm never really happy with but I
- 1:22:20really wanted to give you the right
- 1:22:22mindset to think about good design but
- 1:22:25then also ethically responsible design
- 1:22:29and we're going to talk about design
- 1:22:30guidelines so best practices and
- 1:22:31patterns of design that's something that
- 1:22:34I think is always evolving but it's
- 1:22:36really something that as a designer you
- 1:22:37really want to be aware of these Design
- 1:22:40Systems out there and really what are
- 1:22:42the right ways what's the current
- 1:22:44state-ofthe-art when it comes to XL
- 1:22:46design you want to be modern and you
- 1:22:47want to be consistent with other kinds
- 1:22:49of XR experiences that users may have
- 1:22:51tried and then we're going to talk about
- 1:22:54design critiques now design critiques
- 1:22:55that's something that is heavily
- 1:22:57practiced in some disciplines like
- 1:22:59architecture and architectural designs
- 1:23:01and I also do this in my uh design uh
- 1:23:04courses um it's really important to
- 1:23:07learn how to give good feedback and to
- 1:23:11you know critically analyze a product
- 1:23:13and then make constructive suggestions
- 1:23:16for improvement so we're going to
- 1:23:17practice this we're going to do design
- 1:23:19critiques in two different ways one that
- 1:23:21is more oriented towards uh the guidelin
- 1:23:25that I talked about and then one that is
- 1:23:27really focused on ethics because I do
- 1:23:29think that when it comes to XR we really
- 1:23:31need to take care of both of these uh
- 1:23:33big concerns so making sure that the
- 1:23:36current design kind of fits with common
- 1:23:38design practice and it's also really
- 1:23:41ethically responsible and finally I'm
- 1:23:44going to introduce you to uh something
- 1:23:45that I really like to do in my research
- 1:23:48and that I think is actually a very good
- 1:23:50way to bring together uh people that
- 1:23:53care about the same problem and we're
- 1:23:55going to talk about design gems and the
- 1:23:57way I think about design gems is like a
- 1:23:59three-hour block with a design prompt
- 1:24:01and guidance and we're bringing together
- 1:24:04basically Target users or stakeholders
- 1:24:08if you will that really care about the
- 1:24:10problem and we're going to try to solve
- 1:24:12it collaboratively and so you can bring
- 1:24:14in I often like to bring in students
- 1:24:16with varying level of experience in
- 1:24:19terms of like where they are and their
- 1:24:20degree but also then a variety of
- 1:24:22different backgrounds and so that's one
- 1:24:24of the things I really like working in
- 1:24:25the school of information because that's
- 1:24:27where we have access to this diverse
- 1:24:29pool of students and then we're also
- 1:24:32going to talk about design ethics and
- 1:24:34with design ethics we really want to get
- 1:24:36away from this basic usability driven
- 1:24:39question what's the most effective and
- 1:24:42efficient design of my solution and we
- 1:24:45want to think about what harm could it
- 1:24:47do how could it be misused so kind of
- 1:24:51like a little bit the Dark Side of
- 1:24:53design and did I accidentally create a
- 1:24:56weapon that is something that you should
- 1:24:58really be thinking about so with the
- 1:25:00design options that we have available
- 1:25:02and the choices that we make are they
- 1:25:05meaningful and are they ethical and are
- 1:25:08they responsible so that's something uh
- 1:25:11that I want you to think about so we I'm
- 1:25:12going to introduce you to key ways of
- 1:25:15thinking about it this idea of you know
- 1:25:16giving control to users autonomy
- 1:25:19transparency making them feel in control
- 1:25:21and really being aware of all the
- 1:25:23options that they have and then safety
- 1:25:26and I mean both the physical and the
- 1:25:28mental uh safety of our users so that is
- 1:25:31something we have to consider and design
- 1:25:34ethics is going to be a key topic we're
- 1:25:36going to talk more about design
- 1:25:38guidelines we're going to learn about
- 1:25:39those uh that are platform driven by
- 1:25:41vendors and then those that are done by
- 1:25:44designers and they are user oriented so
- 1:25:46usually done in some kind of user
- 1:25:48studies maybe not as thorough as some
- 1:25:52researchers might do it but uh still
- 1:25:54very good way to learn about design I
- 1:25:57really like those coming from experience
- 1:25:59so we've tried this and we maybe we
- 1:26:00didn't do it super rigorously but we
- 1:26:03have made this effort and we have
- 1:26:06learned from it so here are the Lessons
- 1:26:08Learned experience-based uh by
- 1:26:11practitioners and then obviously as a
- 1:26:13researcher you kind of like want to do
- 1:26:15this with scientific rigor and so there
- 1:26:17are different kinds of concerns for
- 1:26:20example the number of users that you
- 1:26:21involve in your studies is a bit
- 1:26:23different when it comes to research when
- 1:26:24it comes to like more product oriented
- 1:26:26or practition oriented user studies I
- 1:26:28think you can really work with just a
- 1:26:31few users and you will already find a
- 1:26:33lot of issues as a researcher however
- 1:26:36you're interested in statistical power
- 1:26:37and can we actually really learn can we
- 1:26:39make meaningful conclusions from what we
- 1:26:42have observed and so that's a little bit
- 1:26:44of a different
- 1:26:45approach and then we're going to learn
- 1:26:47about design critiques uh design
- 1:26:49critiques I'm going to introduce you to
- 1:26:51this method which I really like uh also
- 1:26:53coming out of of Stanford it's the I
- 1:26:55like I wish what if method and so in the
- 1:26:59I like is really this idea of starting
- 1:27:01with something positive you you're
- 1:27:03looking at a design and there must be
- 1:27:05something that you like you just have to
- 1:27:07say it and you that's a good way of also
- 1:27:09building empathy with designers which is
- 1:27:12very important and then you can start
- 1:27:15not attacking but critiquing and do this
- 1:27:17constructively so we're going to turn
- 1:27:18into this I wish something were
- 1:27:20different and you need to be well
- 1:27:23constructive and you need to be concrete
- 1:27:25and the the way I'd like you to think
- 1:27:27about it is you really want to make
- 1:27:29helpful suggestions so what if you
- 1:27:31consider uh this as opposed to placing
- 1:27:34this menu into the world what if it were
- 1:27:37just on device oh that's not cool that's
- 1:27:40not how we do things in a okay fine but
- 1:27:43it might be more usable or it might be
- 1:27:45easier for novice users and so you're
- 1:27:48going to have interesting debates and I
- 1:27:50think this idea of uh critiquing
- 1:27:53existing interfaces and learning from
- 1:27:55them also helping your friend or your
- 1:27:57partner or your design team I think is
- 1:27:59very good so one thing that I like about
- 1:28:01being a professor for example is that I
- 1:28:03teach others and while I teach others I
- 1:28:05also actually learn a lot more about the
- 1:28:08things I actually don't know or don't
- 1:28:10understand so well and as I try to
- 1:28:12explain them and sometimes I have to
- 1:28:14look up things just like everyone else
- 1:28:16and then as I explain them um I actually
- 1:28:19really learn more about it myself and um
- 1:28:22it's the same with design critiques okay
- 1:28:25so you can look at an existing design
- 1:28:27and for me it's very easy to find issues
- 1:28:29in existing designs and and and and
- 1:28:32that's a first skill but then the hard
- 1:28:34part is really to to make constructive
- 1:28:37uh suggestions for improvement and
- 1:28:39that's something we have to practice uh
- 1:28:41and that's something that I usually do
- 1:28:42in my courses throughout so like every
- 1:28:44week we're going to look at existing
- 1:28:46interfaces and critique them and uh
- 1:28:49learn about like common practices of
- 1:28:50design and what's good and what's bad
- 1:28:53and how this and how users might find it
- 1:28:55so this is a really important skill
- 1:28:58we're also going to talk about
- 1:28:59evaluation and so when it comes to
- 1:29:02evaluation a lot of at least researchers
- 1:29:04immediately think about usability and
- 1:29:06somehow proving that our design is a
- 1:29:09good design and that users found it
- 1:29:11usable and they're still very efficient
- 1:29:14uh it was an effective way of using it
- 1:29:15that maybe they had satisfaction as they
- 1:29:18using it and maybe even some fun but I
- 1:29:20also wanted to think about usefulness I
- 1:29:23can design the
- 1:29:24best to-do list in AR it's the most
- 1:29:27usable but is it useful do our users
- 1:29:31find it helpful do they see a purpose in
- 1:29:33it does it improve their daily lives and
- 1:29:36I feel like for a lot of the XR
- 1:29:38experiences out there this question of
- 1:29:41usefulness really raises the bar and we
- 1:29:44don't need a million measure apps in AR
- 1:29:47right I mean it's it's a cool little
- 1:29:49thing to implement if you're getting
- 1:29:51started with XR so might be that you
- 1:29:53want want to try this for yourself but I
- 1:29:55don't think we need a million Solutions
- 1:29:57in that space because the problem is
- 1:29:59really not that big so in addition to
- 1:30:02usability and usefulness we also want to
- 1:30:05really consider utility does our
- 1:30:08solution really solve the users problems
- 1:30:11and uh that is something that is really
- 1:30:13hard to assess often it has to do with
- 1:30:16long-term usage and that brings me to
- 1:30:18the fourth aspect of evaluation user
- 1:30:20acceptance will our users actually
- 1:30:22continue to use it or they just using it
- 1:30:24for the purposes of our study for
- 1:30:26example in research this is really one
- 1:30:29of the hardest questions to answer when
- 1:30:30you have a product and it rolls out and
- 1:30:32people continue to use it you might
- 1:30:34argue that users accept it and that when
- 1:30:37they accept it it's like the ultimate
- 1:30:39gril because they may see great utility
- 1:30:42and usefulness in it and it should
- 1:30:44probably also be usable now there have
- 1:30:46been Solutions in the history of
- 1:30:48interface design where people just
- 1:30:50didn't have a better options so it was
- 1:30:52great utility great useful but just not
- 1:30:54really usable so overall we're going to
- 1:30:57cover a right variety of methods and
- 1:30:59tools in this course uh we're going to
- 1:31:01learn more about ways of need finding
- 1:31:03and brainstorming so this is really in
- 1:31:05the design thinking category we're going
- 1:31:07to learn about low fality and high
- 1:31:09fality prototyping so rapid prototyping
- 1:31:12techniques and how to transition from
- 1:31:13the physical to the digital and then
- 1:31:16we're going to do digital and immersive
- 1:31:17authoring and really learning all the
- 1:31:19methods and tools there and really also
- 1:31:21understanding like between each of these
- 1:31:24main steps what do we actually learn
- 1:31:26about our design as we go obviously we
- 1:31:29are increasing the Fidelity or the
- 1:31:31quality if you will and each of the
- 1:31:34methods that I introduced you to they
- 1:31:36target different kind of feedback and
- 1:31:38that's something we will also think
- 1:31:39about throughout and then normally you
- 1:31:42would also go and develop with let's
- 1:31:45call them programming tools and that are
- 1:31:47introduced you to in a separate course
- 1:31:50and we would also look at building
- 1:31:52techniques into the inter faes so that
- 1:31:54we can learn about how users use our
- 1:31:56interfaces and so building a form of
- 1:31:58analytics and continuous kind of like
- 1:32:01user feedback and that's something we
- 1:32:03also talk about but that is not in the
- 1:32:06scope of this course it's just like
- 1:32:07important to keep that in mind and will
- 1:32:09be the subject of the third course in
- 1:32:12this exam Muk Series so I just said low
- 1:32:14Fidelity and High Fidelity prototyping
- 1:32:16and we're really going to learn about a
- 1:32:18variety of methods we're going to start
- 1:32:19with storyboarding and wireframing we're
- 1:32:22going to go and enter the physical
- 1:32:24prototyping space really this is where I
- 1:32:26usually have a lot of fun as I said so
- 1:32:28we're going to use paper transparency
- 1:32:30cardboard Play-Doh and in fact you're
- 1:32:33going to use these materials to think
- 1:32:35through an XR experience without
- 1:32:36implementing it and then we're going to
- 1:32:38take those things and we're going to
- 1:32:39iterate over and over again and then
- 1:32:41we're also changing the medium and going
- 1:32:43digital and I think there's a lot of
- 1:32:46value in taking the designs further this
- 1:32:48way and while I often as a researcher
- 1:32:51feel like hey there must be a cool way
- 1:32:53to quickly transition from physical to
- 1:32:56digital and in fact I've worked on this
- 1:32:57in some of my research I do think
- 1:32:59there's also a lot of value uh in taking
- 1:33:02a design that we have created physically
- 1:33:05and then reimplementing it and improving
- 1:33:07as we go with digital tools and we're
- 1:33:10going to also talk about immersive
- 1:33:12prototyping I just wanted to say that
- 1:33:13again because I'm very excited about
- 1:33:15that and the idea of this course is
- 1:33:18really to emphasize prototyping and tell
- 1:33:21you more about how significant this is
- 1:33:23so don't just jump into the programming
- 1:33:25tools out there I know that's also very
- 1:33:27important and I know everybody wants to
- 1:33:29be good with unity and unreal or WebEx
- 1:33:31are and I'll really also talk about
- 1:33:34those platforms but I've dedicated the
- 1:33:36third course to that this course is
- 1:33:39really a rapid way of thinking through
- 1:33:42XR experience and and if you do this the
- 1:33:44right way you may actually save a lot of
- 1:33:46time and be much more efficient when it
- 1:33:49comes to working digitally and
- 1:33:51programming so what is the significance
- 1:33:53of protot in well I think first of all
- 1:33:55it allows you to avoid premature
- 1:33:57commitment a lot of us really like AR or
- 1:33:59VR and often it's like one or the other
- 1:34:02although I'm relatively agnostic maybe
- 1:34:04you have a preference for VR because you
- 1:34:06that's the first thing you saw and you
- 1:34:07think it's so much cooler and now you
- 1:34:10you're you're looking at VR as a hammer
- 1:34:12and you're trying to find all the nails
- 1:34:14that you can hit with it and we want to
- 1:34:16avoid that because we really want to
- 1:34:18look at VR and critically understand
- 1:34:20whether it actually is a solution to our
- 1:34:22problem and in fact there are many
- 1:34:24problems out there where neither AR or
- 1:34:26VR is actually a solution and so we want
- 1:34:29to avoid that and we can figure that out
- 1:34:31without having to implement everything
- 1:34:33we can just prototype it with physical
- 1:34:36means as I said and then we can uh come
- 1:34:39to that conclusion much faster and
- 1:34:41cheaper prototyping also tells you a lot
- 1:34:44more about the context so figuring out
- 1:34:46the environment in which an experience
- 1:34:47takes space and how much you have to
- 1:34:50design it for VR and how you could
- 1:34:51change it in AR and this story really
- 1:34:54what's the story uh what's a good way to
- 1:34:56communicate that story how do users
- 1:34:59understand how they can operate the
- 1:35:00interface without you telling them every
- 1:35:03step along the way what's good
- 1:35:04environmental design what are user needs
- 1:35:07and uh what are the required skills and
- 1:35:09abilities of our users and all these
- 1:35:11things you will actually find out more
- 1:35:14or less implicitly by prototyping things
- 1:35:17and trying them out with users and then
- 1:35:20prototyping also gives a lot of answers
- 1:35:22so along the way you'll find out about
- 1:35:23interactions and input modalities and
- 1:35:26what kinds of sensing requirements you
- 1:35:28will have in terms of like do we need
- 1:35:30hand tracking for example ey tracking or
- 1:35:32can we go without it display
- 1:35:35requirements so should we think about
- 1:35:37something mounted on the user's head or
- 1:35:39is it fine if it's handheld or should it
- 1:35:41be placed somewhere else in the
- 1:35:43environment as a large display we're
- 1:35:45going to actually create a lot of assets
- 1:35:47along the way so that's why I really
- 1:35:49like the physical and the digital
- 1:35:51prototyping because you're producing a
- 1:35:53lot lot of knowledge and in addition to
- 1:35:55that knowledge also initial assets and
- 1:35:57in fact I've really seen some really
- 1:35:58cool prototypes where we were kind of
- 1:36:01like holding on to these paper sketches
- 1:36:04and basically creating VR experiences
- 1:36:06around paper assets so one of my
- 1:36:08favorite examples here is the Star Trek
- 1:36:10that I'll show you later that I've
- 1:36:12created with one of my students Katie
- 1:36:13and she's a really good designer and and
- 1:36:15and she can really sketch very well and
- 1:36:17so we actually produced an entire VR or
- 1:36:21ar experience just using paper and a
- 1:36:24specific template so creating a lot of
- 1:36:26assets there and then finally again the
- 1:36:28prototypes allow us to ask about the
- 1:36:31user needs and then also what are the
- 1:36:33skills and the prototypes then also give
- 1:36:35us answers to these questions so that's
- 1:36:37why I think prototyping is very very
- 1:36:39important cannot emphasize it enough and
- 1:36:42that is really one of the key messages
- 1:36:44of this course and hopefully something
- 1:36:47that you'll take away with you and
- 1:36:49incorporate into your own practice so I
- 1:36:53really look forward to uh this course
- 1:36:55and introducing to all these kinds of
- 1:36:57things I hope I haven't missed anything
- 1:36:59you know I've been thinking a lot about
- 1:37:01what are the key things that I need to
- 1:37:03convey and how much time do I have and
- 1:37:06um I've been playing around with topics
- 1:37:09and things I want to you know
- 1:37:10incorporate and so if you feel like
- 1:37:12something is missing H or something uh I
- 1:37:15should have talked more about I'm always
- 1:37:17also happy to hear your feedback on that
- 1:37:20and I could imagine future versions of
- 1:37:22this course um as as well so um thanks
- 1:37:25for taking the course and I really hope
- 1:37:27that you'll learn a lot and that you
- 1:37:29actually also have some fun so I'll see
- 1:37:32you in later segments of this
- 1:37:47course so we've covered a lot of the dos
- 1:37:49and don'ts uh based on my experience and
- 1:37:52that experience is coming from doing a
- 1:37:54lot of research in that space and then
- 1:37:56also teaching a lot of students about XR
- 1:37:59design and obviously operating a lot of
- 1:38:01arvr applications myself but um while I
- 1:38:05strongly believe that these are good
- 1:38:06guidelines um it's just a starting point
- 1:38:09uh just based on my experience and maybe
- 1:38:12there are people out there that disagree
- 1:38:14but overall as a starting point I think
- 1:38:16you can apply those guidelines look at
- 1:38:19your designs and then look at these
- 1:38:21guidelines as a checklist and see how
- 1:38:23many dos you have done and how many
- 1:38:25don'ts you have done and then think
- 1:38:27about ways of avoiding the don'ts um
- 1:38:30which I think might be a good way to
- 1:38:32improve
- 1:38:33design so still thinking about design
- 1:38:35guidelines I wanted to look at an
- 1:38:37example and I chose a recent experience
- 1:38:40that I had when I was attending the i e
- 1:38:43virtual reality conference in
- 1:38:452020 H which was supposed to happen in
- 1:38:48Atlanta but due to covid-19 had to move
- 1:38:51to remote and online we're going to look
- 1:38:53at some of their spaces that they have
- 1:38:56created some of their virtual
- 1:38:57environments that they have created and
- 1:39:00I have invited my uh student here scha
- 1:39:02who is going to join me in some of these
- 1:39:05discussions and Explorations as well and
- 1:39:07a couple of the things we're going to do
- 1:39:08is we're going to climb some stairs and
- 1:39:11which I think leads to interesting
- 1:39:13issues um we're going to explore the
- 1:39:16world going for a walk together and then
- 1:39:19you will also see me picking avatars and
- 1:39:22uh looking at a lot of text and then
- 1:39:24we're going to review some of the design
- 1:39:25decisions and I'm going to compile a few
- 1:39:28more uh tips and maybe guidelines if you
- 1:39:31will to uh also avoid those things in
- 1:39:34the
- 1:39:35future so here I'm looking down the
- 1:39:37venue this is the stage that they have
- 1:39:40and I'm waiting for my student sh ah
- 1:39:42there she is and I see her and I can see
- 1:39:46how she is essentially trying to make
- 1:39:49her way up so they have designed this uh
- 1:39:51stage so that you start in the back
- 1:39:54where you have a little bit of of
- 1:39:56privacy in some sense you don't hear the
- 1:39:58speakers and can have a chat and then
- 1:40:01others won't hear you in that area if
- 1:40:02they up here on that stage so that's
- 1:40:03good but um you then actually have to
- 1:40:06climb those stairs and these stairs are
- 1:40:08really not accessible no matter whether
- 1:40:10using a keyboard and mouse like I do
- 1:40:13here in this example or a VR headset
- 1:40:15which I'll do in some of the other
- 1:40:17examples in the future so stairs really
- 1:40:20is an interesting issue to me me and
- 1:40:24something we should think about more and
- 1:40:25potentially avoid as much as
- 1:40:28possible and so then I was thinking okay
- 1:40:32um let's explore a little bit more uh of
- 1:40:34this venue and I decided we were
- 1:40:37attending this conference for a while
- 1:40:38and then I said to sha hey why don't we
- 1:40:41go for a walk and explore some of their
- 1:40:44bigger virtual spaces and so we ended up
- 1:40:47on this Georgia Tech campus now I
- 1:40:50haven't actually been to the Georgia
- 1:40:52Tech campus so I don't know how much it
- 1:40:54really resembles reality but I could
- 1:40:57imagine that unless they had a major
- 1:41:00investment um it probably doesn't look
- 1:41:02like this so in many ways they
- 1:41:04reinvented reality here uh with and that
- 1:41:08makes sense I mean I guess I mean the
- 1:41:10Big B and and some of these virtual
- 1:41:12screens floating around so it's an
- 1:41:13interesting mix of like this is a selfie
- 1:41:16from Blair one of the organizers and a
- 1:41:18friend who I hope doesn't mind that I'll
- 1:41:21critique and review this a little bit
- 1:41:23and to look at our guidelines and which
- 1:41:25of these can apply and then we were
- 1:41:28going for a walk and there were some
- 1:41:31issues again it's a ramp here it's not
- 1:41:33stairs but um I could teleport uh with
- 1:41:36my mouse pretty easily and then uh scha
- 1:41:40was uh using a Macbook and didn't have
- 1:41:44right click so she couldn't actually
- 1:41:46navigate that space uh with mouse and
- 1:41:49teleport so I had to walk all the way
- 1:41:52and um for a novice user Trader is not a
- 1:41:55novice user but for somebody who
- 1:41:57explores uh such a world and VR for
- 1:41:59their first time uh figuring out how to
- 1:42:03move in a space when it's unclear and
- 1:42:05that you have this option potentially of
- 1:42:07teleporting if it's available that is
- 1:42:10actually really quite uh an important
- 1:42:12step uh and obviously the more
- 1:42:15experience you have in these spaces the
- 1:42:17the more of that experience translates
- 1:42:20uh between spaces and experiences and so
- 1:42:22maybe it won't be so much of an issue
- 1:42:24later but um onboarding is really quite
- 1:42:28difficult still and and then this is
- 1:42:31really it's an interesting um example
- 1:42:33because I really don't get a good sense
- 1:42:36of what the Georgia Tech campus looks
- 1:42:37like uh apart from a few Billboards and
- 1:42:41um text here and um now that text is
- 1:42:46okay the way it's placed is actually
- 1:42:49quite well done it's on a billboard it
- 1:42:51has sufficient contrast it's not just
- 1:42:54floating I'll have another example later
- 1:42:56that I think is pretty bad um then we
- 1:42:59were walking around a little bit more
- 1:43:01exploring some of the other spaces uh
- 1:43:03ending up at a campfire which was really
- 1:43:05quite an interesting atmosphere um the
- 1:43:07way you navigate those spaces uh was
- 1:43:10interesting so the one of these tiles
- 1:43:12was actually a portal into a different
- 1:43:15world um so there's a little bit of
- 1:43:18inconsistency here in terms of the
- 1:43:20content that you see on the wall some of
- 1:43:22it is actually video some of it is text
- 1:43:24and some of this can be played I guess
- 1:43:26or not so it's really quite a lot of
- 1:43:29stuff going on and then as I said one of
- 1:43:31those tiles actually functions as a
- 1:43:33portal into different spaces so uh I do
- 1:43:36like that um they illustrate a lot of
- 1:43:40the content here and some of the hard
- 1:43:42work that really went behind uh creating
- 1:43:45this uh experience in this online
- 1:43:48conference essentially so why did I pick
- 1:43:50this example cuz I think it really allow
- 1:43:53us to review some of the guidelines this
- 1:43:55idea of not really copy pasting reality
- 1:43:59uh offering alternate alternative ways
- 1:44:01of navigating making use of established
- 1:44:04interface metaphors and limiting the
- 1:44:07amount of explicit interaction and I was
- 1:44:09really stuck on the stairs example and
- 1:44:13uh the platform uh that I was talking
- 1:44:16about just because it while it was good
- 1:44:19in terms of physical affordances I
- 1:44:22understood that can I can get to a
- 1:44:24different part of this virtual world and
- 1:44:26I can navigate up and down or further
- 1:44:29away it really reintroduced all these
- 1:44:32know accessibility issues from the
- 1:44:34physical world and that's just like a
- 1:44:36big uh problem in an experience like
- 1:44:39this so when you go to a conference like
- 1:44:41this you really want to learn what kinds
- 1:44:43of things are actually available what
- 1:44:45sessions are on and um also here they
- 1:44:49kind of replicated The Real World um
- 1:44:53which usually you have some kind of
- 1:44:55handout or some kind of boards and
- 1:44:57somebody from the community created this
- 1:44:59room essentially putting these um
- 1:45:03program information sheets into into the
- 1:45:06virtual world here but it's really a lot
- 1:45:09of text and hard to navigate to the
- 1:45:11extent that I'm like almost bumping into
- 1:45:13it and um it really wasn't that helpful
- 1:45:18after all the main purpose was not to
- 1:45:20have to leave the virtual reality
- 1:45:23experience it was a quick fix uh because
- 1:45:25a lot of people felt like oh always have
- 1:45:27to jump back to the virtual reality
- 1:45:29website and uh but I just want this
- 1:45:32information in VR so transitioning in
- 1:45:34and out of VR is still an issue and it's
- 1:45:37very disruptive to the user experience
- 1:45:39so I get it but the way we deal with
- 1:45:42text here is is not
- 1:45:44ideal so why do I say this I want to
- 1:45:46show you two examples uh one is in VR
- 1:45:49and one is in AR and we're going to talk
- 1:45:51about the format and the layout of the
- 1:45:52text and I'm just using some standard
- 1:45:54text with as little format and layout as
- 1:45:56possible and then I'll show you the
- 1:45:59different experiences in in VR and
- 1:46:01AR so my first example is laurum ipsum
- 1:46:06placeholder text uh in VR and I just
- 1:46:09really placed it into the scene and you
- 1:46:10can see it in steroscopic view here and
- 1:46:14it's really hard for me to actually view
- 1:46:16it uh at at any one time and then this
- 1:46:20idea of using your hands and fingers as
- 1:46:23reading aid uh only partially works with
- 1:46:26this really big VR controller here now
- 1:46:29that may improve a little bit of hand
- 1:46:30tracking but um it's still kind of an
- 1:46:34issue so here I'm showing you an
- 1:46:36augmented reality example where I
- 1:46:38inserted the same text in the studio and
- 1:46:41there happens to be this light source
- 1:46:42that I obviously need to liit the scene
- 1:46:44and make sure that you can see me on
- 1:46:46camera but um and this could be just the
- 1:46:49sun in the in in in the real world it
- 1:46:51really introduces a lot of issues with
- 1:46:53reading this text and just seeing it so
- 1:46:56really you need to pay attention to the
- 1:46:58environment both the virtual and the
- 1:47:00physical um the distance of the text is
- 1:47:03kind of okay I put it at 1 M away um it
- 1:47:07shouldn't be further away than 2 m it
- 1:47:10what is what people say the scale is
- 1:47:12still a little big uh for my taste but
- 1:47:15if I'm scale it down it really
- 1:47:17introduces new issues so text in general
- 1:47:20there is no really good solution if need
- 1:47:23to be adaptive I guess and know a lot
- 1:47:25about the user and maybe their
- 1:47:27prescription and all kinds of things so
- 1:47:29just try to avoid it and again reading
- 1:47:31aids here like using my finger uh my
- 1:47:34finger appears behind the screen just
- 1:47:36because we don't actually in this
- 1:47:37example have finger based or hand
- 1:47:40occlusion and finger based occlusion and
- 1:47:43now we're getting there and improving
- 1:47:44some of this but it's not available on
- 1:47:46all platforms and even then I don't
- 1:47:48think this part of improving the
- 1:47:51technology would actually solve the
- 1:47:52issue
- 1:47:53so my last example is avatars so let's
- 1:47:56think about the design space that we
- 1:47:58have in terms of avatars I show two
- 1:48:00examples here uh one is with permission
- 1:48:02from my friend Jeremy Nelson um who
- 1:48:05appears uh in his kind of like
- 1:48:07reconstructed Avatar all he did was
- 1:48:09upload a photo to spatial and meeting
- 1:48:12kind of software so that's what you see
- 1:48:14on the right and then on the left you
- 1:48:16see some of the avatars that are used
- 1:48:19for example in Mozilla hubs and and
- 1:48:23those are the ones that I chose from
- 1:48:25when I was actually going to the I EVR
- 1:48:27conference so when you compare those
- 1:48:30types of Avatar you definitely see that
- 1:48:32the ones on the left are more abstract
- 1:48:34but appear to be more consistent and the
- 1:48:36one on the right and more realistic but
- 1:48:39there were some issues with the scale
- 1:48:41and the position of Jeremy so he
- 1:48:43appeared in my desk for example and I
- 1:48:46always look down on him which normally
- 1:48:49isn't the case we are almost the same
- 1:48:51height so it was was a little disturbing
- 1:48:54and confusing now these things will
- 1:48:56probably be improved in the future but
- 1:48:59sometimes the more abstract avatars are
- 1:49:02actually just good enough and we don't
- 1:49:04necessarily need to see and need to
- 1:49:06recreate the whole reality just because
- 1:49:09we have all these tracking issues which
- 1:49:11are then even worse um the closer you
- 1:49:14are uh into to reality the higher your
- 1:49:17expectations are and the more disruptive
- 1:49:20the user experience is if something goes
- 1:49:22wrong wrong you know if this little
- 1:49:24avatar on the left doesn't move properly
- 1:49:27that's weird but it's okay but if
- 1:49:29Jeremy's arms or legs Bend in the weird
- 1:49:32way you don't want to imagine that so
- 1:49:34here I'm going to show an example of
- 1:49:36where I chose my avatar and wasn't happy
- 1:49:38initially I was going to this conference
- 1:49:40it was a little funny because I did
- 1:49:42spend quite some time on my outfit and
- 1:49:46choosing there was one particular
- 1:49:48character I was looking for uh it was
- 1:49:50kind of like uh this Iron Man look
- 1:49:53metal guy and I think I found him on the
- 1:49:55last page but this was probably the
- 1:49:57closest or it wasn't available that was
- 1:50:00also disappointing that an avatar that I
- 1:50:03used to use was not available in this
- 1:50:05specific experience and so it really in
- 1:50:08terms of consistency was a little
- 1:50:11disruptive so these were some of the
- 1:50:13examples uh that I put together for you
- 1:50:16to illustrate some of the guidelines I
- 1:50:18didn't have an example for each and
- 1:50:20every guideline but take a look at them
- 1:50:24explore them a little bit more detail
- 1:50:26and again as I said use them as a
- 1:50:28checklist to understand and identify
- 1:50:32opportunities for improvement to your XR
- 1:50:34designs and again treat them as a
- 1:50:36starting point uh maybe you disagree
- 1:50:39that's fine maybe you have a particular
- 1:50:41example where this guideline um doesn't
- 1:50:44really apply so the rule doesn't apply
- 1:50:47um but I think it's important that we
- 1:50:49have some kind of guidelines these are
- 1:50:51the ones that formed in my head uh over
- 1:50:54a few years of working with uh novice
- 1:50:57designers particularly students and then
- 1:51:00also based on my own experience like
- 1:51:01going to this i e VR conference and I
- 1:51:04don't want to be too negative obviously
- 1:51:05it was a cool experience but as a
- 1:51:08designer when you look at some of the
- 1:51:10artifacts created that way like the
- 1:51:12virtual environments that you looked at
- 1:51:14and and really they didn't have a lot of
- 1:51:15time they had to put this together very
- 1:51:17quickly and I assume little user testing
- 1:51:21um and then working with this new medium
- 1:51:23uh and VR for conferences is still
- 1:51:25pretty new so all that um is obviously
- 1:51:29clear so I'm not attacking them in that
- 1:51:31way it's just a great example to to
- 1:51:34study how much do you want to push the
- 1:51:36realism and this trade-off between
- 1:51:38making it like a reality and then all
- 1:51:42the issues that come with it when you
- 1:51:43don't actually live up to that
- 1:51:45expectation when you actually break the
- 1:51:47Illusions uh be it through your design
- 1:51:50and some shortcomings of it or maybe
- 1:51:52issues with the technology like limited
- 1:51:54tracking or other kinds of issues so I'm
- 1:51:57going to leave this video a little bit
- 1:51:59more open-ended just because I do think
- 1:52:01that these guidelines don't need to
- 1:52:03evolve and at least now we have a way to
- 1:52:05think about guidelines and how to assess
- 1:52:07the source of guidelines and uh and when
- 1:52:11they apply and don't apply so I'm going
- 1:52:13to leave you there and think about the
- 1:52:16stairs which still I think it is
- 1:52:19fascinating to me and um if you get into
- 1:52:22the this if you get to this stage where
- 1:52:24you start obsessing about some of these
- 1:52:27design decisions and why things are
- 1:52:29there are so questioning some of the
- 1:52:31design decisions then I think it shows
- 1:52:34that you are starting to think
- 1:52:35critically about design and that is a
- 1:52:38really good thing and would make me
- 1:52:39proud if that's what I have accomplished
- 1:52:42today with this lecture
- 1:52:58finding your XR
- 1:53:00process really how do you create these
- 1:53:03XR experiences Michael that's I get this
- 1:53:06question a lot so I want to walk you
- 1:53:08through some potential processes and
- 1:53:11actually the methods that really believe
- 1:53:13in as part of the
- 1:53:14segment okay so if you think about
- 1:53:17interaction design traditionally um as a
- 1:53:21process it is is really starting from
- 1:53:23requirements which is essentially need
- 1:53:25finding understanding what users want
- 1:53:27from that creating alternative designs
- 1:53:30um you need something to experiment with
- 1:53:33and then you actually again work with
- 1:53:34users to understand which of these
- 1:53:37designs play out you create interactive
- 1:53:39prototypes they can be tested they can
- 1:53:41actually still be in paper they don't
- 1:53:43have to be implemented uh in technology
- 1:53:45yet or you create these interactive
- 1:53:47prototypes with digital tools you can do
- 1:53:49that as well and then you do more
- 1:53:52thorough evaluation potentially finding
- 1:53:54new requirements and this whole thing
- 1:53:56becomes a cycle now you've probably
- 1:53:58heard of this this is traditional
- 1:53:59interaction design
- 1:54:02process okay going a little bit deeper
- 1:54:04on the interaction design process we
- 1:54:06usually talk about four steps framing
- 1:54:08the problem exploring the solution space
- 1:54:11finding a good solution and refining the
- 1:54:13solution and then as we're going through
- 1:54:16this process we actually need to diverge
- 1:54:18initially consider lots of alternative
- 1:54:21options and then converge so first we
- 1:54:23generate options and choices and then we
- 1:54:26actually make choices a final part we
- 1:54:30often teach about the traditional
- 1:54:31interaction design process is that it's
- 1:54:33iterative in nature once you've gone
- 1:54:34through one of these Cycles you may
- 1:54:36iterate and improve the product now I
- 1:54:38will argue that in this traditional
- 1:54:40interaction design process there is a
- 1:54:42lot of value that we can actually
- 1:54:44translate to
- 1:54:45XR so now let's translate what we've
- 1:54:48learned about the interaction design
- 1:54:49process to the XR process I think of
- 1:54:51four four big steps in this process need
- 1:54:55finding and brainstorming where you are
- 1:54:57essentially framing the problem via
- 1:54:58scenarios and use cases personas and
- 1:55:01competitors and if you don't know what
- 1:55:02those mean I'll actually expand on those
- 1:55:05in later
- 1:55:07segments storyboarding and prototyping
- 1:55:09which is a significant Second Step
- 1:55:12requires several iterations creating
- 1:55:13markups using paper and digital tools
- 1:55:16and then even involving XR devices the
- 1:55:19third step is development and testing
- 1:55:21this is where you're creating the
- 1:55:23application using either web XR Unity or
- 1:55:27unreal or some kind of native SDK
- 1:55:29building on mobile development platforms
- 1:55:32or specific VR or ar tool kits and
- 1:55:35platforms I'll expand on those in other
- 1:55:37segments as well and then finally
- 1:55:40deployment and analytics I think so once
- 1:55:42the application has been developed and
- 1:55:44is deployed with users we need to
- 1:55:46continue evaluate how well it's doing so
- 1:55:48deploying the application on an xile
- 1:55:50device is the first step but then
- 1:55:51collecting during usage and analyzing
- 1:55:53how well the XR application is doing and
- 1:55:56what could be improved so identifying
- 1:55:57opportunities for improvement based on
- 1:55:59how users interact with the application
- 1:56:01that's the goal of the fourth step and
- 1:56:03this is really the whole thing is really
- 1:56:05the life cycle of an XR application so
- 1:56:08now I want to expand a little bit more
- 1:56:10on prototyping when I think of
- 1:56:12prototyping really I think of
- 1:56:15storyboarding where I create story
- 1:56:17boards and sketches to frame the problem
- 1:56:20and develop the story that I want my
- 1:56:23users to
- 1:56:24experience I think of physical
- 1:56:26prototyping so where we may use Play-Doh
- 1:56:29paper cardboard transparency anything
- 1:56:32beyond paper essentially to become
- 1:56:36spatial and explore the opportunities of
- 1:56:38XR interactions so these physical
- 1:56:40prototypes is really something that I
- 1:56:42believe strongly in I'll we spend some
- 1:56:44time on it they allow us to design the
- 1:56:46concept and explore the interactions
- 1:56:48before we Implement them in any digital
- 1:56:51tools now obviously prototyping then
- 1:56:53finally also includes digital
- 1:56:55prototyping and with digital tools to
- 1:56:58test the feasibility and experiment with
- 1:57:00XR specific features things that we can
- 1:57:03only really explore once we have it on
- 1:57:05the devices now I think all these steps
- 1:57:08are really important and we're going to
- 1:57:10explore them in more depth in future
- 1:57:12segments so now a term that I've used
- 1:57:15previously is Fidelity and I want to
- 1:57:17explain what I mean Low by low Fidelity
- 1:57:20and by high fidelity
- 1:57:22so when I create a new XR experience I
- 1:57:24usually start on paper I like sketching
- 1:57:27out things on paper thinking it through
- 1:57:29and there are some templates out there
- 1:57:31one of the issues that I have with
- 1:57:33working on paper is that I'm not very
- 1:57:35good at working in 3D on paper most XR
- 1:57:38experiences actually all of them are 3D
- 1:57:41and so it really requires this step so
- 1:57:44what I like to do instead I still stay
- 1:57:47in physical prototyping world and I
- 1:57:49create a diarama a diarama is really um
- 1:57:52the way I think about it it's like a
- 1:57:54miniature kind of prototype of my stage
- 1:57:58I be can can become physical I use
- 1:58:00things like Play-Doh and cardboard and
- 1:58:02transparency to really put together the
- 1:58:05XR experience and then explore it
- 1:58:08physically now the fastest way to jump
- 1:58:12from physical prototyping to digital
- 1:58:14prototyping especially for VR is
- 1:58:17essentially 360 so this is a 360 camera
- 1:58:21um that has two lenses and with one
- 1:58:23click I essentially take a 360 photo um
- 1:58:28if I use a video recording I can even
- 1:58:30move in space otherwise I'm like
- 1:58:32anchored at this location uh this is
- 1:58:34also one of the main limitations of 360
- 1:58:37is that it actually doesn't have depth
- 1:58:40so if you now want to create if you want
- 1:58:42to transition forward in your experience
- 1:58:45increase the Fidelity The Next Step from
- 1:58:47here onward is actually going into 3D
- 1:58:50for 3D just making that jump from 360 to
- 1:58:533D there are lots of tools out there and
- 1:58:55I'll introduce you to some of them but
- 1:58:57the harder jump is actually into VR and
- 1:59:00AR and the way I've positioned VR and AR
- 1:59:03here U is as if the Fidelity of AR is
- 1:59:06higher than VR and what I wanted to
- 1:59:09express is that I think creating a high
- 1:59:12fidelity AR experience is actually quite
- 1:59:15hard and so I want to explore this um
- 1:59:18along this graph quickly okay we're
- 1:59:20talking now about the fality to which I
- 1:59:22that I've just talked about and then we
- 1:59:25also talking about the skills required
- 1:59:27to actually create those experiences at
- 1:59:29those fatalities so paper is really on
- 1:59:33the low end the diarama the physical
- 1:59:35prototype um a little bit higher just
- 1:59:38requires a little bit more time the jump
- 1:59:40from diarama to 360 is relatively easy
- 1:59:42in fact we could take a 360 inside our
- 1:59:46physical model and then work from there
- 1:59:48digitally from 360 to 3D there's really
- 1:59:52not a lot of good tool support out there
- 1:59:54it really requires us to do to build a
- 1:59:57scene in 3D and in fact the jump from
- 2:00:00physical to 3D or even from 360 to 3D is
- 2:00:04where most of my students actually spend
- 2:00:07a lot of time on we we really need to
- 2:00:09explore how to do 3D and even in these
- 2:00:11courses here we really spend a lot more
- 2:00:13time on thinking through 3D once we are
- 2:00:16in 3D the jump to VR is still quite a
- 2:00:19jump but it's doable and then to R you
- 2:00:22really need quite a lot of skills the
- 2:00:24problems and the differences between VR
- 2:00:26and AR in VR we can control the entire
- 2:00:30environment and we need to design it now
- 2:00:32that actually requires a little bit of
- 2:00:34skill but it's arguably technically even
- 2:00:37harder to really work in AR where we
- 2:00:40need to sense the environment around us
- 2:00:42and then have our experience fit in
- 2:00:44nicely and so this is why I have plotted
- 2:00:48it out this way and I think really it's
- 2:00:50a good overview of the steps uh in the
- 2:00:53process the Fidelity you want to achieve
- 2:00:55and then the skills you may require for
- 2:00:57each of the
- 2:00:58steps from this placeholder content I
- 2:01:01often bring in 3D models here is an
- 2:01:04example of a nicely looking 3D cube
- 2:01:07still relatively easy to model this but
- 2:01:09it has at least a nice color shade and
- 2:01:12this is an example of more polished
- 2:01:14content so I'll start replacing The
- 2:01:16Primitives that I've used before as
- 2:01:17placeholders and bringing the 3D models
- 2:01:19that I really want what I have at at
- 2:01:22that stage is really just the content
- 2:01:24and now I need to think about the
- 2:01:25interactions so when we think about
- 2:01:27interactions we need to distinguish
- 2:01:29between implicit and explicit
- 2:01:31interactions I give you an example of an
- 2:01:34something that starts out implicit and
- 2:01:36then becomes an explicit interaction so
- 2:01:39when we use something like Google
- 2:01:40cardboard um where we can uh look around
- 2:01:43and actually Target content and then
- 2:01:45potentially click it with a button that
- 2:01:47we have on top of the device um we
- 2:01:50usually indicate whether user is looking
- 2:01:52with a cursor so let's assume here's our
- 2:01:54cursor and now the user is targeting
- 2:01:57this Cube so they move over they press
- 2:01:59the button it performs a click and we
- 2:02:02adjust the 3D model and we've registered
- 2:02:04The Click now this was a combination of
- 2:02:06an implicit interaction that actually
- 2:02:09became so me targeting the object and
- 2:02:11then actually became an explicit
- 2:02:13interaction as I clicked so we to handle
- 2:02:16both and this is really a very simple
- 2:02:18example with just using cardboard but
- 2:02:21these are the kinds of things you really
- 2:02:22need to think about when it comes to
- 2:02:24increasing the Fidelity and then adding
- 2:02:26interactions to your scene as well okay
- 2:02:29now what I've done is talk about media
- 2:02:32the different kinds of skills involved
- 2:02:33and then also have given you examples
- 2:02:35what this means in terms of how the
- 2:02:37content evolves and the interaction the
- 2:02:39last thing I want to do is actually
- 2:02:40putting it in a timeline here I'm going
- 2:02:42to give you an example of the XR process
- 2:02:45how I often implemented in my classes so
- 2:02:48we usually start out with a design
- 2:02:50concept where we really determine the
- 2:02:51problem frame and think about whether
- 2:02:54something is AR or VR from there we
- 2:02:56create a first prototype usually still
- 2:02:59quite low Fidelity with potentially
- 2:03:01basic interactions and really what we
- 2:03:03need to figure out here is the platforms
- 2:03:05and the tools that we use for our
- 2:03:06prototype this is just a V1 so then we
- 2:03:09get maybe some initial feedback from
- 2:03:11users or the instructor in my case and
- 2:03:13we work on a second version really what
- 2:03:16I often do is I scope it down to two to
- 2:03:18three key interactions I think it helps
- 2:03:20a lot to think about an our experience
- 2:03:22in terms of the interactions that we
- 2:03:24want to support and what is also
- 2:03:26interesting you may actually may have to
- 2:03:28switch some of the tools sometimes
- 2:03:30because if you have to work on a more
- 2:03:32tricky interaction um it'll dictate
- 2:03:34which tools you need to
- 2:03:36use so after these one or two uh maybe
- 2:03:40even three versions of our initial
- 2:03:42prototypes we may create something that
- 2:03:44we can at this stage call a minimum
- 2:03:46viable product or MVP which we can use
- 2:03:49to run some initial user tests get some
- 2:03:51feedback back and from that what we've
- 2:03:53done from an initial design concept that
- 2:03:55we've prototyped out maybe first on
- 2:03:57paper then created a few digital
- 2:03:59versions finally tested with users what
- 2:04:02we have now is actually a design
- 2:04:04specification potentially in the form of
- 2:04:06a report where we can reflect on some of
- 2:04:08the lessons that we've learned and we
- 2:04:10can use this design spec and actually
- 2:04:12give it to developers to implement it
- 2:04:14further or if we realized we actually
- 2:04:16have to do a lot of improvements this
- 2:04:19was just one design Sprint so we could
- 2:04:21do another design Sprint so when I think
- 2:04:23of design Sprints I usually think of one
- 2:04:26week or two weeks of work following this
- 2:04:29process and iterating through this
- 2:04:31process multiple times will eventually
- 2:04:33give you a really cool XR experience so
- 2:04:36in the following segments of this course
- 2:04:38we actually focus more on prototyping
- 2:04:41and then development and testing so
- 2:04:43development and testing really what are
- 2:04:45the three big options you have here if
- 2:04:47you remember from previously well it's
- 2:04:49the web- based route through web XR it
- 2:04:52is the kind of like Game Dev route if
- 2:04:54you want through unity and unreal or you
- 2:04:56do the hardcore development route maybe
- 2:04:59if you're an experienced mobile
- 2:05:00developer that's your thing you can do
- 2:05:02Native uh development with the Oculus
- 2:05:04SDK or the Vive SDK or also some of the
- 2:05:07AR Solutions out there so uh in the
- 2:05:10following we'll spend more of our time
- 2:05:12on web XR and unity and that's it for
- 2:05:15this course but I'll provide resources
- 2:05:17so that you can also learn more about
- 2:05:19the
- 2:05:20Alternatives and finally fin once we
- 2:05:22have created our XR experience we can uh
- 2:05:25deploy it with users and we should
- 2:05:26really think about analytics that's what
- 2:05:28I've thought about and this stage I keep
- 2:05:30it very high level just for us to Think
- 2:05:32Through what are the three main ways we
- 2:05:35can do this well one we could actually
- 2:05:38Implement custom logging and perform a
- 2:05:40little bit of log analysis this is
- 2:05:42something that a lot of researchers do
- 2:05:43and is actually uh practiced by a lot of
- 2:05:46people even just for user experience
- 2:05:49testing and usability testing you may
- 2:05:51wonder whether there are some tools out
- 2:05:53there yes so some of them are built into
- 2:05:56some of the tools we were using so for
- 2:05:57example Unity has analytics built in
- 2:06:00these are platform based analytics tools
- 2:06:02that are actually focused more on like
- 2:06:04how many people are downloading your app
- 2:06:06and what are they doing with it roughly
- 2:06:08they may be too limited to really
- 2:06:10understand where the issues are with the
- 2:06:12interactions for that there is a new
- 2:06:15range of more dedicated XR analytics
- 2:06:17tools those that would allow you to
- 2:06:19analyze how users interact uh when
- 2:06:22interactions fail so when for example
- 2:06:24people wanted to interact with content
- 2:06:25it wasn't really there when it caused
- 2:06:27frustration potentially when users
- 2:06:29appeared confused this is however an
- 2:06:33area of active research and only a few
- 2:06:35tools out there that are still evolving
- 2:06:38so I provide a few pointers and links
- 2:06:40for you but we won't spend too much time
- 2:06:43on these things as part of the course
- 2:06:45here
- 2:06:59in this video we're going to talk about
- 2:07:01XR design thinking now design thinking
- 2:07:04is actually quite an established method
- 2:07:06that has been around for many years
- 2:07:07coming out of the Stanford design school
- 2:07:10and it's often applied to Innovative
- 2:07:13product development and uh making user
- 2:07:17experiences if you will but it's really
- 2:07:19about a mindset uh building empathy with
- 2:07:23the users really getting really focusing
- 2:07:25on the user and then everything else
- 2:07:27will follow that is really the idea uh
- 2:07:30it's it's it's more of a let's say more
- 2:07:33of an approach and uh a way of thinking
- 2:07:37than its own kind of method or set of
- 2:07:41techniques it actually is associated
- 2:07:43with common interaction design and user
- 2:07:44experience design techniques um at least
- 2:07:46that's the way I think about it now what
- 2:07:48I want to accomplish here though is that
- 2:07:51we are importing that Knowledge from
- 2:07:53design thinking and applying it to XR
- 2:07:56there's a couple of things that are
- 2:07:58quite different for example when it
- 2:08:00comes to Innovation and problem framing
- 2:08:03um because XR is really like this
- 2:08:06technology that could potentially solve
- 2:08:09a lot of problems but um it's more like
- 2:08:11we're throwing that technology at
- 2:08:13everything it's like our Hammer as I
- 2:08:15said previously our hammer and now
- 2:08:16you're trying to find all the nails that
- 2:08:18you can hit with it and and sometimes
- 2:08:20you'll be successful and uh sometimes
- 2:08:22you're not and so design thinking is
- 2:08:26actually uh is a specific way of framing
- 2:08:29a problem by really building empathy
- 2:08:31with your users now your users will not
- 2:08:34feel like oh I need AR or no oh I need
- 2:08:37VR now AR or VR might be the method or
- 2:08:41the Tool uh if not the technology to uh
- 2:08:44potentially solve the problem now I want
- 2:08:46to be very careful because technology in
- 2:08:49itself doesn't actually solve any
- 2:08:51problems but um it might actually be an
- 2:08:54enabler and um that's how I want us to
- 2:08:57think about that so here I'll give you
- 2:08:59an overview of the design thinking
- 2:09:01method in the first step you'll
- 2:09:03empathize you'll try really you
- 2:09:05empathize with your users you're trying
- 2:09:07everything to find out about their
- 2:09:09problems what are their pain points uh
- 2:09:12what is currently working for them what
- 2:09:14is currently not working for them you're
- 2:09:16getting to learn the context and the
- 2:09:17setting in which current Solutions are
- 2:09:19applied to really identify a outc
- 2:09:21comings and gaps and therefore
- 2:09:23opportunities and this will help you
- 2:09:25define the problem really the first few
- 2:09:28steps the first three steps to be
- 2:09:30precise are really about problem framing
- 2:09:32they're not so much about solution
- 2:09:34finding you're actually trying to
- 2:09:37understand the problem not just the
- 2:09:39symptoms of the problem but actually the
- 2:09:43problem and so there are common
- 2:09:44techniques there terms of interviewing
- 2:09:47and observing and doing focus groups and
- 2:09:50there are all kinds of standard let's
- 2:09:52say standard traditional human computer
- 2:09:54interaction and user research uh
- 2:09:56techniques and then we are entering the
- 2:09:58ideation stage and the ideation stage is
- 2:10:01usually closely tied with prototyping as
- 2:10:04well so ideation really doesn't just
- 2:10:07happen in your brain or just through
- 2:10:10discussion what I'll preach here more or
- 2:10:12less is like that ideation happens
- 2:10:14through sketching and through
- 2:10:17storyboarding and through wireframing so
- 2:10:19these are some of the common techniques
- 2:10:21that I really want you to embrace when
- 2:10:23it comes to the ideation stage and that
- 2:10:25then actually helps us transition into
- 2:10:27prototyping and so in prototyping you
- 2:10:29usually work with paper and building
- 2:10:32really paper prototypes I'll show you
- 2:10:34some examples of this especially in the
- 2:10:36XR context this is really useful when
- 2:10:38you have these first prototypes you can
- 2:10:41go also from paper to digital but even
- 2:10:43just the paper prototypes you could
- 2:10:45actually test with users and keep in
- 2:10:47mind that the nature of the Prototype
- 2:10:49really also some frames the feedback
- 2:10:53that you will get so for example if you
- 2:10:54have something that looks very low
- 2:10:56Fidelity initial stage sketchy if you
- 2:11:00want you probably get very different
- 2:11:02feedback not so much about the colors
- 2:11:04but maybe more about the flow and maybe
- 2:11:07the organization roughly of your
- 2:11:08interfaces and so this is a very
- 2:11:11important thing to keep in mind so you
- 2:11:13don't want your prototypes to look too
- 2:11:15polished because it may also there is
- 2:11:17this observation that if something looks
- 2:11:20too finished it's close to being done
- 2:11:22then your testers might be reluctant to
- 2:11:25provide more feedback because they
- 2:11:26anticipate a much higher cost involved
- 2:11:29in making changes and now that's an
- 2:11:31interesting aspect as well and with this
- 2:11:34testing phase concluded although testing
- 2:11:37to be honest never really finishes cuz
- 2:11:39you go on and Implement here when we
- 2:11:42talk about implementation I usually
- 2:11:44think of prototypes as something we're
- 2:11:46implementing a prototype and we're
- 2:11:48testing that prototype and then we're
- 2:11:50doing potentially another iteration here
- 2:11:52this idea of implementation really then
- 2:11:54you're going to use the Technologies in
- 2:11:57our case we would actually go and try
- 2:11:59things out with XR devices directly now
- 2:12:03I'll introduce you to methods that allow
- 2:12:05you to actually use XA devices also in
- 2:12:08the prototyping and ideation stages even
- 2:12:11so for example through immersive
- 2:12:13prototyping where you actually create
- 2:12:15interfaces directly on an EXA device and
- 2:12:17can test it as you're designing
- 2:12:19concurrently testing it as you're
- 2:12:21designing and so that is a really really
- 2:12:23cool thing that you can do that is
- 2:12:25almost unique to XR so now that we have
- 2:12:28established this six-step method with
- 2:12:30the empathize Define ideate prototype
- 2:12:34test and Implement steps let's look at
- 2:12:37some of the issues when it comes to XR
- 2:12:40in each of these steps now I said a
- 2:12:42common way to empathize is to interview
- 2:12:46users and to observe users and
- 2:12:49understand really their challenges and
- 2:12:51what are the pain points now the problem
- 2:12:54with XR is that XR is usually not
- 2:12:57already a solution so if you're refining
- 2:12:59an existing XR prototype yes then maybe
- 2:13:02you can observe how users use it but if
- 2:13:05you're looking at an at at an existing
- 2:13:07problem and you're trying to bring in XR
- 2:13:09as a potentially new solution you can't
- 2:13:12really observe the users directly uh
- 2:13:15it's very different from like uh web
- 2:13:17based and mobile based design where we
- 2:13:21often the the users really work with
- 2:13:23this technology like on a daily basis XR
- 2:13:26is really not like that I mean I don't
- 2:13:28know a lot of people that actually use
- 2:13:29VR on a daily basis and or ar on a daily
- 2:13:32basis and then certainly not to achieve
- 2:13:34anything productive I mean we moving
- 2:13:36into meeting scenarios and carrying out
- 2:13:40meetings in uh in XR or in AR or VR um
- 2:13:44but we don't really work yet at least
- 2:13:48not yet in these kinds of virtual SPAC
- 2:13:51with virtual offices and if we did then
- 2:13:54the more traditional techniques of
- 2:13:56observation interviewing uh and really
- 2:13:59like shadowing and doing kind of like
- 2:14:01field studies but the reality here at
- 2:14:04the moment is that you cannot really
- 2:14:06observe the issues directly as they
- 2:14:08happen with
- 2:14:10XR so in the definition uh phase to me
- 2:14:14it's very important that you don't just
- 2:14:16look at the problem or don't just look
- 2:14:18at the symptoms of the problem and then
- 2:14:20trying to
- 2:14:21whatever it it takes to you know to
- 2:14:24press that problem into an AR or VR
- 2:14:26solution U many of us have a preference
- 2:14:29so somebody maybe likes VR more than AR
- 2:14:32and then they're trying to solve
- 2:14:33everything with VR or solve everything
- 2:14:35with ar for me it's very important that
- 2:14:38we keep an open mind so don't just
- 2:14:40commit to AR or VR it might very well be
- 2:14:43that after going through these initial
- 2:14:46kind of need finding strategies that you
- 2:14:50figure out that that AR neither AR nor
- 2:14:53VR is actually a solution and that would
- 2:14:55actually be a very good result it could
- 2:14:57avoid a lot of cost and and save you a
- 2:15:01lot of time and energy so as we are
- 2:15:04moving into the ideation stage what is
- 2:15:07very very important to me here and I
- 2:15:09really say this to my students all the
- 2:15:11time is that when you ideate uh and you
- 2:15:15already have like experience for example
- 2:15:17using devices like holl lens and you
- 2:15:19know of all the technical limitations of
- 2:15:21these devices so for example uh the
- 2:15:24frequency with which they scan the
- 2:15:26environment although that can be
- 2:15:27configured or the accuracy with which
- 2:15:29they can represent the environment or
- 2:15:31the lack of semantics that we have um so
- 2:15:34it's really hard to detect objects
- 2:15:36reliably objects we've never seen before
- 2:15:38and then know that the computer knows
- 2:15:41that this is this or that object um if
- 2:15:44you if you walk into a design or an
- 2:15:46ideation session with these technical
- 2:15:49constraints in mind you're really
- 2:15:52limiting the ideation you're are
- 2:15:54basically biased and uh and and you you
- 2:15:57really do want to avoid that I really
- 2:15:59like working with a diverse set of uh
- 2:16:02teams in these ideation settings where
- 2:16:06uh some of the students often that I
- 2:16:08work with uh or other kinds of
- 2:16:11practitioners or other faculty
- 2:16:12professors where they have actually
- 2:16:15limited experience with XR where they're
- 2:16:17thinking of it as being something that
- 2:16:19is magical and super powerful because it
- 2:16:22doesn't hold them back in their ideation
- 2:16:24and I think that is really really
- 2:16:26important when it comes to design
- 2:16:27thinking for
- 2:16:29XR now as we're entering the uh
- 2:16:32prototyping stage uh when I work with
- 2:16:36students and we we have like these
- 2:16:38design concept ideas we have ideated we
- 2:16:41have already some kind of like story
- 2:16:43boards and and wire frames and now maybe
- 2:16:46we're moving already from paper to
- 2:16:48digital then uh one of the things that
- 2:16:51that um there's a tendency to do the
- 2:16:54basic things like the things that you
- 2:16:56know already to do them digitally like
- 2:16:58for example a login screen I always
- 2:17:00tease my students don't do the login
- 2:17:02screen first of all all login screens
- 2:17:04look more or less the same so what's the
- 2:17:06point of prototyping those digitally you
- 2:17:09won't learn a lot more what you should
- 2:17:11do instead is really focus on the
- 2:17:13unknown unknowns okay so there might be
- 2:17:17actually a lot of gaps in your current
- 2:17:19design idea design concept and use
- 2:17:22prototyping to really figure out uh how
- 2:17:25to fill those gaps and that's the best
- 2:17:27way to approach it so you the
- 2:17:30prototyping uh doesn't need to happen uh
- 2:17:33in a complete prototype uh way um it can
- 2:17:37be the more like a horizontal prototype
- 2:17:41where it's more like the facade so
- 2:17:42you're trying to figure out uh the whole
- 2:17:44front end and all the options kind of uh
- 2:17:47shown to the user and if you're taking
- 2:17:50this approach then you you're less
- 2:17:52focused on the vertical on the
- 2:17:54technology and more focused on figuring
- 2:17:56out the entire user facing uh parts of
- 2:17:59the interface and uh ultimately fill all
- 2:18:02the gaps but really even then don't
- 2:18:05start with the known uh interface parts
- 2:18:09and then just do them uh digitally I
- 2:18:12mean maybe you can do this for warm-up
- 2:18:14but what you should really focus on is
- 2:18:16the things that you don't know yet how
- 2:18:18they would materialize in the user pH
- 2:18:21for example so focus on those things in
- 2:18:23as you're prototyping uh your XR
- 2:18:26experience so then when it comes to
- 2:18:29testing uh testing is very very
- 2:18:32interesting because as we are using XR
- 2:18:36we could actually use XR Technologies to
- 2:18:39fill the gaps so think of an interface
- 2:18:41that is nearly complete but then you
- 2:18:43want something magical to appear and you
- 2:18:45don't know yet how to prototype it now
- 2:18:48you could do this in a video prototype
- 2:18:49so some kind of through some kind of
- 2:18:51overlays uh using some video editing
- 2:18:53software but you may also use some more
- 2:18:56advanced uh AR or VR tools to really
- 2:18:59bring in some of these overlays so uh I
- 2:19:02want you to think of XR Technologies to
- 2:19:05also fill the gaps in your XR prototypes
- 2:19:08and so this is a very Innovative use of
- 2:19:11using XR Technologies to support
- 2:19:12prototyping and testing to really uh the
- 2:19:15idea is to so the idea in this testing
- 2:19:19phase is to simulate an almost complete
- 2:19:22user experience to simulate a the
- 2:19:25experience of a working prototype where
- 2:19:28everything has been implemented uh and
- 2:19:29you can fill these uh gaps if you don't
- 2:19:32have a full prototype um implemented you
- 2:19:35can fill these gaps uh using humans as
- 2:19:39Wizards um so this idea of The Wizard of
- 2:19:41Oz to really fill the gaps so wizard of
- 2:19:44O prototyping and testing is a really
- 2:19:46key idea that I think also makes a lot
- 2:19:49of sense in XR and especially in XR so
- 2:19:52for example one of the things I have
- 2:19:54done is like jumping into a VR
- 2:19:56experience and I was like more or less
- 2:19:58invisible to the VR user and I could
- 2:20:01move things in VR to produce like a
- 2:20:03virtual like a heads up display to them
- 2:20:07and they thought that oh these screens
- 2:20:08are animated and they're like moving and
- 2:20:11this interface is responsive this
- 2:20:12personal assistant really understands me
- 2:20:15but in fact I was actually there in the
- 2:20:17background as a wizard um and
- 2:20:21or the computer uh to really fill in the
- 2:20:24gaps and so I think that is a very uh
- 2:20:26cool way of simulating a more complete
- 2:20:29prototype that we then can test that way
- 2:20:32so it could be a really intelligent
- 2:20:34system that we're prototyping that
- 2:20:36understands all kinds of gestures and
- 2:20:37speech commands and uh in this kind of
- 2:20:40testing phase to really simulate the the
- 2:20:44almost final user experience even though
- 2:20:47we haven't fully implemented the system
- 2:20:48yet finally when it it comes to
- 2:20:52implementation I think one of the common
- 2:20:54mistakes here is that many of us are
- 2:20:57very familiar with one tool so for
- 2:20:59example Unity or unreal uh some of us
- 2:21:03may know both but then we we don't
- 2:21:05actually consider other options and we
- 2:21:07try to do everything with these tools
- 2:21:10because we think Unity or unreal is the
- 2:21:12best tool now the point I want to make
- 2:21:14here is that you should use the best
- 2:21:16suited tool so for example an early
- 2:21:19stage prototype you really don't have to
- 2:21:20run and and go into unreal and use all
- 2:21:24their high-end rendering capabilities or
- 2:21:27Unity uh you also don't need to jump
- 2:21:29into Unity to get started no you can
- 2:21:32choose other kinds of prototyping tools
- 2:21:36uh maybe more like geared towards
- 2:21:37immersive prototyping so really have a
- 2:21:39variety of options and don't be afraid
- 2:21:42uh even though it's not always easy to
- 2:21:43transition between some of these tools
- 2:21:46uh having this flexibility in terms of
- 2:21:49uh tools and knowing a variety of tools
- 2:21:52is really actually a strength and that
- 2:21:54would enrich also your the way you think
- 2:21:56about the problem um not just like with
- 2:21:59this one tool but from multiple
- 2:22:01different
- 2:22:16perspectives so next I'm going to
- 2:22:18quickly give a high level overview of
- 2:22:20the common methods and tools that we
- 2:22:21would be using so the first thing we
- 2:22:24really want to the first deliver in some
- 2:22:26sense we really want to accomplish is
- 2:22:28the problem statement and the way we do
- 2:22:30a problem statement or we go about a
- 2:22:32problem statement is through scenarios
- 2:22:33and use cases and maybe diary studies so
- 2:22:35you're asking users to take notes about
- 2:22:37their daily lives and Reporting back to
- 2:22:39you what kinds of issues they had for
- 2:22:41example with uh as they were using your
- 2:22:44AR VR prototype you may be wanting to do
- 2:22:47some surveys so a little bit more larger
- 2:22:49scale on online or in specific user
- 2:22:52communities you may want to do
- 2:22:54face-to-face interviews or actually put
- 2:22:56multiple people together in a focus
- 2:22:58group and uh putting these different
- 2:23:00stakeholders together to really frame
- 2:23:03the problem so that's the problem
- 2:23:05statement and then we really want to
- 2:23:07understand the user we want to under we
- 2:23:09want to Define we want to Define who the
- 2:23:12user really is uh common technique here
- 2:23:15is to use personas now personas don't
- 2:23:18think of personas as these uh sheets
- 2:23:21that we fill in where every Persona has
- 2:23:23like a cute name and maybe some
- 2:23:24characteristics I think of personas more
- 2:23:27like as The Meta behind creating these
- 2:23:30personas that is actually where the rich
- 2:23:31information is so not the sheet that I
- 2:23:33present to you but actually the way I've
- 2:23:36constructed these personas and if you
- 2:23:38done if you've done this in the right
- 2:23:40way it would be based on facts and data
- 2:23:43um and I'll talk a little bit more about
- 2:23:44personas later as well another way to
- 2:23:47define users and really understand who
- 2:23:49we're designing for and who we're not
- 2:23:51designing for is a task analysis and if
- 2:23:54you have already an existing prototype
- 2:23:56uh you could use that to collect the
- 2:23:58data to some kind of logging and then
- 2:24:01log analysis um you may want to do user
- 2:24:04Journeys uh similar to The Diary studies
- 2:24:06but in this case maybe a little bit more
- 2:24:09uh visual where people really think
- 2:24:11through their daily activities and you
- 2:24:14trying to find out what are the
- 2:24:16activities and what are the kinds of
- 2:24:17events and how do they in their in their
- 2:24:19day-to-day activities and how do they
- 2:24:21impact those activities so user Journey
- 2:24:23Maps is something that is very popular
- 2:24:25in the user experience design community
- 2:24:28and that's something that you could also
- 2:24:29apply to XR uh similarly stakeholder
- 2:24:32maps and there are all kinds of ways of
- 2:24:34really Framing and understanding uh our
- 2:24:37users next we really want to understand
- 2:24:40the competitive landscape so uh what are
- 2:24:44the solutions out there uh what are the
- 2:24:46factors where they are good what are the
- 2:24:49good features uh what kinds of features
- 2:24:51are missing and a common way to get it
- 2:24:53this competitive analysis is a SWAT
- 2:24:56analysis so you're looking at the
- 2:24:58strengths the weaknesses the
- 2:24:59opportunities and the threads uh and
- 2:25:03doing this kind of analysis which is
- 2:25:05more like coming from a business
- 2:25:06perspective but it's often now applied
- 2:25:08to user experience design and
- 2:25:10interaction design as well you could
- 2:25:13obviously look at existing products and
- 2:25:15uh download them and try them out uh if
- 2:25:19you don't have access to some of the
- 2:25:20tools out there you may want to base
- 2:25:23your knowledge on uh existing reviews
- 2:25:26out there so there might have already be
- 2:25:28an existing user community and there
- 2:25:31might be forums associated with a
- 2:25:32software solution where people complain
- 2:25:34a lot about uh something and so that's a
- 2:25:37way to look at it uh you could look at
- 2:25:39stack Overflow or some of these common
- 2:25:42sources where people report um issues
- 2:25:45and try to help each other you could
- 2:25:47also do a more systematic uh research
- 2:25:50BAS bed approach kind of a literature
- 2:25:52review um and then really uh look at the
- 2:25:56things that are described maybe in white
- 2:25:58papers in blog posts or academic papers
- 2:26:01as well and that way build your
- 2:26:02knowledge of you really want to get the
- 2:26:05sense of the uh technology or the
- 2:26:08solution landscape out there and really
- 2:26:11who are the
- 2:26:13competitors as you're going about your
- 2:26:16design uh and you're drawing from the
- 2:26:19knowledge that you generated from the
- 2:26:21problem statement and reframing the user
- 2:26:23and then also understanding the
- 2:26:25competitors um you're going to do
- 2:26:28something uh about design synthesis so
- 2:26:32really like getting all the data and
- 2:26:35facts together and Performing what I
- 2:26:37refer to as design space analysis and
- 2:26:40here I introduce you to a technique
- 2:26:42called uh qoc analysis so questions op
- 2:26:46options and criteria so questions
- 2:26:49options and criteria
- 2:26:51and you're asking questions about the
- 2:26:53options that you have available and then
- 2:26:55you're determining criteria that will
- 2:26:57help you actually choose the best option
- 2:27:00if you want uh I think this is a very
- 2:27:02cool way of analyzing a design space and
- 2:27:05it's very
- 2:27:06useful if you're more into software
- 2:27:09engineering or systems you usually think
- 2:27:12in terms of functional and nonfunctional
- 2:27:14requirements lists uh so functional
- 2:27:17really like about the system and things
- 2:27:18you can like measure like system
- 2:27:21performance response time and those
- 2:27:23kinds of things uh and then
- 2:27:25non-functional requirements as well so
- 2:27:27more associated with user
- 2:27:29characteristics or the soft things um
- 2:27:32that are hard to
- 2:27:33implement so to give you an example of
- 2:27:36scenarios here is uh here are two
- 2:27:39scenarios that we've used in our work on
- 2:27:42Cross device augmented reality and we
- 2:27:44were basically using uh these at the
- 2:27:47time more futuristic scenarios what if
- 2:27:50family wanted to uh Place Furniture in
- 2:27:53the living room what if they could do
- 2:27:54this collaboratively using different
- 2:27:56kinds of augmented reality devices or
- 2:27:58what if uh a bunch of friends wanted to
- 2:28:02collaboratively play some kind of laser
- 2:28:04shooting uh game where they're shooting
- 2:28:07inspired from Robo raid on the Holland
- 2:28:09where they're shooting these kinds of
- 2:28:11bugs from the future uh how could we
- 2:28:15enable that uh collaboratively and so we
- 2:28:18basically did a scenario B based
- 2:28:20analysis so we threw these scenarios
- 2:28:22visually as images uh at our
- 2:28:25participants and then we really asked
- 2:28:27them to try to solve these scenarios and
- 2:28:30think through some of the issues whether
- 2:28:33they are designers or developers or end
- 2:28:36users so we really studied with all
- 2:28:37these three types of populations and
- 2:28:40really un really wanted to understand
- 2:28:42how they think about these scenarios and
- 2:28:44that helped us uh really drive a lot of
- 2:28:47the requirements and then build a
- 2:28:49solution
- 2:28:50um for cross device augmented reality
- 2:28:53it's a paper that if you I I'll share
- 2:28:55with you if you feel like you'd like to
- 2:28:57take a look so when we talk about
- 2:28:59scenarios we really need to take into
- 2:29:01account five key elements so really the
- 2:29:04setting so the situation or the state of
- 2:29:07the system the context of use basically
- 2:29:09the physical environment in which uh the
- 2:29:12activity occurs so then you need to look
- 2:29:14at the agents or the users uh so what
- 2:29:17are they trying to accomplish as the
- 2:29:20performing these
- 2:29:21activities um you need to think about
- 2:29:23the goals that they have so what are
- 2:29:25their objectives and what are they
- 2:29:27trying to accomplish and then what
- 2:29:30actions do they take uh to really
- 2:29:33accomplish their goals and if there are
- 2:29:35any kinds of outside Events maybe
- 2:29:37triggered by the system or somehow by
- 2:29:39the setting on the environment really
- 2:29:41things that happen to the users while
- 2:29:43doing their activities and if you bring
- 2:29:45in these five different scenario
- 2:29:47elements you'll actually really explore
- 2:29:50a future scenario of use of your
- 2:29:54interface in a very comprehensive way
- 2:29:58most scenarios that I read uh when
- 2:30:01presented to me are focused on just the
- 2:30:03user which is similar to just the
- 2:30:05Persona or just a setting but I don't
- 2:30:08learn enough about the goals and the
- 2:30:10actions and and if I learn more about
- 2:30:12the actions I can also Envision already
- 2:30:15a potential solution and the system
- 2:30:18behind the scenes so it's really
- 2:30:19important to address all these five
- 2:30:21elements as you're doing some kind of
- 2:30:24scenario-based
- 2:30:25analysis next I want to talk about
- 2:30:27personas personas are really commonly
- 2:30:29used to communicate uh users uh of our
- 2:30:34system and uh personas in a more
- 2:30:37traditional sense as I said in a user
- 2:30:40experience design and research uh s uh
- 2:30:45personas would really be used to distill
- 2:30:49all the facts and all the knowledge we
- 2:30:51have about our
- 2:30:52users um that we have gathered through
- 2:30:55interviews
- 2:30:57observations any kinds of surveys and
- 2:31:00other kinds of uh instruments that you
- 2:31:02may have implemented to really figure
- 2:31:04out the issues but at the core Persona
- 2:31:08is really used to to describe to other
- 2:31:12designers who we are designing for and
- 2:31:14who we're not designing for so common
- 2:31:16elements of a Persona are uh some kind
- 2:31:19of descriptive Persona
- 2:31:21name um a photo maybe that shows the
- 2:31:25user um or the context attributes so
- 2:31:28it's very important uh to learn more
- 2:31:30about the
- 2:31:31scenario uh and then often what helps in
- 2:31:34a Persona is a quote that best
- 2:31:36represents this Persona and then usually
- 2:31:39you list the goals you list their
- 2:31:41frustrations and needs um if they told
- 2:31:44you explicitly or based on your
- 2:31:47interpretation of what they told you and
- 2:31:50then also their motivations incentive
- 2:31:52fear achievement growth power these are
- 2:31:55kinds of common attributes um kind of
- 2:31:58that you find in a Persona template and
- 2:32:01so we need to distinguish different
- 2:32:03types of personas here um so commonly we
- 2:32:06talk about primary and secondary
- 2:32:08personas so primary personas really
- 2:32:11refer to users where we believe that our
- 2:32:14design completely satisfies uh their
- 2:32:17goals and needs uh as opposed to
- 2:32:19secondary users where we think that our
- 2:32:21design mostly but not completely uh
- 2:32:24meets their goals and needs and then we
- 2:32:28also have this idea of negative personas
- 2:32:31and this really helps to communicate to
- 2:32:33our stakeholders who we are not or not
- 2:32:37yet designing for so our design at this
- 2:32:40stage doesn't actually Target any of
- 2:32:42their goals or needs so personas is a
- 2:32:45really common technique in user
- 2:32:47experience research and uh design and uh
- 2:32:52what is unique or more special to XR so
- 2:32:55I think when we construct personas more
- 2:32:57specifically for an XR experience we
- 2:33:00need to think about how much experience
- 2:33:03do these personas actually have are they
- 2:33:06a novice or an expert XR designer
- 2:33:10developer or user and then what are good
- 2:33:13metrics to express their experience or
- 2:33:16they could be uh kind of like uh
- 2:33:18self-rated skill sces um or they tell
- 2:33:21you how many months of experience they
- 2:33:24have or how many times per week or even
- 2:33:27per day they use an XR experience and
- 2:33:30then they should also give you examples
- 2:33:33um of devices and applications that they
- 2:33:36have used so I think if you ask for all
- 2:33:39these kinds of things as background
- 2:33:41information and if you specify that for
- 2:33:43your personas then this is a very good
- 2:33:46way to frame uh and identify who are
- 2:33:49your primary and your secondary users so
- 2:33:52in a lot of my research I often targeted
- 2:33:55novice designers to enable them to be
- 2:33:58able to create XR experiences without
- 2:34:01being uh a developer or a programmer and
- 2:34:06so that's how I would normally fill in
- 2:34:09uh the personas now I do think that uh
- 2:34:13developers could be the secondary
- 2:34:15personas in a lot of my research because
- 2:34:18uh a lot of my work as focused on rapid
- 2:34:20prototyping and while my techniques are
- 2:34:23targeted at uh more like novice uh
- 2:34:26designers or novice XR creators even
- 2:34:30experienced uh XR creators could benefit
- 2:34:33from some of the techniques so I would
- 2:34:34consider them as secondary users and in
- 2:34:38a lot of my research uh I focus more on
- 2:34:41designers and developers rather than uh
- 2:34:44users or end users um and so um an end
- 2:34:49user user so somebody who uses that
- 2:34:52design created by the designer that is
- 2:34:55using my tool so that end user would be
- 2:34:59an example of a negative Persona in a
- 2:35:01lot of my work doesn't mean that I don't
- 2:35:04like XR users it just means that I
- 2:35:07currently don't really design uh for
- 2:35:09them that my solution is really geared
- 2:35:12towards XR
- 2:35:14creators so talking more about personas
- 2:35:17and constructing personas um I have a
- 2:35:21list of dos and don'ts here um so what
- 2:35:25you should really do is clarify how
- 2:35:27these personas were created are they
- 2:35:30constructed or are they facts based um
- 2:35:34um ideally you should actually base them
- 2:35:36on data and facts but often personas are
- 2:35:40just used as a tool to communicate to
- 2:35:43other stakeholders who we are designing
- 2:35:44for as I said and so you should just be
- 2:35:46very clear and honest about that and and
- 2:35:49what is very important is that you
- 2:35:51actually let those personas reflect your
- 2:35:54diverse Target user groups so don't uh
- 2:35:56if you think in terms of three personas
- 2:35:58don't make them all the same uh in the
- 2:36:01activities that I usually do with my
- 2:36:03students uh when we are constructing
- 2:36:05personas I really want them to think
- 2:36:07about the most uh unique and very
- 2:36:10different types of users that they might
- 2:36:12be designing for to really explore that
- 2:36:15space uh a little better and in addition
- 2:36:19to primary and secondary personas we
- 2:36:22really also should always include
- 2:36:23negative personas to make it clear to
- 2:36:26others who we are not designing for so
- 2:36:28what you shouldn't do is just make
- 2:36:30assumptions you shouldn't stereotype
- 2:36:32personas so don't bring in this Persona
- 2:36:35of this old person that can't use
- 2:36:37computers for example um or even bring
- 2:36:40in certain genders and discriminate
- 2:36:42against them or or race and even though
- 2:36:46um I teach in a very diverse and
- 2:36:48inclusive environment I still see this
- 2:36:50happen all the time among my students
- 2:36:52and I want you to be careful finally
- 2:36:55don't confuse negative personas with
- 2:36:57people you don't want to uh use your
- 2:37:00solution now negative personas are
- 2:37:01really the people that you're currently
- 2:37:03not targeting in your design doesn't
- 2:37:05prevent them from using your solution
- 2:37:08but um maybe in a future iteration of
- 2:37:11your design you may Target them more
- 2:37:12specifically and then cater more to
- 2:37:15their uh needs and support more of their
- 2:37:18goals
- 2:37:32so what I often use is a kind of
- 2:37:35template where I list out the
- 2:37:37competitors on one side and then all the
- 2:37:39kinds of features or even non features
- 2:37:43bugs uh on this side and I call them uh
- 2:37:46factors so you do this as the columns
- 2:37:50and the competitors as the rows and the
- 2:37:52competitors really are the solutions
- 2:37:54let's say the XR applications that are
- 2:37:56out there and um rather than just like
- 2:37:59putting indicators which of these
- 2:38:01factors are supported I usually write
- 2:38:03how well they are supported and how they
- 2:38:05are in fact implemented and this
- 2:38:07actually differs between Solutions but
- 2:38:09for the purposes of this presentation um
- 2:38:11let's just put uh xes as checks and
- 2:38:15supports this vector or not and uh like
- 2:38:19with personas um I think of competitors
- 2:38:23as direct competitors partial
- 2:38:25competitors indirect parallel and
- 2:38:28analogous so this seems very fine grain
- 2:38:31here but there are actually significant
- 2:38:32differences between each of these so
- 2:38:34direct and partial makes uh sense Direct
- 2:38:37in some sense is really overlapping they
- 2:38:40this uh competitor really provides the
- 2:38:42same uh features and services and
- 2:38:45targets the same users partial is um
- 2:38:48there is is a subset of the features for
- 2:38:51example supported or the only target a
- 2:38:53subset of the users that you have
- 2:38:55identified through your personas now an
- 2:38:58indirect competitor is somebody who goes
- 2:39:01about the same problem in and so in that
- 2:39:06sense is similar but goes about it in a
- 2:39:08different way and as and because they're
- 2:39:10still targeting the same problem uh and
- 2:39:13even though they go about it in a
- 2:39:15slightly different way they are still a
- 2:39:17competitor now a parallel now a parallel
- 2:39:21competitor is similar to what you have
- 2:39:22in mind but they're not necessarily a
- 2:39:25direct competitor and finally an
- 2:39:27analogous competitor is actually a
- 2:39:29non-competitor this is basically
- 2:39:31somebody who is is basically this is
- 2:39:34basically a solution that is targeting
- 2:39:37different users and different goals and
- 2:39:39needs but there is something in their
- 2:39:41design that inspires you and so what I
- 2:39:44usually do with my students is I really
- 2:39:45encourage them to think about the direct
- 2:39:47and the partial compe s and maybe some
- 2:39:51indirect and parallel competitors as
- 2:39:52well but R find those analogous
- 2:39:55competitors uh existing interfaces that
- 2:39:58that may address a different problem but
- 2:40:00they they there's something very
- 2:40:01interesting and inspiring about the
- 2:40:03design and that is something that maybe
- 2:40:06you want to think about adapting and
- 2:40:07incorporating Into Your solution and
- 2:40:10that is fine um usually all right and so
- 2:40:13then the way you go about these comp
- 2:40:16competitors and the competitive analysis
- 2:40:17as I said is through SWAT analysis where
- 2:40:20you identify the strengths and
- 2:40:21weaknesses and opportunities and threats
- 2:40:24and uh now here is a common Pitfall that
- 2:40:27I see among a lot of my students uh
- 2:40:29we're doing this comparative analysis
- 2:40:31and we're drawing out this whole
- 2:40:33landscape and then our solution is
- 2:40:36trying to do it all and just do
- 2:40:38everything better um we really like all
- 2:40:42these factors are important and so we're
- 2:40:44trying to build this super solution and
- 2:40:47that is really not how you should think
- 2:40:49about about it and what you should do
- 2:40:50instead is maybe find the gaps there
- 2:40:54must be gaps between some of the factors
- 2:40:56They Don't Really cater to the users's
- 2:40:58needs They Don't Really address their
- 2:41:00goals and that's where you need to
- 2:41:03innovate so don't try to do a dashboard
- 2:41:05that integrates all everything but
- 2:41:08instead try to find a more focused
- 2:41:10solution that really establishes new
- 2:41:13factors and that's the niche and that's
- 2:41:16what you're gearing your XR solution
- 2:41:18towards that's that um we now have
- 2:41:21looked at the scenarios I've shown you
- 2:41:24examples of personas we've done on
- 2:41:26comparative
- 2:41:27analysis and um I will have a separate
- 2:41:31video and separate modules dedicated
- 2:41:33toward storyboarding so that's not
- 2:41:35covered here but these four uh types of
- 2:41:38input really form what we then call the
- 2:41:41concept model or your design concept and
- 2:41:44that is really how you think about the
- 2:41:46solution as the designer now keep keep
- 2:41:49in mind that that mental model of that
- 2:41:51system that you are creating um the key
- 2:41:54challenge is to really invoke that
- 2:41:56mental model also in your users and in
- 2:41:58fact most systems fail because users
- 2:42:01often have a very different manal model
- 2:42:04quite different from the concept model
- 2:42:05that the designer had in mind so the
- 2:42:07designer's mental model of the system
- 2:42:10but if they match then you're really
- 2:42:12doing a very good job think about how
- 2:42:15you think about how an ATM works yeah
- 2:42:17you you're putting in your card you're
- 2:42:20asking for money it's going to give you
- 2:42:22back your card and then you're going to
- 2:42:25get the money uh a designer of that ADM
- 2:42:29might think a about it very differently
- 2:42:31much more fine grain very specific all
- 2:42:34kinds of error scenarios and um let's
- 2:42:37say if that ADM never Aid your card you
- 2:42:42didn't even know that this was possible
- 2:42:44your mental model is that ATMs are
- 2:42:47really nice they always give you money
- 2:42:49you've never experienced not having
- 2:42:51money uh on the account or maybe you
- 2:42:53have and so think about these different
- 2:42:55user experiences so eating your card
- 2:42:59insufficient funds or maybe some error
- 2:43:01there's actually enough money but
- 2:43:02something went wrong with the bank and
- 2:43:04think about all these user experiences
- 2:43:07and uh their mental models of ATMs might
- 2:43:10be very different from someone who
- 2:43:13always had enough money uh whose card
- 2:43:16was never eating was never eaten and
- 2:43:19they never actually had an issue with an
- 2:43:21ATM and also think about this the next
- 2:43:24time you're going to use the next ATM
- 2:43:26one one once one of these disruptive uh
- 2:43:30user experiences has happened to you you
- 2:43:32will be very afraid I have more examples
- 2:43:35like this uh for example check out lines
- 2:43:38uh self checkout lines specifically I
- 2:43:40always get very nervous about the
- 2:43:41machines in those instructions and so
- 2:43:44this is these are really examples where
- 2:43:47the uh design concept if you think about
- 2:43:50it in principle might make sense from
- 2:43:52the designer's perspective but all these
- 2:43:55disruptive user experiences lead to very
- 2:43:57different mental models of these systems
- 2:43:59and there's this interesting clash and
- 2:44:01so there is a good way to go about this
- 2:44:03design synthesis and actually building
- 2:44:06this concept model uh this concept model
- 2:44:08or your design concept is really in some
- 2:44:12sense uh the specification that you want
- 2:44:15to give to a developer so this is how I
- 2:44:17think about the system this this is what
- 2:44:19we need to implement for our XR
- 2:44:22solution so design space analysis I
- 2:44:25really like uh this idea of asking
- 2:44:28questions considering the options that
- 2:44:31we have for any kinds of questions like
- 2:44:33how to display something we can display
- 2:44:34it permanently or appearing and then
- 2:44:37really uh you know putting out the
- 2:44:40criteria when would we use which option
- 2:44:42and what does which option actually mean
- 2:44:44surveying these options and then finally
- 2:44:47actually making a a design choice for
- 2:44:50one of the options so for example here
- 2:44:52appearing and so there's work on that
- 2:44:54and I'll provide the reference uh about
- 2:44:57this design space analysis and this
- 2:44:59really often happens implicitly among
- 2:45:01designers we ask questions all the time
- 2:45:03we consider options all the time so the
- 2:45:05hard part when it comes to XR is really
- 2:45:07asking the right questions how to
- 2:45:09display things how to track things how
- 2:45:12to travel in VR or in AR how to
- 2:45:15manipulate things and how to collaborate
- 2:45:18these are like some of the the big
- 2:45:20questions that I uh usually come up with
- 2:45:23or go through when I create a new XR
- 2:45:26experience and let's just look at one
- 2:45:28example here so how to display obviously
- 2:45:30we just had permanent or appearing but
- 2:45:32when we think about appearing it's not
- 2:45:34just whether something appears on screen
- 2:45:36or not in XR we can also place things in
- 2:45:39the world and so in AR that might be
- 2:45:42somewhere tied to a physical location or
- 2:45:45in VR somewhere tied to a virtual
- 2:45:47location it may not always be visible to
- 2:45:49the user and may only be appearing when
- 2:45:51the virtual camera moves it into view we
- 2:45:54may also have this kind of like
- 2:45:55compromise solution where once we see it
- 2:45:58it follows you around so as you move the
- 2:46:00camera it kind of like travels with you
- 2:46:03and so these are some of the options
- 2:46:05that you are considering uh even just
- 2:46:07for this appearing example uh and how to
- 2:46:10display things in XR
- 2:46:26now design thinking as I said is really
- 2:46:28about a mindset uh building empathy with
- 2:46:32your users and then trying to define the
- 2:46:36problem and really
- 2:46:38innovating in in a meaningful way and
- 2:46:41that to me is very very important in the
- 2:46:42XR space the meaningful part uh often
- 2:46:46comes too short uh and um I was thinking
- 2:46:50what are four principles that I could
- 2:46:52convey to you and so maybe you take them
- 2:46:54with you and you incorporate them into
- 2:46:56your design thinking and so these four
- 2:46:59principles uh and they they have been uh
- 2:47:02I have been shaped in many different
- 2:47:04ways where I've been you know studying
- 2:47:07computer science at eth Zurich for
- 2:47:09example I went to the human computer
- 2:47:10interaction Institute at Carnegie melon
- 2:47:12I was teaching there a little bit and
- 2:47:14now I've been a professor for several
- 2:47:16years at the University of Michigan
- 2:47:18teaching user experience design and
- 2:47:20research and now obviously also arvr
- 2:47:22courses and so from these various
- 2:47:25experiences uh I have actually
- 2:47:27Incorporated these four principles into
- 2:47:30my design thinking and maybe this helps
- 2:47:32you as well so here's the first
- 2:47:34principle the user is not you if you're
- 2:47:38a designer you really have to think
- 2:47:41about that design from not like what is
- 2:47:44what is easy for you and what what are
- 2:47:46the kinds of things you can detect and
- 2:47:48recognize and what gestures work well
- 2:47:51from a computational perspective no you
- 2:47:53have to think about it from the user
- 2:47:55perspective and this is the primary
- 2:47:57challenge so my second Principle as a
- 2:47:59designer is it's really hard to unlearn
- 2:48:02and I often have to remind myself
- 2:48:04because I tend to forget how hard it is
- 2:48:06to do for example basic web stuff I mean
- 2:48:09I say now basic web stuff because it is
- 2:48:11hard for me to imagine this initial
- 2:48:13stuff or the first time you open up
- 2:48:14Unity or unreal and and how intimidating
- 2:48:19some of this software can be and now
- 2:48:21that I've used these tools for many
- 2:48:23years um I've learned so much and it's
- 2:48:26really hard to unlearn and so uh the the
- 2:48:29way I want to illustrate that point is
- 2:48:30some of you may have seen this optical
- 2:48:32illusion before and um maybe you are
- 2:48:35able to see two people in this optical
- 2:48:40illusion most of you will see one um if
- 2:48:45you haven't seen this before you will
- 2:48:47either see a young lady or an old lady
- 2:48:51and that really depends on how much time
- 2:48:53you give yourself and which elements you
- 2:48:55focus on in this uh optical illusion but
- 2:48:59let me uh let me sketch out the young
- 2:49:01woman basically uh is this is her chin
- 2:49:05her eye this is her hair and she's
- 2:49:08looking over her right shoulder and now
- 2:49:11the old woman is uh this becomes the
- 2:49:14nose you see one eye here and one eye
- 2:49:17there and this is then the the older
- 2:49:19lady's chin and this is her mouth and so
- 2:49:23this is the old and the young lady's
- 2:49:26hair and so now I've shown both uh these
- 2:49:32uh women to you and the next time you
- 2:49:34will see this I promise you you will at
- 2:49:36least remember oh there are two people
- 2:49:38in there and then a second later you
- 2:49:39will be able to see both again and it's
- 2:49:41really hard for you to unlearn and so
- 2:49:43it's the same as a as a designer so if a
- 2:49:46user expresses issues to that seem
- 2:49:49trivial or like why didn't they know
- 2:49:51that keep that in mind and just because
- 2:49:54you know that and you have learned that
- 2:49:55um so the problem with that is that it
- 2:49:58actually makes it very hard for you to
- 2:50:00put yourselves into the shoes of a
- 2:50:02novice user H and that's just something
- 2:50:05to keep in
- 2:50:08mind my third principle is about this
- 2:50:11difference between how Junior and senior
- 2:50:14designers approach uh this design and
- 2:50:17this is an example that I've borrowed
- 2:50:19uh and a junior designer really usually
- 2:50:22thinks that is one path and then they
- 2:50:24will stick to that path and eventually
- 2:50:27get to that solution now there is no
- 2:50:29direct uh line from the problem to the
- 2:50:32solution uh that the started line here
- 2:50:34doesn't actually exist um and uh but we
- 2:50:39we we may just like follow uh this lead
- 2:50:42and then we're we're doing a little bit
- 2:50:43of iteration and then really stuck on
- 2:50:46that idea and that is really like how
- 2:50:48you end up with this kind of path but a
- 2:50:50more experienced designer would really
- 2:50:52explore alternate paths so different uh
- 2:50:55designs and then take each some of these
- 2:50:58more promising designs further and then
- 2:51:00explore some of these branches and maybe
- 2:51:02even go a step back and figure out an
- 2:51:04alternative to the alternative and then
- 2:51:07finally get to a really good solution
- 2:51:10and this is how you should go about
- 2:51:12design uh be a more senior designer if
- 2:51:15you will my fourth principle and this is
- 2:51:19something that I just say from a lot of
- 2:51:21experience um and when I work with
- 2:51:23students especially they always think
- 2:51:26about prototype is just a prototype and
- 2:51:29and then what's the product and and and
- 2:51:32so I just say to you everything is a
- 2:51:35prototype even the latest Exile device
- 2:51:38that you may hold in your hand right now
- 2:51:40that is a product it's advertised as a
- 2:51:42product it is still a prototype we're
- 2:51:44still very far away from this final
- 2:51:46vision of XR device and XR experiences
- 2:51:50Incorporated maybe into our daily lives
- 2:51:52enriching our activities and so just
- 2:51:55keep that in mind and don't really draw
- 2:51:58don't really try to draw the line
- 2:52:00between prototype and product just be
- 2:52:02honest so that's my fourth principle
- 2:52:05that uh everything is a prototype and
- 2:52:08there is no final product um I use the
- 2:52:13term final prototype more like as this
- 2:52:15is the last thing that we prototype it
- 2:52:17doesn't mean that it's the finished
- 2:52:19product and so maybe that's a good way
- 2:52:22to think about uh prototyping and
- 2:52:25product and also there's really no
- 2:52:27difference in terms of the methods and
- 2:52:28tools that they're using to create
- 2:52:30prototypes and that they're using to
- 2:52:32create a product I think it becomes a
- 2:52:34product the more you invest in service
- 2:52:37and advertising and these are things
- 2:52:39that you usually don't do with
- 2:52:41prototypes um and prototypes really
- 2:52:43should be you should be okay to let them
- 2:52:45go to throw them away a throw away
- 2:52:47prototype is still a good prototype but
- 2:52:49a throwaway product a failed product is
- 2:52:52really not what you want so Embrace
- 2:52:55these different methods and tools that I
- 2:52:58summarized here in this XR design
- 2:53:00thinking lecture and um hopefully find
- 2:53:04good meaningful designs that eventually
- 2:53:07would be regarded a useful and
- 2:53:10applicable product
- 2:53:27in this video we're going to talk about
- 2:53:29XR design ethics now design ethics is
- 2:53:33really really important uh we we need to
- 2:53:36really think about that in the space of
- 2:53:38XR um ethical and responsible design you
- 2:53:42have actually a a great responsibility
- 2:53:45as you're designing a virtual reality
- 2:53:47around your user users you have to make
- 2:53:49sure that they are safe that they are
- 2:53:51protected and uh that's hard uh
- 2:53:54especially given that you don't know
- 2:53:56much about the environment in which the
- 2:53:59users are using your applications and
- 2:54:01when it comes to AR as well you have to
- 2:54:03really make a lot of trade-offs in terms
- 2:54:06of how much do you need to know about
- 2:54:10the environment the people around the
- 2:54:12users about the users themselves the
- 2:54:15devices that they're using the context
- 2:54:17where they using this and so when you
- 2:54:20have all that information do you really
- 2:54:23make use of it does it really
- 2:54:24significantly improve the design of your
- 2:54:27application now in many cases you won't
- 2:54:29have access to all that data just
- 2:54:31because the technology isn't there yet
- 2:54:33and we always feel like oh yeah we need
- 2:54:35all that information but we should
- 2:54:37really think about how much information
- 2:54:39we need in order to provide a compelling
- 2:54:42design and our rationale or our goal
- 2:54:45should be to work with the minimum data
- 2:54:49rather than trying to you know get it
- 2:54:51all and then see what we can do with it
- 2:54:54you really have to figure out how to
- 2:54:56minimize the risk and how to maximize
- 2:55:00the safety uh of your users and uh as I
- 2:55:04was designing this lecture I was
- 2:55:06thinking about these following
- 2:55:09questions what when users can't tell
- 2:55:12what's real and what's virtual
- 2:55:14anymore what is the role and
- 2:55:17responsibility of the XR designer how do
- 2:55:20we hold XR designers
- 2:55:22accountable what happens when users go
- 2:55:24against your intended design all these
- 2:55:27things combined I was thinking what are
- 2:55:29good ethics principles of XR design uh
- 2:55:33this is a space that I'm just thinking
- 2:55:35about a lot and there are not so many
- 2:55:39really good guidelines so there's not
- 2:55:41like a a a a list of 10 things to follow
- 2:55:44and it'll be perfect no there's an
- 2:55:47intuition that you have to develop as a
- 2:55:49designer uh you really have to know the
- 2:55:51Technologies you really have to
- 2:55:53understand the design space and then you
- 2:55:56have to make really really good choices
- 2:55:59in the interest of the users so I wanted
- 2:56:02to start with design ethics principles
- 2:56:04and quite fundamentally there are like
- 2:56:06three autonomy so the user is in control
- 2:56:10at all times transparency the user is
- 2:56:13informed about how to control or be in
- 2:56:15control and stay in control and safety
- 2:56:18the user is protected from danger risk
- 2:56:21and injury so autonomy transparency and
- 2:56:24safety these are like the really high
- 2:56:26principles if you look at existing
- 2:56:28design guidelines like from all the main
- 2:56:31vendors safety and that is both the
- 2:56:35physical but also the psychological
- 2:56:38safety um those are really values that
- 2:56:41are held up very high is highly it's
- 2:56:43really emphasized but it's hard to find
- 2:56:46concrete guidelines that help you make
- 2:56:49good decisions and
- 2:56:51unfortunately um it is often through
- 2:56:54misuse of a design that we learn about
- 2:56:56the negative consequences of our design
- 2:56:58and by misuse I just mean that's
- 2:57:01something maybe you haven't considered
- 2:57:03in your design process so we have to
- 2:57:05think about how we approach design more
- 2:57:08holistically so one way to think about
- 2:57:11design or responsible design in this in
- 2:57:14this case is to not just focus on how to
- 2:57:18best use your solution so improve and
- 2:57:20optimize the design of your solution so
- 2:57:22that is really good for users um and
- 2:57:26following design patterns established
- 2:57:28design patterns or helping by creating
- 2:57:30new designs and shaping new design
- 2:57:33patterns now we should also consider how
- 2:57:36your solution could be misused so the
- 2:57:39dark patterns of design so now the
- 2:57:42problem with both design patterns and
- 2:57:44Doc patterns is that they're both still
- 2:57:46really emerging now there's not like a a
- 2:57:49list of these patterns and then these
- 2:57:52dark patterns and be careful um it's
- 2:57:55it's not like that I mean here's a
- 2:57:57here's a way to think about it h you
- 2:57:59need to think
- 2:58:01holistically so you need to think about
- 2:58:03the context the situations and the
- 2:58:04conditions in which the users are and in
- 2:58:06which your experience that the one that
- 2:58:08you're designing will be run by the
- 2:58:11users you need to think about the tasks
- 2:58:13that you want your users to be able to
- 2:58:15do what kinds of actions or interactions
- 2:58:17can they do what what are the kinds of
- 2:58:18the events that might be generated by
- 2:58:20the system and how might users respond
- 2:58:23to those kinds of
- 2:58:25events then obviously you need to really
- 2:58:27think about the device cameras the
- 2:58:29sensors and the algorithms now as a
- 2:58:32designer um you're designing for a kind
- 2:58:34of like a a a device and you could say
- 2:58:36that you are actually a user of that
- 2:58:39device since you're not necessarily
- 2:58:41improving the algorithms on these uh
- 2:58:44devices and platforms but you can still
- 2:58:47be careful and you can still make good
- 2:58:51decisions in terms of the devices that
- 2:58:53you build on so we also need to think
- 2:58:56about data collection processing
- 2:58:58management pipelines especially as a
- 2:59:00researcher you really aim to get as much
- 2:59:03data as possible also obviously as a
- 2:59:05designer working for a business uh
- 2:59:08because information is key um but here I
- 2:59:11would really encourage you to think
- 2:59:13about do we really need all that data so
- 2:59:17Frameworks libraries and tools that you
- 2:59:19are using for application development
- 2:59:21that is really something that you are
- 2:59:23making active choices and so you should
- 2:59:27again know what's going on behind the
- 2:59:28scenes and make informed decisions then
- 2:59:32obviously the user interface and
- 2:59:34interaction design um this whole course
- 2:59:36is really focused on user interface and
- 2:59:38interaction design and U but this is not
- 2:59:40the only place where we really need to
- 2:59:43pay attention and make sure that we are
- 2:59:46for example not in danger uring our
- 2:59:48users not promoting weird um
- 2:59:52interactions and then not only at the
- 2:59:54user interface but obviously also at the
- 2:59:56data level we really need to think about
- 2:59:57data ownership the governance so really
- 3:00:00what happens with this data once
- 3:00:01collected where it's stored how it's
- 3:00:04being processed and then also and this
- 3:00:08is really important future use of that
- 3:00:10data I mean just because a user might
- 3:00:13agree to um give you the information so
- 3:00:16that they can run that XR session and
- 3:00:19place a couple of objects in their
- 3:00:21living room or kitchen or
- 3:00:23bedroom um doesn't mean that you should
- 3:00:26be using that data uh in the future you
- 3:00:29as the designer vendor these are things
- 3:00:32to think about and uh there may be many
- 3:00:34more but this is actually what I come up
- 3:00:36with as I think about both the design
- 3:00:39and the development of a new XR
- 3:00:43application and a user experience that I
- 3:00:46think is safe and potentially uh helpful
- 3:00:51and useful to users uh so what I'd like
- 3:00:53to do now is actually bring in a
- 3:00:54different perspective as a researcher I
- 3:00:57often have like new ideas and some of
- 3:00:59them might be crazy and a little bit
- 3:01:03borderline right some of them may
- 3:01:05involve deception and that's something
- 3:01:07that's okay in research as long as you
- 3:01:08debrief and also get informed consent
- 3:01:11from users now that is something that
- 3:01:13I'd like to emphasize a little bit what
- 3:01:15I really find interesting that in
- 3:01:18research in scientific research at least
- 3:01:21in North America um which is what I'm
- 3:01:24most familiar with at the moment uh we
- 3:01:26do have established ethical review
- 3:01:29processes um but it's it's really
- 3:01:32important that you navigate all these
- 3:01:34things um so to actually so that
- 3:01:37actually users uh rights so participants
- 3:01:39study participants rights are protected
- 3:01:42well one way to think about the ethical
- 3:01:43review process is that it's really a
- 3:01:45risk assessment are they users are the
- 3:01:49users or the participants in this case
- 3:01:51are they exposed to risk that is more
- 3:01:55than what they are usually encountering
- 3:01:57in daily life and so it is a very
- 3:01:59interesting lens that may help us or
- 3:02:02maybe you as a designer also to better
- 3:02:05understand what could be ethical design
- 3:02:24so I'm going to walk you through ethical
- 3:02:26review and I'm going to try to apply
- 3:02:28that process as far as I understand it
- 3:02:31to XR so when you want to do a new user
- 3:02:33study you really have to define the
- 3:02:35purpose the procedure and the duration
- 3:02:38so that's really key information so what
- 3:02:42is the purpose of any data that we
- 3:02:44acquire that's what I would like to ask
- 3:02:46you here and then also what is the
- 3:02:48procedure for you to collect that data
- 3:02:51we you think this through and then also
- 3:02:53how long do we need to collect that data
- 3:02:56so is it just one session is it every
- 3:02:58session and how long do we keep it and
- 3:03:01do we intend future use and do we tell
- 3:03:04our users and not in the small print of
- 3:03:07some kind of really long document about
- 3:03:10the policy and the terms of use and all
- 3:03:13that no we probably need to think about
- 3:03:15better ways of integrating and
- 3:03:17incorporating those kinds of things in
- 3:03:18the user interface while if you're a
- 3:03:20little bit more advanced as a designer
- 3:03:22you you know the consequences of each of
- 3:03:25these things but as a user you may not
- 3:03:28and so is the user really making an
- 3:03:29informed decision well all they want is
- 3:03:31run your app in most cases so um but
- 3:03:35that's not good enough and that from an
- 3:03:37ethical perspective that's not good
- 3:03:40enough it has to be informed consent
- 3:03:43so the other main goal with an ethical
- 3:03:46review is to really understand whether
- 3:03:49there are direct benefits to users and
- 3:03:51uh so what you want to do is actually
- 3:03:53maximize the benefits and limit the
- 3:03:55trade-offs so what are the expected
- 3:03:58benefits to users and are they direct so
- 3:04:00can they perceive them so what are and
- 3:04:03I'm going to inject acceptable tradeoffs
- 3:04:06in realism comfort and
- 3:04:08safety and are these reasonable uh the
- 3:04:12third aspect of an ethical review is
- 3:04:14really a demonstrated effort that you're
- 3:04:16trying to minimize the risks of your
- 3:04:18participants so what are the content
- 3:04:21induced risks to users and associated
- 3:04:24with that is the question of how to
- 3:04:26limit the data and any entities that
- 3:04:28collect process and manage it and by
- 3:04:30entities I really mean like the
- 3:04:32algorithms all the steps in the pipeline
- 3:04:36um all the kinds of different um
- 3:04:39Solutions uh and service providers that
- 3:04:41are involved in making you track the
- 3:04:44gestures and understand the speech
- 3:04:46commands and all that
- 3:04:48um really you want to keep that very
- 3:04:51very small as a researcher I usually say
- 3:04:54okay the only person or people that have
- 3:04:58access to the research data is me as the
- 3:05:00investigator and then my research team
- 3:05:03and finally I think um and this is maybe
- 3:05:07a little bit unique here or a little bit
- 3:05:09of a different view on ethical review um
- 3:05:12this idea of agency in autonomy to
- 3:05:15really Empower participants so how do
- 3:05:17you
- 3:05:18so how do you enable your users to stay
- 3:05:20in control well as a designer for
- 3:05:23example you may really strive for this
- 3:05:26high level of immersion just because you
- 3:05:28think virtual reality has to be like
- 3:05:31really realistic but like uh imagine
- 3:05:35ways for users to control the level of
- 3:05:37detail just like you have in any
- 3:05:38computer game you can usually control
- 3:05:41the graphics so now this was my version
- 3:05:43of an ethical review um of XR and now I
- 3:05:46want to switch gears and actually talk
- 3:05:48about this idea of doing a design ethics
- 3:05:51review and provide a couple of ideas of
- 3:05:53how to approach it and think about it so
- 3:05:56the first really big thing to think
- 3:05:58about and there are four in total in my
- 3:06:01opinion at least is context and
- 3:06:03situation where is the Exile device
- 3:06:05being used who is around the user the
- 3:06:08second important thing is the sensory
- 3:06:09information and the data that we are
- 3:06:10collecting so what does the Exile device
- 3:06:13see what kind of data is acquired so
- 3:06:15these are really important questions
- 3:06:17that you should be answering for your
- 3:06:19design and uh it may really vary
- 3:06:22depending on context and situation so
- 3:06:23there's an interesting dependency
- 3:06:25between the first and the second kind of
- 3:06:27quadrant here so then we need to think
- 3:06:30about the processing Pipeline and this
- 3:06:32is something as a designer you may
- 3:06:33struggle a little bit maybe because
- 3:06:35you're using all kinds of solutions that
- 3:06:37are kind of like a blackbox to you but
- 3:06:39that's where I would encourage you to
- 3:06:40really learn more about the technology
- 3:06:43so what happens on device is a really
- 3:06:45really important question to be answered
- 3:06:47so what kind of data is collected and
- 3:06:50then processed on device and how is that
- 3:06:53data processed otherwise if not on
- 3:06:55device well it has to be somewhere
- 3:06:58online in the cloud and that means it's
- 3:07:00going to be transferred to a third party
- 3:07:03I mean from the users perspective it's a
- 3:07:04third party because that's maybe
- 3:07:06something they didn't know that party is
- 3:07:09involved and and so that's uh a little
- 3:07:12bit of a risk isn't it so what happens
- 3:07:14in the cloud who manages the cloud what
- 3:07:17kind of of uh what kind of protection is
- 3:07:20provided what is the service level
- 3:07:22agreement uh so these are all kinds of
- 3:07:24things you need to think about so the
- 3:07:26fourth big topic of our design ethics
- 3:07:28review has to be about data ownership
- 3:07:30and governance so who owns and manages
- 3:07:33the data and how is the data act and how
- 3:07:36is the user informed about this and is
- 3:07:39it explicit or implicit or do we never
- 3:07:42tell them or have you not thought about
- 3:07:44it okay so I'll stop teasing you there
- 3:07:47but really this is something that we
- 3:07:49should think about and um really really
- 3:07:52important is that this design ethics
- 3:07:54review happens continuously throughout
- 3:07:57design not just at the end when all the
- 3:07:59decisions have been made so this is
- 3:08:02something this is a mindset that you
- 3:08:04have to apply as you're uh making design
- 3:08:08decisions and forming a rationale about
- 3:08:10uh those design decisions uh my first
- 3:08:13example is home decoration uh this is
- 3:08:17inspired from the Ikea place app and so
- 3:08:20now we have a family here they're all
- 3:08:22using their devices and they're deciding
- 3:08:24to gather what kind of furniture to get
- 3:08:27and where to place it and the example
- 3:08:29here is a living room but it could be
- 3:08:31all kinds of other rooms so let's
- 3:08:33analyze this a little bit do a little
- 3:08:35bit of a design ethics review given what
- 3:08:37we just learned so the context and
- 3:08:40situation here okay I said it's living
- 3:08:42room and it's family so let's just say
- 3:08:45it's the family and every member of that
- 3:08:47family agreed that they will all want to
- 3:08:49come together and use the devices in
- 3:08:51this interesting way and then the
- 3:08:54sensory information and data well user
- 3:08:57bystanders and these bystanders are
- 3:09:00family members we do see Furniture we
- 3:09:03may be able to infer something from that
- 3:09:05furniture is it expensive furniture how
- 3:09:07much Furniture how old furniture so um
- 3:09:12that is something that is potentially
- 3:09:13sensitive information and then the
- 3:09:16geometry yes so the app needs to
- 3:09:19understand the geometry of the
- 3:09:21environment and then it can do a basic
- 3:09:24object detection mostly in terms of the
- 3:09:26furniture that it knows so in this case
- 3:09:29probably Ikea furniture that it has like
- 3:09:31access to as a catalog so but lots of
- 3:09:34things could go wrong here in terms of
- 3:09:35like um other kinds of objects being
- 3:09:38introduced and then
- 3:09:40misclassification Etc so then we're
- 3:09:43looking at the processing pipeline so in
- 3:09:45this example actually the original was
- 3:09:47marker base but now we have marker less
- 3:09:49implementations so basically the devices
- 3:09:52do their own scanning of the environment
- 3:09:55relatively Limited at the moment in
- 3:09:57terms of seen understanding finally data
- 3:10:00ownership and governance so here
- 3:10:02obviously the data ownership H might be
- 3:10:05with the app developer I don't actually
- 3:10:07know who developed Ikea play maybe it
- 3:10:09was Ikea and then when it comes to the
- 3:10:12question of how is the user informed um
- 3:10:15obviously that is through some kind of
- 3:10:17language terms of use when you like find
- 3:10:20that application and download it and
- 3:10:22then a little bit through visualization
- 3:10:25because for example it'll render a
- 3:10:27little bit of a pattern across the
- 3:10:29surfaces that it detects and gives you a
- 3:10:31sense of what the device sees but don't
- 3:10:34be fooled that is just a visualization
- 3:10:37of the kinds of information that the
- 3:10:39device is relatively positive about
- 3:10:42relatively sure that this is a surface
- 3:10:45it still sees many other things that it
- 3:10:46may not
- 3:10:47visualized to the user so keep that in
- 3:10:50mind and that's our little first this is
- 3:10:53our first little design ethics review
- 3:10:55for this scenario so now I'm going to
- 3:10:57Port us into a different scenario we're
- 3:10:59still kind of like in the same realm and
- 3:11:02people uh together in a living room for
- 3:11:05example and now they're playing a
- 3:11:06collaborative game so one of the big
- 3:11:08differences in this scenario is that
- 3:11:10you're not paying as much attention to
- 3:11:13what kind of things you're looking at
- 3:11:15when you're when you are designing and
- 3:11:17decorating your home you're really in
- 3:11:19control of that device but when you're
- 3:11:21playing a game and that game makes you
- 3:11:23like makes like objects appear there and
- 3:11:26there and even places that maybe you
- 3:11:28didn't want the camera to see but just
- 3:11:30to participate in that game you you you
- 3:11:33do this and obviously your movement is a
- 3:11:35lot faster so it makes it a lot harder
- 3:11:37for devices to really sense things and
- 3:11:40understand it but we're getting there so
- 3:11:42the other thing I wanted to express in
- 3:11:44this scenario is now we actually using
- 3:11:46very different display technology you
- 3:11:47see a hland user here on the left some
- 3:11:50kind of hland is actually hland one here
- 3:11:53and we're using some kind of projection
- 3:11:56and uh camera based system so a connect
- 3:11:59here so this is a Pro Cam setup and so
- 3:12:03that a user even without device can
- 3:12:05participate and see this kinds of
- 3:12:07experience and then we see a smartphone
- 3:12:09user here on the right so all kinds of
- 3:12:12very different display Technologies and
- 3:12:14each of these have very different
- 3:12:16tracking technology is involved now that
- 3:12:19is interesting I want to bring in
- 3:12:21another consideration which is like if
- 3:12:24these were in different environments and
- 3:12:27now each user in their own home are
- 3:12:29participating in this collaborative game
- 3:12:32what does that mean for the data and now
- 3:12:35there is no way to handle it locally
- 3:12:38well this kind of
- 3:12:39information gathering and processing and
- 3:12:42coordination among these devices so to
- 3:12:44get them into the same coordinate frames
- 3:12:46and making sure that these devices can
- 3:12:48collaborate that already requires some
- 3:12:50kind of server side infrastructure but
- 3:12:53that server could still be part of the
- 3:12:54home network now in this remote setup
- 3:12:58that's
- 3:12:59different now we have to go online and
- 3:13:02now we have to leak no process and now
- 3:13:06we have to transfer that data between
- 3:13:09participants between users and now that
- 3:13:11introduces interesting new issues so for
- 3:13:15this scenario I'm not going to do a
- 3:13:17design ethics review I just wanted to
- 3:13:19point out a few differences and I'm
- 3:13:21going to do the same for two more
- 3:13:24variations of a second scenario so the
- 3:13:25second scenario imagine a classroom
- 3:13:28lecture so this is now more like a
- 3:13:30public context so you're like going to a
- 3:13:33lecture hall maybe you're a student or
- 3:13:36you're going to a conference and there's
- 3:13:37a speaker up front and so that speaker
- 3:13:40wants you to participate in this really
- 3:13:42cool AR experience where you can see the
- 3:13:45solar system and you're using all kinds
- 3:13:47of devices here the different users and
- 3:13:49they're kind of engaged so pretty cool
- 3:13:51so public space all kinds of different
- 3:13:53devices both handheld hand and headworn
- 3:13:57could also be kind of ma based and now a
- 3:13:59different variation of this scenario H
- 3:14:02it's now a team meeting so you're going
- 3:14:04with team members into a smaller uh room
- 3:14:10it's could be um some office space or
- 3:14:14some public building or even your home
- 3:14:17uh so how would that change how you
- 3:14:19would use this AR application so things
- 3:14:22to consider here are this could be a
- 3:14:25more private or still a public
- 3:14:27environment you may or may not know
- 3:14:30those users and you don't know what
- 3:14:32kinds of applications that have
- 3:14:33installed on these devices and also you
- 3:14:37need to think
- 3:14:39about uh these different devices coming
- 3:14:42together here and all that to support a
- 3:14:46human Anatomy application so that we can
- 3:14:49learn about human anatomy um so all
- 3:14:52kinds of interesting things to consider
- 3:15:10here so the last thing I wanted to throw
- 3:15:13in is the consideration of design impact
- 3:15:16and that's something you have to
- 3:15:17consider at different stages so you have
- 3:15:19to think about it before during and
- 3:15:22after the users are experiencing your
- 3:15:25experience so your application so before
- 3:15:28and this could already be in the App
- 3:15:30Store if that's the distribution channel
- 3:15:33uh you should really set the
- 3:15:35expectations uh of the users for that
- 3:15:38new reality so whatever it is that
- 3:15:40you're putting them into some fancy or
- 3:15:43scary virtual world or how you may
- 3:15:45change manipulate
- 3:15:47modify diminish whatever you do to their
- 3:15:50real world in an augmented reality
- 3:15:52version of your
- 3:15:53application and so you need to prepare
- 3:15:55them so that they know and then
- 3:15:58obviously during the experience you
- 3:16:00really need to balance the realism
- 3:16:02comfort and safety and uh the trade-off
- 3:16:05should really be around the realism and
- 3:16:07what you want to maximize is safety
- 3:16:11comfort and then maybe realism you
- 3:16:13didn't even see that so maybe realism is
- 3:16:15there finally you need to think about
- 3:16:18what happens after they have tried out
- 3:16:19your experience so the impact of your
- 3:16:21experience afterwards it may actually
- 3:16:23shape uh the next kinds of interactions
- 3:16:26that they uh encounter in daily life or
- 3:16:29with another kind of XR experience and
- 3:16:33yes okay maybe you feel like your
- 3:16:34responsibility ends there but you really
- 3:16:37need to think about that as well so help
- 3:16:39users transition back to the old reality
- 3:16:42and this could be through some kind of
- 3:16:44debriefing or even during the experience
- 3:16:47asking them to take breaks to remind
- 3:16:49them of the real world because being
- 3:16:52addicted while it might be good for
- 3:16:54revenue is not really good from a design
- 3:16:58perspective especially from an ethical
- 3:17:00design perspective okay and now I wanted
- 3:17:03to give three examples from my own
- 3:17:05research and two of these examples are
- 3:17:08actually about projects that I've worked
- 3:17:09on where we had to make very interesting
- 3:17:11design ethics decision and the third
- 3:17:13example is one where I decided not to
- 3:17:15pursue it I just just because from an
- 3:17:18ethical perspective I really didn't feel
- 3:17:21this was a good thing to do the first
- 3:17:23example is from a mixed reality crisis
- 3:17:26simulation and Tage training app and I'm
- 3:17:28not going to show any pictures here but
- 3:17:30we really had to deign how realistic
- 3:17:33should we make the injuries now that was
- 3:17:35an interesting project we were working
- 3:17:37with a professional in nursing also a
- 3:17:39professor here at the University of
- 3:17:41Michigan really understood all that and
- 3:17:44she actually helped us create the
- 3:17:46virtual injuries by using a mannequin
- 3:17:49and some kind of like blood uh and then
- 3:17:52taking realistically looking photographs
- 3:17:55and sending me all these pictures
- 3:17:57basically the task that I said the
- 3:17:59students was like place these injuries
- 3:18:02so that they appear realistic and
- 3:18:04anatomically correct and so I'm not
- 3:18:07going to actually show any of these
- 3:18:08materials here as I said but um I really
- 3:18:12thought we need trigger warnings even as
- 3:18:15I was working with my students students
- 3:18:17and we really had to make the trade-off
- 3:18:19between making it super realistic and
- 3:18:22making it just help uh inform the triage
- 3:18:25decision making which follows a specific
- 3:18:28protocol so we were going so we were
- 3:18:29designing two levels of injuries and we
- 3:18:31allowed users to pick it and uh one
- 3:18:34important consideration here though is
- 3:18:36that uh if you're a medicine student and
- 3:18:39the further you are along in your
- 3:18:41studies the more things you have seen
- 3:18:43and now with our design what we could
- 3:18:46enable able is early uh students in
- 3:18:49their career as well as more advanced
- 3:18:51students who have obviously a higher
- 3:18:53threshold now um work together and that
- 3:18:57app was still supposed to invoke some
- 3:19:00stress to make it a realistic scenario
- 3:19:03because in a disaster you really need to
- 3:19:05be calm and that is something you need
- 3:19:08to train and if if we just show kind of
- 3:19:12like comic style injuries you're not
- 3:19:15going to feel stressed and so that was a
- 3:19:17very interesting uh scenario to navigate
- 3:19:21and the second example is from a master
- 3:19:22thesis recently computed in my lab and
- 3:19:25that was with a really cool student who
- 3:19:28uh came from Colombia and also wanted to
- 3:19:30do a little bit of a field study there
- 3:19:32in a museum of memory and the idea of
- 3:19:35this project was to build empathy but
- 3:19:39avoid revictimization as they're using
- 3:19:42augmented reality to bring some of these
- 3:19:43stories and The Narrative of those
- 3:19:45stories close closer to the users now uh
- 3:19:49without going into too much detail that
- 3:19:51is a really really difficult to do that
- 3:19:54is a really difficult thing to do and in
- 3:19:57this project we really worked together
- 3:19:58with the staff of that Museum of memory
- 3:20:01who had significant experience and the
- 3:20:03important thing is we didn't want to
- 3:20:05design this naive AR application where
- 3:20:07just like Place images everywhere make
- 3:20:10it immersive as much as possible no this
- 3:20:13is really something where you have to
- 3:20:15understand the technology very well well
- 3:20:16that's why I was so fascinated by the
- 3:20:18project and we had to make very very
- 3:20:20careful decisions in the end it was a
- 3:20:23very very complex project and and we are
- 3:20:25still um processing uh some of these
- 3:20:28research findings and thinking about how
- 3:20:31to communicate that research to the
- 3:20:33community but I wanted to include it
- 3:20:35here because obviously it was a recent
- 3:20:37project and and work that uh my student
- 3:20:39did and I was very proud of her and that
- 3:20:41work and so I wanted to mention it here
- 3:20:44the third project is one that I did not
- 3:20:46Pres student walks into my office really
- 3:20:48great student we both learned from each
- 3:20:51other that we had lost loved ones uh
- 3:20:55actually deceased family members and
- 3:20:58what if we could bring them back uh how
- 3:21:00could we how could we even bring them
- 3:21:03back what would it be like to bring back
- 3:21:04a deceased family member in VR and uh
- 3:21:08that is a project that I was like wow
- 3:21:13okay I mean I can probably do this I
- 3:21:17mean I can think about the technology
- 3:21:19and is it going to be 360 or is it going
- 3:21:21to be virtual reality or is it going to
- 3:21:23be augmented reality and what are the
- 3:21:25consequences of mixing that experience
- 3:21:28so bringing back the deceased person and
- 3:21:30making them appear in real life so in
- 3:21:33augmented
- 3:21:34reality and um yeah so I didn't want to
- 3:21:38do this and I think and the student
- 3:21:40understood and we made the decision
- 3:21:42together and I think um that is fine now
- 3:21:45we have not done this but as I said
- 3:21:47somebody else has and now I feel like
- 3:21:50somebody else has to live with that
- 3:21:53decision and uh the other way to look at
- 3:21:56this is like had we done it maybe we
- 3:21:59could have explored that project in a
- 3:22:03really good way make very good ethical
- 3:22:06decisions and then inform or somehow
- 3:22:09influence that other project that
- 3:22:11happened without us so that's maybe the
- 3:22:13one regret that I have here so this last
- 3:22:15part of the lecture was a little you
- 3:22:18know thinking about things and uh I hope
- 3:22:23um that you understand the importance of
- 3:22:26the topic of Ethics I hope that you
- 3:22:29forgive that it's not like this
- 3:22:30checklist it's it's it's not that easy
- 3:22:33and so I want to go to my last Slide the
- 3:22:36things we should keep in mind as we
- 3:22:38think about design ethics and exod
- 3:22:40design ethics specifically so in every
- 3:22:42decision you have to make consider the
- 3:22:45cost benefit ratio to the users okay and
- 3:22:48especially the cost so with all design
- 3:22:51decisions you make carefully weigh the
- 3:22:53tradeoffs don't make critical decisions
- 3:22:55for users enable them to make those so
- 3:22:59you should really think about how do you
- 3:23:01actually provide for a uh customization
- 3:23:05support how do you communicate
- 3:23:07customization options to users and how
- 3:23:09do you enable and Empower your users to
- 3:23:13make those decisions rather than you
- 3:23:15making all the decision decisions around
- 3:23:17the immersion and the level of realism
- 3:23:19and how you blend objects into their
- 3:23:21environment and the kinds of information
- 3:23:25and handes and speech and whether you
- 3:23:28identify all the people around them and
- 3:23:30what you do with that information no you
- 3:23:32think about how to communicate that
- 3:23:35users and that is actually a really
- 3:23:37really difficult design problem and now
- 3:23:40we're talking all right obviously then
- 3:23:43you need to stay aware so always learn
- 3:23:46and these ethics considerations must
- 3:23:48evolve as EXA Technologies evolve so in
- 3:23:52a few months or years from now we may
- 3:23:54know better and maybe I have to really
- 3:23:56redo that lecture but this is the best I
- 3:23:59could do at this stage now think a
- 3:24:01little bit about my background I'm a
- 3:24:04computer scientist I am trained in human
- 3:24:07computer interaction but more on the
- 3:24:09ethical side and if somebody else has a
- 3:24:12very different opinion uh about EXO
- 3:24:15design eth
- 3:24:17and I would really like to talk to that
- 3:24:20person I'm sure there are both good
- 3:24:22elements in what I talked about and
- 3:24:24elements that you could uh critique and
- 3:24:27I'm open to critique but I hope that I
- 3:24:30provide at least some kind of thought
- 3:24:32framework U for you to navigate that
- 3:24:34space which is a really difficult space
- 3:24:37so build these ethics considerations
- 3:24:39directly into your workflow adapt both
- 3:24:41so really not an afterthought okay
- 3:24:44directly part of your process
- 3:24:46embedded in every decision you make and
- 3:24:50then finally and this is more like
- 3:24:52speaking to you guys out there
- 3:24:55developing technology and then you guys
- 3:24:58out there designing for this technology
- 3:25:00you really have to know the TAC and
- 3:25:03don't overpromise with what you say Your
- 3:25:05solution can do okay I've been in so
- 3:25:08many discussions around the things that
- 3:25:10devices see and how tracking actually
- 3:25:14works and while it's very scary scary so
- 3:25:17for example to use a VR device like that
- 3:25:19in the background with all the cameras
- 3:25:20that it has for inside out tracking
- 3:25:23while that may be very very scary for
- 3:25:25passers by the average person that may
- 3:25:28not fully grasp the reality of these
- 3:25:31devices and understand what's going on
- 3:25:33technically you have that responsibility
- 3:25:35to inform the users and the non-users
- 3:25:38around that device um that something is
- 3:25:42going on and this idea of like some kind
- 3:25:44of red blinking light so that you know
- 3:25:47that we are recording and the device is
- 3:25:49seeing something that is the most naive
- 3:25:52way to approach this topic so that is
- 3:25:55not the solution and the other thing you
- 3:25:58really have to be clear about I've seen
- 3:26:01and the other thing I wanted to touch on
- 3:26:02is like I've seen so many promotional
- 3:26:04videos that really annoy me just because
- 3:26:07they don't advertise the the product
- 3:26:11correctly the device can actually not
- 3:26:14see anything when you have your hands
- 3:26:15down here
- 3:26:16and the field of VI is like this rather
- 3:26:18than like that and whatever they suggest
- 3:26:21and how they have composed that video
- 3:26:24and um yeah uh there's also something
- 3:26:27wrong there from an Ethics
- 3:26:30perspective and uh yeah so don't
- 3:26:33overpromise and then as a researcher
- 3:26:36this is really clear I will never get my
- 3:26:37stuff published unless I really talk
- 3:26:39about the limitations and in order to
- 3:26:41talk about the limitations you have to
- 3:26:43explore the limitations so every
- 3:26:44solution has limitations
- 3:26:47and you really need to learn about them
- 3:26:49and then you need to be upfront about
- 3:26:51them you can't fix them all some of
- 3:26:54these limitations may have to do with
- 3:26:55the technology that you're choosing or
- 3:26:57somewhere deep down in some kind of
- 3:26:59framework that you're relying on or some
- 3:27:03platform and um yeah so it's just
- 3:27:06important that you know and that you
- 3:27:09consider this and so this is where I end
- 3:27:11with my lecture on XR and design ethics
- 3:27:15so this is really a topic that is
- 3:27:17evolving a lot of people have talked
- 3:27:19about it from the user perspective
- 3:27:22realism and you know all the kinds of
- 3:27:25side effects and is it good for some
- 3:27:28kind of therapy and what are the
- 3:27:30long-term use effects and what are the
- 3:27:32effects on children and I wanted to do a
- 3:27:34lecture uh that helps us as designers
- 3:27:37think through this now I probably didn't
- 3:27:39get this super right but if I
- 3:27:41accomplished something I made you think
- 3:27:44more about the design decisions that
- 3:27:46you're making and also trying to hold
- 3:27:48them up to some kind of Ethics standard
- 3:27:51uh a code of conduct that we really
- 3:27:54still have to develop together in this
- 3:27:56field and uh I hope that um some of my
- 3:28:00efforts and then obviously all the other
- 3:28:02amazing people out there that are
- 3:28:04working on accessibility and other kinds
- 3:28:07of issues around privacy and security uh
- 3:28:10that we all coming together in this and
- 3:28:12we're finding really good uh ethical
- 3:28:15Frameworks that help us think through
- 3:28:17those things and avoid making mistakes
- 3:28:20when it comes to design
- 3:28:39decisions so xra design guidelines is a
- 3:28:42really really important topic um and the
- 3:28:44problem that we have right now is that
- 3:28:46EXA design is really a moving Target so
- 3:28:49many new kinds of devices coming out and
- 3:28:52some of them are changing really the way
- 3:28:54we interact now that we have hand
- 3:28:57tracking available and eye tracking as
- 3:28:59input uh on both AR and VR devices it is
- 3:29:03uh it is very interesting uh where this
- 3:29:06leads in terms of design Evolution and
- 3:29:08so I really struggled a little bit when
- 3:29:11I wanted to put this lecture together
- 3:29:14here I was hoping
- 3:29:16uh that I can sh share something
- 3:29:19practical and really wanted to have
- 3:29:21concrete guidelines as much as possible
- 3:29:24and I've looked at all the guidelines
- 3:29:25that are out there and we're going to
- 3:29:27review some of them here as well but the
- 3:29:31issue is really that um there is no
- 3:29:35perfect guidelines out there so uh the
- 3:29:38moral of the story and the essence of
- 3:29:41the message here in the end is that you
- 3:29:43you just have to try it out and you have
- 3:29:45to think from the perspective of a user
- 3:29:48uh not just design and implement the
- 3:29:51things that you think are easy as a
- 3:29:52designer no you really have to look at
- 3:29:54what what is um what is Meaningful what
- 3:29:57is useful
- 3:29:58usable um and also consider long-term
- 3:30:01use and um well hopefully develop an
- 3:30:04intuition over time that allows you to
- 3:30:07determine whether something is a good or
- 3:30:09a bad
- 3:30:11design but yeah that's just like my my
- 3:30:13perspective I've still tried to put a
- 3:30:16few guidelines for us to get started and
- 3:30:19and we can use these guidelines to
- 3:30:21review each other's designs um
- 3:30:24throughout the course and uh but think
- 3:30:27of it really as a a source a starting
- 3:30:29point a source of guidelines that can
- 3:30:32evolve hopefully over time and and
- 3:30:34that's really how design works so we're
- 3:30:36still in this part of the course uh
- 3:30:38where we're more on the design thinking
- 3:30:40side so what's the best way to learn
- 3:30:42about EXA design so I think it's uh
- 3:30:44actually studying design guidelin so
- 3:30:46what is the knowledge that is out there
- 3:30:48and which of these guidelines are really
- 3:30:51like something we have to adhere to and
- 3:30:53which of these we can bend to
- 3:30:54potentially innovate in design uh we
- 3:30:57need to learn how to critique existing
- 3:30:58designs and actually that critique will
- 3:31:01really involve um a lot of
- 3:31:05constructive criticism and suggestions
- 3:31:07for
- 3:31:09improvement a lot of this should be
- 3:31:11based on guidelines as much as possible
- 3:31:13it should be objective and um finally we
- 3:31:16want to be able to create our own design
- 3:31:18so I'd say in all of these efforts it's
- 3:31:21really important to learn about
- 3:31:23guidelines so when we have a look around
- 3:31:25there are actually quite a few
- 3:31:26guidelines out there and and I think we
- 3:31:28can distinguish them into like four
- 3:31:31types of guidelines or sources uh those
- 3:31:34by vendors that I think are mostly
- 3:31:36platform driven those by designers uh
- 3:31:39the good thing about those is that
- 3:31:41they're really user oriented and they're
- 3:31:43coming more from a human computer action
- 3:31:47perspective then there are those created
- 3:31:49by practitioners so really
- 3:31:51experience-based not necessarily uh with
- 3:31:55uh scientific rigor and that's why I
- 3:31:57would draw the line to those established
- 3:31:59by researchers um usually empirically
- 3:32:02derived to some kind of uh lab based
- 3:32:04user studies and controlled experiments
- 3:32:07and um so there are all those guidelines
- 3:32:11out there and I'll provide references to
- 3:32:13some of the promising examples
- 3:32:16in this video I'm going to review a few
- 3:32:19of the vendor based guidelines and then
- 3:32:23I'm going to share some of my own
- 3:32:26experience and insights and uh we're
- 3:32:29going to actually go on a little trip uh
- 3:32:31as part of a recent experience where I
- 3:32:32went to a remote conference i e virtual
- 3:32:36reality conference and so I thought it's
- 3:32:38actually quite cool to look at how
- 3:32:42researchers and designers Implement um
- 3:32:45current
- 3:32:46virtual worlds for example to support
- 3:32:48something like a remote conference
- 3:32:50attendance and so we're going to look at
- 3:32:52that and that's one of the examples I
- 3:32:53have here as well so let's look at a few
- 3:32:55guidelines first uh I picked Oculus
- 3:32:58guidelines uh they're Mo mostly focused
- 3:33:01on VR uh then I picked uh some from
- 3:33:04Google they are focused on AR core and
- 3:33:06so handheld AR and then I was also
- 3:33:10looking at uh other sources Apple um
- 3:33:14Microsoft
- 3:33:16and uh and then Mozilla and so the apple
- 3:33:19and the Microsoft ones are actually
- 3:33:21quite good but for copyright reasons
- 3:33:22cannot show them here I'll link them and
- 3:33:25I added the Mozilla ones because they
- 3:33:26are really in the realm of web XR and
- 3:33:29this idea of bridging multiple devices
- 3:33:31and platforms they're a little bit more
- 3:33:33technical as well but I think together
- 3:33:36comprehensively quite a nice set of
- 3:33:38guidelines uh driven by vendors and
- 3:33:41device uh creators and then also Open
- 3:33:44Standards uh in initiatives and
- 3:33:47institutions like Milla so the first
- 3:33:49example we're going to look at is here
- 3:33:52from the Oculus uh guidelines and so I I
- 3:33:57browsed and selected my device first so
- 3:34:00let's say I'm going to develop for the
- 3:34:01Oculus Quest and they're going to tell
- 3:34:03you a little bit about uh how rendering
- 3:34:06Works how steroscopic images work um and
- 3:34:10then um it says things like don't
- 3:34:14include uh the screen with the HUD that
- 3:34:16makes lot of sense and don't draw uh HUD
- 3:34:19elements behind uh scene elements so
- 3:34:23these are some really good uh tips and
- 3:34:25this sometimes happens by accident and
- 3:34:27then I think we're entering a very
- 3:34:28practical portion here where it talks
- 3:34:30about um basically the field of view and
- 3:34:33how Vision Works and both the horizontal
- 3:34:36so the horizontal field of view and the
- 3:34:38vertical field of view that that we have
- 3:34:40and where we see best and what's really
- 3:34:41a good area and then I think those
- 3:34:44guidelines focused on hand tracking are
- 3:34:46really a part where the Oculus
- 3:34:48guidelines stand out so let's focus on
- 3:34:51these a little bit and explore them in
- 3:34:53in more depth so here you see a concept
- 3:34:55video of how um the App Store might work
- 3:35:00where you exploring one of the games
- 3:35:02like beats saber here H using hand
- 3:35:05interaction and then they're talking a
- 3:35:07little bit about the principles
- 3:35:10behind um hand based
- 3:35:13interaction and they're using ter terms
- 3:35:16that I like obviously informed by Don
- 3:35:18Norman so affordances signifiers and
- 3:35:21feedback some of the core design
- 3:35:23principles that we often teach or at
- 3:35:25least hear about when it comes to user
- 3:35:27experience and interaction
- 3:35:29design uh for example then talking about
- 3:35:32how to constrain inputs to improve
- 3:35:35usability so the degrees of freedom uh
- 3:35:38which can actually be very useful but
- 3:35:40sometimes you don't want to move objects
- 3:35:41along all axes and talking about uh some
- 3:35:45of those things also sending this
- 3:35:47reminder that hands aren't controllers
- 3:35:50and so you should design differently for
- 3:35:52hands as you if you previously did
- 3:35:55controller based VR interaction then
- 3:35:56there's quite a few things you need to
- 3:35:58adapt and really cool illustrations here
- 3:36:02so overall quite a few helpful tips and
- 3:36:05very useful illustrations talking about
- 3:36:08both their principles and uh interaction
- 3:36:12Styles and then also talking about user
- 3:36:15interface components uh really bringing
- 3:36:18it down from the theory and to the
- 3:36:22practice and then specifically for the
- 3:36:26Oculus platform which I think is pretty
- 3:36:29useful um even though it is obviously
- 3:36:32vendor driven and platform driven uh
- 3:36:36many of these things could still
- 3:36:38translate to other platforms as well so
- 3:36:41our next example is augmented reality
- 3:36:43guidelines uh from Google
- 3:36:46AR core I really like those because uh
- 3:36:49really useful illustrations and to the
- 3:36:51point um telling us a little bit about
- 3:36:54how AR core works and how to think about
- 3:36:56environmental
- 3:36:58limitations uh both in terms of like
- 3:37:00obstacles that could be there for users
- 3:37:02and also where where the platform has
- 3:37:04trouble actually detecting and
- 3:37:07recognizing uh different types of um
- 3:37:10surfaces so sometimes to do with
- 3:37:13lighting or reflection really that makes
- 3:37:16it hard and then a few practical tips
- 3:37:19regarding how to design an AR experience
- 3:37:22are you designing for tabletop are you
- 3:37:23designing for a room scale or a world
- 3:37:27scale experience um and then ideas of
- 3:37:32how to promote interactions and
- 3:37:34communicate um where interactions can
- 3:37:36take place so surface detection and
- 3:37:38visualizing uh surfaces and then also
- 3:37:41adapting to the available play area
- 3:37:44talking about how to promote um well how
- 3:37:48to promote users uh exploration and
- 3:37:52potentially having fun talking about
- 3:37:54different types of movement and how you
- 3:37:56actually have control a little bit
- 3:37:59through Visual cues you really have even
- 3:38:02though obviously AR and VR are really
- 3:38:04about agency and giving autonomy to
- 3:38:06users as a designer you still have a lot
- 3:38:09of influence over how users move and
- 3:38:12interact and you can drive that through
- 3:38:15visual cues and audio cues and you can
- 3:38:18also combine these in useful ways to
- 3:38:21address accessibility issues and as I
- 3:38:24said safety and comfort is really at the
- 3:38:26core of most guidelines and what I like
- 3:38:28here about some of the ones from Google
- 3:38:31is that they illustrate really to the
- 3:38:33point like what are the things you want
- 3:38:35to avoid don't have people move
- 3:38:37backwards for example and talking about
- 3:38:39realism and how to achieve more realism
- 3:38:41through modeling texturing and then
- 3:38:44material design and um really good tips
- 3:38:46also for XR designers who don't
- 3:38:49necessarily have a 3D design and
- 3:38:51modeling background um cool examples um
- 3:38:55in comparison so really quite uh useful
- 3:38:58reference here in terms of design
- 3:39:00guidelines and to the point our next
- 3:39:03example is a a specification and some
- 3:39:06guidelines around web XR in this case um
- 3:39:09authored and edited by Mozilla and so
- 3:39:12the web XR specification is still
- 3:39:14evolving and even when you look at this
- 3:39:17uh draft uh you will still find portions
- 3:39:19that are
- 3:39:20Unwritten um but really use for
- 3:39:22illustrations around how tracking Works
- 3:39:25how uh headsets uh for VR work
- 3:39:29stereoscopy and um designing for virtual
- 3:39:33reality and uh physical risks um so
- 3:39:37motion sickness or virtual reality
- 3:39:38sickness they call it here and physical
- 3:39:40risks and um earlier versions of these
- 3:39:43guidelines had really concrete value in
- 3:39:45terms of like where you should place for
- 3:39:48example text and uh really emphasizing
- 3:39:51the fact that you shouldn't move um the
- 3:39:53virtual camera unless the user really
- 3:39:57wants it and then thinking about fading
- 3:39:59in and out to uh or blurring the
- 3:40:02periphery in order to reduce motion
- 3:40:05sickness what I really like about uh
- 3:40:08this document here is the approach it
- 3:40:11takes uh towards crossplatform and
- 3:40:14thinking about both AR and VR uh and
- 3:40:17then coming down to basically what's
- 3:40:19common which is virtual cameras and how
- 3:40:22you manipulate the view and how you can
- 3:40:26basically achieve kinds of effects that
- 3:40:29are similar to film making with good
- 3:40:31illustrations so it actually helps us
- 3:40:34understand a lot of the material better
- 3:40:36um so I think uh this is a unique aspect
- 3:40:40to some of these guidelines um a little
- 3:40:43technical maybe for the Taste of some
- 3:40:46designers but overall I'd say pretty
- 3:40:49good and still evolving uh guidelines
- 3:40:52helpful for crossplatform web- based AR
- 3:40:55and VR so this is going to be a very
- 3:40:57useful resource for us uh in the future
- 3:41:00as well so these were just uh three
- 3:41:03examples uh one FOC one from Oculus
- 3:41:05focused on VR and one from Google AR
- 3:41:07core focused on smartphone based
- 3:41:09handheld AR maress in this case and then
- 3:41:14also in example from Mozilla which is
- 3:41:17really at this intersection of platforms
- 3:41:19and focused more on the web XR standard
- 3:41:22as I said a little bit more technical so
- 3:41:24just reviewing these guidelines uh we
- 3:41:26can see a lot of the interesting
- 3:41:29challenges that there are right now uh
- 3:41:31about these guidelines these were all
- 3:41:33relatively practical and to the point
- 3:41:35examples I've seen a lot more vague
- 3:41:38guidelines so here's the trouble that I
- 3:41:40have with a lot of the XR design
- 3:41:42guidelines and again keep in mind that I
- 3:41:44showed some really good examples here so
- 3:41:47I'm not critiquing those specifically at
- 3:41:49the core um we really don't have
- 3:41:52established best practices they are
- 3:41:54actually really rapidly evolving still
- 3:41:57XR design is still a moving Target lots
- 3:41:59to still learn about it there's a lot of
- 3:42:01research and design going on in the
- 3:42:03space we only have very slowly emerging
- 3:42:06if at all design patterns and then those
- 3:42:09patterns really often change with a new
- 3:42:11OS update I've seen this with oculus
- 3:42:13multiple times for example and then we
- 3:42:15already have major differences between
- 3:42:17device platforms so even when you look
- 3:42:19at VR devices and compare Oculus and
- 3:42:22Vive guidelines or when you look at AR
- 3:42:24guidelines and look at the Apple ones
- 3:42:25and the Google ones for AR kit and AR
- 3:42:27core you really see uh quite a a a big
- 3:42:32gap and major differences between some
- 3:42:34of these platforms so not only between
- 3:42:36AR and VR as platforms but also between
- 3:42:40uh different vendors and providers at
- 3:42:42the core however they all agree that
- 3:42:44obviously designing for comfort and
- 3:42:46safety is really really
- 3:42:48important so I would say there is a
- 3:42:51problem still with scoping guidelines um
- 3:42:53just in the examples I shared some of
- 3:42:55them were quite technical so the Ulus
- 3:42:57and the Mozilla ones um and uh the ones
- 3:43:01from Apple and the ones from Google were
- 3:43:04a little bit more high level like keep
- 3:43:06the user safe and comfortable um that's
- 3:43:09not I mean they then went into some of
- 3:43:11the detail so as a this more like a
- 3:43:14principle than a guide line and so
- 3:43:16overall it's a little tricky at the
- 3:43:18moment to figure out really uh what's
- 3:43:21the best way to scope and present
- 3:43:23guidelines many of them are true
- 3:43:25application or device or vendor specific
- 3:43:27so in the absence of a lot of really
- 3:43:31clear and established guidelines I would
- 3:43:34just say that the best guidelines come
- 3:43:36from learning by doing and it is really
- 3:43:39important that you test your designs
- 3:43:40early and often and learn from your own
- 3:43:43mistakes realize that you made a mistake
- 3:43:45when you test it with users and then I
- 3:43:48think at the core it's still important
- 3:43:50to uh mind the differences between VR
- 3:43:53and AR so really designing a virtual
- 3:43:56world but still taking care of the
- 3:43:58physical world and then augmenting
- 3:44:01enhancing uh the virtual world with ar
- 3:44:04uh and maybe less of a focus on the
- 3:44:08differences between specific devices and
- 3:44:11vendors in the end we really need to
- 3:44:13figure out what's the good what are the
- 3:44:14good things to do in VR and what other
- 3:44:16good things to do in AR and what should
- 3:44:18we really
- 3:44:32avoid so keeping with this idea of
- 3:44:34learning by doing I wanted to add two
- 3:44:36more examples here uh one is actually
- 3:44:40taking some of the Google a design
- 3:44:42guidelines and uh putting it into AR
- 3:44:46allowing you to explore in C2 basically
- 3:44:50in front of you what some of these
- 3:44:52guidelines actually mean um it's an
- 3:44:54interesting example of Storytelling n AR
- 3:44:57and and for the purpose of learning and
- 3:44:59educating designers so I really like it
- 3:45:02here for example illustrating nicely the
- 3:45:04differences between table scale room
- 3:45:07scale and then world scale
- 3:45:19okay and how to communicate the size or
- 3:45:23the scale of the experience already in
- 3:45:25the App Store so that people know before
- 3:45:28they download and run an app and then
- 3:45:31how to deal with the size of objects and
- 3:45:34how this is really quite a cute example
- 3:45:36with his dinosaur that constantly wants
- 3:45:38your attention um but I mean it's really
- 3:45:42hard to keep him in uh in view him or
- 3:45:44her
- 3:45:45and
- 3:45:47um um so they also talk about how to use
- 3:45:52the size of objects and the fact that
- 3:45:54parts of them are hidden to uh encourage
- 3:45:58users to move around and explore more of
- 3:46:01the AR experience they also show how to
- 3:46:05design a multiplayer AR experience and
- 3:46:07what to pay attention to and here really
- 3:46:09had to uh I just like couldn't really
- 3:46:12see what they were doing on their
- 3:46:14smartphones these two characters so I
- 3:46:16had to uh interfere a little bit and go
- 3:46:19in there in the end turned out they were
- 3:46:21playing chess and they were exchanging
- 3:46:23spatial anchors to as a form of
- 3:46:25calibration to agree on a shared
- 3:46:27coordinate system and that's something
- 3:46:28they'll tell you about and I think it's
- 3:46:30really quite cool so it's really a
- 3:46:32playful way of exploring design
- 3:46:34guidelines and actually seeing the
- 3:46:36effect um as you're learning about these
- 3:46:37guidelines so I really like um how they
- 3:46:41have taken these uh guidelines that we
- 3:46:43looked that we browsed earlier and
- 3:46:45looked at on the screen and now we can
- 3:46:48learn about it in the world now here's
- 3:46:51the example with this idea of promoting
- 3:46:54users uh movement um allowing them to
- 3:46:57explore more and creating
- 3:46:59enticing uh captivating immersive AR
- 3:47:03experiences just through the size of
- 3:47:05objects and uh this froggy is really
- 3:47:08quite cute so another great way to learn
- 3:47:11about XR design is through some of the
- 3:47:13examples that are out there there so
- 3:47:15here we're looking at the hand
- 3:47:17interactions example as part of the
- 3:47:19mixed reality to
- 3:47:21kit uh from
- 3:47:26Microsoft and so I think it's just great
- 3:47:28to see an example of all the kinds of
- 3:47:31widgets and how to design a scene and
- 3:47:34lay out lay it out in front of the user
- 3:47:36and then label each of these widgets and
- 3:47:39uh going through all the design options
- 3:47:42so these examples are super practical
- 3:47:45especially when it comes to digital
- 3:47:47prototyping and implementation so even
- 3:47:49more concrete than some of the previous
- 3:47:51examples so this is also focused on hand
- 3:47:55interactions and really telling you all
- 3:47:58about the different kinds of ways in
- 3:48:00which we can use hand interactions to
- 3:48:02support zoom and scrolling and then uh
- 3:48:05translation of
- 3:48:07objects and then hand tracking also to
- 3:48:10play the piano orth thought that
- 3:48:12experience is not as great as it looks
- 3:48:15because it's really lacking the tangible
- 3:48:18aspect and haptic
- 3:48:21feedback it's great to see those
- 3:48:23examples of buttons and relatively
- 3:48:25common user interface widgets like the
- 3:48:27slider here and the buttons
- 3:48:31earlier so it's really great to see how
- 3:48:34the hand inter actions can be configured
- 3:48:37and then how for example a 3D model like
- 3:48:40uh the Earth and Earth's core here can
- 3:48:43uh be annotated with labels and what
- 3:48:45that would look like and it's it's
- 3:48:49really a nice little scene that allows
- 3:48:51us to explore various examples uh
- 3:48:53including traditional buttons and more
- 3:48:56um Unity user interface examples that
- 3:48:58would also work but they really feel
- 3:49:00quite different and just seeing them
- 3:49:02mixed in here also suggest to designers
- 3:49:05well first of all this is possible but
- 3:49:07second of all the experience is quite
- 3:49:09different and maybe you should not mix
- 3:49:10them although this is a little bit
- 3:49:12implicit and probably more based on my
- 3:49:14my experience than exp stated in this
- 3:49:17example anyway it's a great example for
- 3:49:20us to learn and explore just like the
- 3:49:22one I showed earlier Google's AR
- 3:49:24elements that you can run on your
- 3:49:25smartphone and this one here runs on
- 3:49:27holens 2 the mix already took it hand
- 3:49:30interactions example so having those
- 3:49:33pre-built scenes and examples is just
- 3:49:36very good way to learn about AR VR
- 3:49:38design
- 3:49:52so over the past few years I've really
- 3:49:54worked on quite a few AR and VR projects
- 3:49:57and I was thinking about what kinds of
- 3:49:59guidelines could I share with you my
- 3:50:03attempt of making it concrete and
- 3:50:05hopefully useful and less vendor and
- 3:50:08platform specific and more focused on
- 3:50:11really the issues that I see in xra
- 3:50:13design and I classified it into the dos
- 3:50:17and the don'ts and we're going to go
- 3:50:19over them so here they are um really
- 3:50:23it's like a list you can just explore it
- 3:50:25and I'll walk you over each of these uh
- 3:50:27issues so first I talk about offer
- 3:50:30alternative ways to travel so what I
- 3:50:33mean by this is like for example
- 3:50:34allowing users to go to travel to places
- 3:50:38through a menu or um through gay spas
- 3:50:41interaction by clicking locations in the
- 3:50:43world and land marks or different kinds
- 3:50:46of teleportation but what you should
- 3:50:48really try to avoid is to move users
- 3:50:52without their input so you should really
- 3:50:54not move them unless they indicate they
- 3:50:57want to be moved it would feel really
- 3:51:00awkward the other thing that's also
- 3:51:02weird is if the virtual character is
- 3:51:03moving and the user uh is actually
- 3:51:06sitting so it really conflicts with
- 3:51:09proception so our understanding of what
- 3:51:12our nerves and senses are actually doing
- 3:51:15I think you should use interface
- 3:51:17metaphors as much as possible but you
- 3:51:19should also pay attention to using
- 3:51:22modern interface metaphors H and um it's
- 3:51:26really important not to try to reinvent
- 3:51:29reality so I know the idea of virtual
- 3:51:31reality is sometimes to Port you into
- 3:51:34this completely different space but if
- 3:51:36that space doesn't adhere to physics and
- 3:51:39any kinds of things that we know from
- 3:51:40The Real World what's the point of
- 3:51:43calling it a virtual reality now you can
- 3:51:45actually change gravity in all those
- 3:51:46kinds of aspects but the basic laws of
- 3:51:49physics should still apply it should
- 3:51:51still feel um like a world that is known
- 3:51:55to us and familiar to us I think you
- 3:51:57should also make as much use as possible
- 3:52:00of physical affordances to really
- 3:52:02communicate to users how they can pick
- 3:52:05up an object and whether an object can
- 3:52:07be moved rotated and scaled or not I
- 3:52:10think um after pickup obviously
- 3:52:13providing feedback but the these initial
- 3:52:15physical affordances are really
- 3:52:16important to allow users to confidently
- 3:52:19explore uh an AR of scene I would
- 3:52:23caution and advise against this idea of
- 3:52:25making it a copy of the real world so an
- 3:52:28example I share with you later is stairs
- 3:52:31so I've really thought a lot about why
- 3:52:33we have stairs in virtual reality for
- 3:52:35example I mean we can teleport we can
- 3:52:38use a menu to get to places why do we
- 3:52:41have stairs and I think it has to do
- 3:52:43with this idea of physical affordances
- 3:52:45to communicate to us uh there is
- 3:52:47actually a level that you can go up or
- 3:52:49down and just helps us read the space
- 3:52:52and understand the the environment so I
- 3:52:55get that but um really think about um
- 3:53:00the amount of stairs we need to navigate
- 3:53:02and that stairs are actually really not
- 3:53:04accessible in in the virtual world uh
- 3:53:07and also not in the physical world as
- 3:53:09you know you should minimize or reduce
- 3:53:11the amount of required explicit
- 3:53:14interaction
- 3:53:15so a user doesn't really want to like
- 3:53:16have to speak a lot a lot of voice
- 3:53:19commands or repeatedly perform a very
- 3:53:22specific set of gestures I think the
- 3:53:25hand interaction example I just showed
- 3:53:27from the Holland mix 2 Kit 2o I think
- 3:53:30it's great because there's a lot of
- 3:53:32implicit camera based interactions and
- 3:53:34then like grabbing a slider and then
- 3:53:37moving it but being able to like going
- 3:53:39out of that position so not having to
- 3:53:41hold it and just continue I think those
- 3:53:44are great examples of reducing ergonomic
- 3:53:46effort on users so I think that is
- 3:53:48really important also don't rely on
- 3:53:51gestures or speech so I've seen a lot of
- 3:53:54user interfaces where everything was
- 3:53:55gesture based and no way of using speech
- 3:53:59or the other way around where everything
- 3:54:01is was was voice based commands and then
- 3:54:04some of the more traditional gestures
- 3:54:06that you would expect for scaling
- 3:54:08rotating Etc elements um didn't work so
- 3:54:11the challenge is really to find the
- 3:54:13balance between
- 3:54:15explicit and implicit interactions and
- 3:54:18then also within the explicit
- 3:54:19interaction space the the amount of
- 3:54:22gesture speech and
- 3:54:24multimodel um so I think that's that's
- 3:54:27still quite a challenge so here's a
- 3:54:30relatively standable one but I think
- 3:54:31it's important put important elements in
- 3:54:33the foreground avoid the periphery um
- 3:54:37and so many people talk about this I
- 3:54:38really just think um it's like you know
- 3:54:422D screen based design you put
- 3:54:43everything that's important above the
- 3:54:45fold you lose people uh the more they
- 3:54:48have to scroll in interfaces and this
- 3:54:51applies to arvr as well really don't
- 3:54:54have users read a lot of text and I'm
- 3:54:56going to come back to that one because I
- 3:54:58think it's fundamental and I'll and I'll
- 3:55:00show you examples of how bad this
- 3:55:03actually is in AR and VR provide Visual
- 3:55:05and audio cues to guide users through
- 3:55:08task don't just rely on one sense really
- 3:55:10use this mix I've seen a lot of VR
- 3:55:13experiences that are really Visual and
- 3:55:16no audio and audio makes such a big
- 3:55:18difference on the AR side if you're
- 3:55:20working on a smartphone users often
- 3:55:23choose to maybe mute their phones so
- 3:55:25maybe not as important but in general I
- 3:55:27think you should aim again for this mix
- 3:55:29and having both uh types of cues really
- 3:55:33influence how users navigate and
- 3:55:35interface and and operate an interface
- 3:55:37and finally but this one should be
- 3:55:39relatively clear uh anyway but it still
- 3:55:42happens I've seen it in in a lot of
- 3:55:43interfaces so don't remap uh the
- 3:55:46controller buttons uh just because the
- 3:55:49the interface is now in a different mode
- 3:55:51it's really difficult uh for users to
- 3:55:53relearn all the functions and then
- 3:55:55remember which mode they are in and
- 3:55:57really try to avoid breaking any kinds
- 3:55:59of design conventions or going against
- 3:56:02mainstream unless you're really
- 3:56:03confident about your design choice in
- 3:56:06which case I would encourage you to go
- 3:56:07about it and maybe you revolutionized
- 3:56:09design that way but most of the time it
- 3:56:12really doesn't actually for design and
- 3:56:15makes it really hard for users as
- 3:56:30well so we've covered a lot of the dos
- 3:56:33and don'ts uh based on my experience and
- 3:56:36that experience is coming from doing a
- 3:56:38lot of research in that space and then
- 3:56:40also teaching a lot of students about XR
- 3:56:43design and obviously operating ating a
- 3:56:44lot of arvr applications myself but um
- 3:56:48while I strongly believe that these are
- 3:56:50good guidelines um it's just a starting
- 3:56:52point uh just based on my experience and
- 3:56:55maybe there are people out there that
- 3:56:57disagree but overall as a starting point
- 3:57:00I think you can apply those guidelines
- 3:57:03look at your designs and then look at
- 3:57:05these guidelines as a checklist and see
- 3:57:07how many dues you have done and how many
- 3:57:09don'ts you have done and then think
- 3:57:11about ways of avoiding the don'ts um
- 3:57:14which I think might be a good way to
- 3:57:16improve
- 3:57:17design so still thinking about design
- 3:57:19guidelines I wanted to look at an
- 3:57:21example and I chose a recent experience
- 3:57:24that I had when I was attending the i e
- 3:57:27virtual reality conference in
- 3:57:292020 H which was supposed to happen in
- 3:57:32Atlanta but due to covid-19 had to move
- 3:57:35to remote and online and we're going to
- 3:57:37look at some of their spaces that they
- 3:57:40have created some of their virtual
- 3:57:41environments that they have created and
- 3:57:43I have invited my uh student here scha
- 3:57:46who is going to join me in some of these
- 3:57:49discussions and Explorations as well and
- 3:57:51a couple of the things we're going to do
- 3:57:52is we're going to climb some stairs
- 3:57:55which I think leads to interesting
- 3:57:57issues um we're going to explore the
- 3:58:00world going for a walk together and then
- 3:58:03you will also see me picking avatars and
- 3:58:06uh looking at a lot of text and then
- 3:58:08we're going to review some of the design
- 3:58:09decisions and I'm going to compile a few
- 3:58:12more uh tips and maybe guidelines if you
- 3:58:15will to also avoid those things in the
- 3:58:19future so here I'm looking down the
- 3:58:21venue this is the stage that they have
- 3:58:24and I'm waiting for my student sh ah
- 3:58:26there she is and I see her and I can see
- 3:58:30how she is essentially trying to make
- 3:58:33her way up so they have designed this
- 3:58:35stage so that you start in the back
- 3:58:38where you have a little bit of of
- 3:58:40privacy in some sense you don't hear the
- 3:58:42speakers and can have a check that and
- 3:58:44then others won't hear you in that area
- 3:58:46if they up here on that stage that's
- 3:58:47good but um you then actually have to
- 3:58:50climb those stairs and these stairs are
- 3:58:52really not accessible no matter whether
- 3:58:54using a keyboard and mouse like I do
- 3:58:57here in this example or a VR headset
- 3:58:59which I'll do in some of the other
- 3:59:00examples in the future so stairs really
- 3:59:04is an interesting issue to me and
- 3:59:08something we should think about more and
- 3:59:09potentially avoid as much as
- 3:59:12possible and so and I was thinking okay
- 3:59:16um let's explore a little bit more of
- 3:59:18this venue and I decided we were
- 3:59:20attending this conference for a while
- 3:59:22and then I said to sha hey why don't we
- 3:59:25go for a walk and explore some of their
- 3:59:28bigger virtual spaces and so we ended up
- 3:59:31on this Georgia Tech campus now I
- 3:59:33haven't actually been to the Georgia
- 3:59:36Tech campus so I don't know how much it
- 3:59:38really resembles reality but I could
- 3:59:41imagine that unless they had a major
- 3:59:44investment um it probably doesn't look
- 3:59:46like this so in many ways they
- 3:59:48reinvented reality here uh with and that
- 3:59:52makes sense I mean I guess I mean the
- 3:59:53Big B and and some of these virtual
- 3:59:56screens floating around so it's an
- 3:59:57interesting mix of like this is a selfie
- 4:00:00from Blair one of the organizers and a
- 4:00:02friend who I hope doesn't mind that I'll
- 4:00:05critique and review this a little bit uh
- 4:00:07to look at our guidelines and which of
- 4:00:09these can apply and then we were going
- 4:00:12for a walk and and there were some
- 4:00:15issues again it's a ramp here it's not
- 4:00:17stairs but um I could teleport with my
- 4:00:21mouse pretty easily and then uh sha was
- 4:00:25uh using a Macbook and didn't have right
- 4:00:28click so she couldn't actually navigate
- 4:00:30that space uh with mouse and teleport so
- 4:00:33I had to walk all the way and um for
- 4:00:37noice user TR is not an office user but
- 4:00:40for somebody who explores uh such a
- 4:00:42world and VR for their first time uh
- 4:00:45figuring out how to move in a space when
- 4:00:48it's unclear and that you have this
- 4:00:50option potentially of teleporting if
- 4:00:52it's available and that is actually
- 4:00:54really quite uh an important step uh and
- 4:00:57obviously the more experience you have
- 4:01:00in these spaces the the more of that
- 4:01:02experience translates uh between spaces
- 4:01:05and experiences and so maybe it won't be
- 4:01:07so much of an issue later but um
- 4:01:10onboarding is really quite difficult
- 4:01:12still and and then this is really it's
- 4:01:15an interesting um example because I
- 4:01:18really don't get a good sense of what
- 4:01:20the Georgia Tech campus looks like uh
- 4:01:23apart from a few Billboards and um text
- 4:01:26here and um now that text is okay the
- 4:01:31way it's placed is actually quite well
- 4:01:33done it's on a billboard it has
- 4:01:35sufficient contrast it's not just
- 4:01:38floating I'll have another example later
- 4:01:40that I think is pretty bad um then we
- 4:01:43were walk walking around a little bit
- 4:01:44more exploring some of the other spaces
- 4:01:47uh ending up at a campfire which was
- 4:01:49really quite an interesting atmosphere
- 4:01:51um the way you navigate those spaces uh
- 4:01:54was interesting so the one of these
- 4:01:56tiles was actually a portal into a
- 4:01:59different world um so there's a little
- 4:02:02bit of inconsistency here in terms of
- 4:02:03the content that you see on the walls
- 4:02:05some of it is actually video some of it
- 4:02:07is text and some of this can be played I
- 4:02:10guess or not so it's really quite a lot
- 4:02:12of stuff going on and then as I said one
- 4:02:15of those tiles actually functions as a
- 4:02:17portal into different spaces
- 4:02:19so I do like that um they illustrate a
- 4:02:23lot of the content here and some of the
- 4:02:26hard work that really went behind uh
- 4:02:29creating this uh experience in this
- 4:02:31online conference essentially so why did
- 4:02:34I pick this example cuz I think it
- 4:02:36really allows us to review some of the
- 4:02:38guidelines this idea of not really copy
- 4:02:41pasting reality uh offering alternate
- 4:02:44alternative ways of navigating making
- 4:02:47use of established interface metaphors
- 4:02:50and limiting the amount of expit
- 4:02:52interaction and I was really stuck on
- 4:02:54the stairs example and uh the platform
- 4:02:59uh that I was talking about just because
- 4:03:01it while it was good in terms of
- 4:03:04physical affordances I I understood that
- 4:03:06I can I can get to a different part of
- 4:03:09this virtual world and I can navigate up
- 4:03:12and down or further away it really
- 4:03:15reintroduced all these non accessibility
- 4:03:17issues from the physical world and
- 4:03:19that's just like a big problem in an
- 4:03:22experience like this so when you go to a
- 4:03:24conference like this you really want to
- 4:03:26learn what kinds of things are actually
- 4:03:28available what sessions are on and um
- 4:03:32also here they kind of replicated The
- 4:03:34Real World um which usually you have
- 4:03:38some kind of handout or some kind of
- 4:03:40boards and somebody from the community
- 4:03:42created this room essentially putting
- 4:03:45these um program information sheets into
- 4:03:49into the virtual world here but it's
- 4:03:52really a lot of text and hard to
- 4:03:54navigate to the extent that I'm like
- 4:03:56almost bumping into it and um it really
- 4:03:59wasn't that helpful after all the main
- 4:04:03purpose was not to have to leave the
- 4:04:06virtual reality experience it was a
- 4:04:08quick fix uh because a lot of people
- 4:04:10felt like oh always have to jump back to
- 4:04:12the virtuality website and uh but I just
- 4:04:15want this information in VR so
- 4:04:18transitioning in and out of VR is still
- 4:04:20an issue and it's very disruptive to the
- 4:04:22user experience so I get it but the way
- 4:04:25we deal with text here is is not ideal
- 4:04:29so why do I say this I want to show you
- 4:04:30two examples uh one is in VR and one is
- 4:04:33in AR and we're going to talk about the
- 4:04:35format and the layout of the text and
- 4:04:37I'm just using some standard text with
- 4:04:38as little format and layout as possible
- 4:04:41and then I'll show you the different
- 4:04:43experiences in in VR and
- 4:04:45AR so my first example is laurum ipsum
- 4:04:50placeholder text uh in VR and I just
- 4:04:53really placed it into the scene and you
- 4:04:54can see it in stereoscopic view here and
- 4:04:58it's really hard for me to actually view
- 4:05:00it uh at at any one time and then this
- 4:05:04idea of using your hands and fingers as
- 4:05:07reading a uh only partially works with
- 4:05:10this really big VR controller here now
- 4:05:12that may improve a little bit of hand
- 4:05:14tracking but um it's still kind of an
- 4:05:18issue so here I'm showing you an
- 4:05:20augmented reality example where I
- 4:05:22inserted the same text in the studio and
- 4:05:25there happens to be this light source
- 4:05:26that I obviously need to liit the scene
- 4:05:28and make sure that you can see me on
- 4:05:30camera but um and this could be just the
- 4:05:33sun in the in in in the real world it
- 4:05:35really introduces a lot of issues with
- 4:05:37reading this text and just seeing it so
- 4:05:40really you need to pay attention to the
- 4:05:42environment both the virtual and the
- 4:05:44physical um the distance of the text is
- 4:05:47kind of okay I put it at 1 meter away um
- 4:05:51it shouldn't be further away than 2 m it
- 4:05:54what is what people say the scale is
- 4:05:56still a little big uh for my taste but
- 4:05:59if I'm scale it down it really
- 4:06:01introduces new issues so text in general
- 4:06:04there is no really good solution it
- 4:06:06would need to be adaptive I guess and
- 4:06:08know a lot about the user and maybe
- 4:06:10their prescription and all kinds of
- 4:06:12things so just try to avoid it and again
- 4:06:14reading aids here like using my finger U
- 4:06:18my finger appears behind the screen just
- 4:06:20because we don't actually in this
- 4:06:21example have finger based or hand
- 4:06:24occlusion and figure based occlusion and
- 4:06:27now we're getting there and improving
- 4:06:28some of this but it's not available on
- 4:06:30all platforms and even then I don't
- 4:06:32think this part of improving the
- 4:06:34technology would actually solve the
- 4:06:36issue so my last example is avatars so
- 4:06:39let's think about the design space that
- 4:06:42we have in terms of I show two examples
- 4:06:44here one is with permission from my
- 4:06:46friend Jeremy Nelson um who appears uh
- 4:06:50in his kind of like reconstructed Avatar
- 4:06:52all he did was upload a photo to spatial
- 4:06:55and meeting kind of software so that's
- 4:06:58what you see on the right and then on
- 4:06:59the left you see some of the avatars
- 4:07:02that are used for example in Mozilla
- 4:07:05hubs um and those are the ones that I
- 4:07:08chose from when I was actually going to
- 4:07:10the I EVR conference so when you compare
- 4:07:13those types of avatars you definitely
- 4:07:16see that the ones on the left are more
- 4:07:17abstract but appear to be more
- 4:07:19consistent and the one on the right and
- 4:07:21more realistic but there were some
- 4:07:23issues with the scale and the position
- 4:07:26of Jeremy so he appeared in my desk for
- 4:07:28example and I always look down on him
- 4:07:31which normally isn't the case we are
- 4:07:34almost the same height so it was a
- 4:07:37little disturbing and confusing now
- 4:07:40these things will probably be improved
- 4:07:41uh in the future but sometimes s the
- 4:07:44more abstract avatars are actually just
- 4:07:47good enough and we don't necessarily
- 4:07:49need to see and need to recreate the
- 4:07:51whole reality just because we have all
- 4:07:53these tracking issues which are then
- 4:07:56even worse um the closer you are uh into
- 4:08:00reality the higher your expectations are
- 4:08:02and the more disruptive the user
- 4:08:04experience is if something goes wrong
- 4:08:07you know if this little avatar on the
- 4:08:09left doesn't move properly that's weird
- 4:08:12but it's okay but if Jeremy's arms or
- 4:08:14legs Bend in the weird way you don't
- 4:08:16want to imagine that so here I'm going
- 4:08:18to show an example of where I chose my
- 4:08:21avatar I wasn't happy initially I was
- 4:08:23going to this conference it was a little
- 4:08:25funny because I did spend quite some
- 4:08:27time on my outfit and choosing there was
- 4:08:31one particular character I was looking
- 4:08:33for uh it was kind of like uh this Iron
- 4:08:36Man looking metal guy and I think I
- 4:08:38found him on the last page but this was
- 4:08:41probably the closest or it wasn't
- 4:08:43available able that was also
- 4:08:44disappointing that an avatar that I used
- 4:08:47to use was not available in this
- 4:08:49specific experience and so it really in
- 4:08:52terms of consistency was a little
- 4:08:55disruptive so these were some of the
- 4:08:57examples uh that I put together for you
- 4:09:00to illustrate some of the guidelines I
- 4:09:02didn't have an example for each and
- 4:09:04every guideline but take a look at them
- 4:09:08explore them in a little bit more detail
- 4:09:10and again as I said use them as a
- 4:09:12checklist to understand and identify
- 4:09:16opportunities for improvement to your XR
- 4:09:18designs and again treat them as a
- 4:09:20starting point U maybe you disagree
- 4:09:23that's fine maybe you have a particular
- 4:09:25example where this guideline um doesn't
- 4:09:27really apply so the rule doesn't apply
- 4:09:31um but I think it's important that we
- 4:09:33have some kind of guidelines these are
- 4:09:35the ones that formed in my head uh over
- 4:09:38a few years of working with uh novice
- 4:09:41designers particularly students
- 4:09:44and then also based on my own experience
- 4:09:45like going to this I EVR conference and
- 4:09:48I don't want to be too negative
- 4:09:49obviously it was a cool experience but
- 4:09:52as a designer when you look at some of
- 4:09:54the artifacts created that way like the
- 4:09:56viral environments that we looked at and
- 4:09:58and really they didn't have a lot of
- 4:09:59time they had to put this together very
- 4:10:01quickly and I assume little user testing
- 4:10:05um and then working with this new medium
- 4:10:07uh and VR for conferences is still
- 4:10:09pretty new so all that um is obviously
- 4:10:13clear so I'm not attacking them in that
- 4:10:15way it's just a great example to to
- 4:10:18study how much do you want to push the
- 4:10:20realism uh and this trade-off between
- 4:10:22making it like a reality and then all
- 4:10:26the issues that come with it when you
- 4:10:27don't actually live up to that
- 4:10:29expectation when you actually break the
- 4:10:31Illusions uh be it through your design
- 4:10:34and some shortcomings of it or maybe
- 4:10:36issues with the technology like limited
- 4:10:38tracking or other kinds of issues so I'm
- 4:10:41going to leave this video a little bit
- 4:10:43more open-ended just because I do think
- 4:10:45that these guidelines don't need to
- 4:10:47evolve and at least now we have a way to
- 4:10:49think about guidelines and how to assess
- 4:10:51the source of guidelines and uh and when
- 4:10:55they apply and don't apply so I'm going
- 4:10:57to leave you there and think about the
- 4:11:00stairs which still I think it is
- 4:11:03fascinating to me and um if you get into
- 4:11:06this if you get to this stage where you
- 4:11:08start obsessing about some of these
- 4:11:11design decisions and why things are
- 4:11:13there are so questioning some of the
- 4:11:15design decisions then I think it shows
- 4:11:18that you are starting to think
- 4:11:19critically about design and that is a
- 4:11:21really good thing and would make me
- 4:11:23proud if that's what I have accomplished
- 4:11:26today with this
- 4:11:41lecture in this video we're going to
- 4:11:43we're going to talk about XR design jams
- 4:11:45now design jams are like hackathons just
- 4:11:49that they don't last like an entire
- 4:11:51weekend or whatever you may have heard
- 4:11:53of hackathons in my mind the design Jam
- 4:11:56is like coming together uh solving a
- 4:11:59design task collaboratively over the
- 4:12:02time span of perhaps like 3 hours um and
- 4:12:06it's actually really a cool activity now
- 4:12:09the key idea behind design gems is to
- 4:12:10bring together stakeholders
- 4:12:13um that might benefit from whatever it
- 4:12:16is that you are designing uh so these
- 4:12:18stakeholders include some of your target
- 4:12:20users but also maybe members of your
- 4:12:22design team as well in fact I've done
- 4:12:24some of the coolest design jams in my
- 4:12:26own uh research and also work as a
- 4:12:29professor so in the classroom uh when
- 4:12:31I've actually involved other clients and
- 4:12:34members of my own research team so
- 4:12:36pretty cool and that's what we're going
- 4:12:38to learn about uh today I'm going to
- 4:12:40share a few lessons I'm going to talk
- 4:12:42about both from the perspective of
- 4:12:45planning and running a design jam and
- 4:12:47then also participating in a design Jam
- 4:12:50so we are still exploring how to do XR
- 4:12:53design and I've already covered design
- 4:12:56guidelines and critiques and now we're
- 4:12:59talking about design gems and design
- 4:13:00gems are really about getting your hands
- 4:13:02dirty and so creating your own XR
- 4:13:05designs that's what we're going to talk
- 4:13:06about so as I said I've done a lot of
- 4:13:09design jams in my research in the past
- 4:13:12so this is one of of the first ones I've
- 4:13:14done when I joined the University of
- 4:13:15Michigan it was around a project called
- 4:13:18Pro to AR I really wanted to learn how
- 4:13:21to make design gems more physical and
- 4:13:23bring arvr into design gems and actually
- 4:13:26provide also digital tools that help the
- 4:13:28students transition more quickly from
- 4:13:31physical so from paper to digital so
- 4:13:34into a tool called prot to and I'll link
- 4:13:37it in the references and resources if
- 4:13:39you want you can read about it there's a
- 4:13:41paper about it as well so but that's
- 4:13:43just one project um we've over the years
- 4:13:46used it in many different ones so this
- 4:13:48one is 360 Proto which is essentially a
- 4:13:51followup of pro to AR so the idea was to
- 4:13:55still build this system that would help
- 4:13:57designers create interactive arvr
- 4:14:00prototypes Now using paper um just paper
- 4:14:03and specific templates and so this
- 4:14:05design gem then for example involve
- 4:14:07paper prototyping and then also arvr
- 4:14:10devices uh directly as you can see here
- 4:14:13a preview on a Google card board um so
- 4:14:16basically you just take a picture of
- 4:14:19your prototype on the left that you see
- 4:14:21on the left and then it'll appear in
- 4:14:23your smartphone when you put it uh into
- 4:14:25a Google cardboard and we've also used
- 4:14:28design gems to design more complex
- 4:14:31systems together with uh students and
- 4:14:34also clients I show here an example
- 4:14:36where we invited students actually all
- 4:14:38of these students then ended up working
- 4:14:39in my research Labs so it's also a very
- 4:14:43powerful and useful recruiting tool to
- 4:14:45actually attract new talent to your
- 4:14:47research or design teams so let's try to
- 4:14:49Define design gems a little bit what are
- 4:14:51the main ingredients so whenever I
- 4:14:53design a design gem I think of the goals
- 4:14:57um the tasks so really what do I want my
- 4:15:00participants to do um what do we want to
- 4:15:02learn about um what should they deliver
- 4:15:05so each of these tasks should somehow
- 4:15:07lead to a clear a clearly specified
- 4:15:11deliverable um which kind of AR VR
- 4:15:14devices are we going to involve um what
- 4:15:17tools do I provide to my um participants
- 4:15:20so is it just uh physical materials like
- 4:15:24paper transparency cardboard Play-Doh
- 4:15:28those are tools is it specific paper
- 4:15:30templates still tools or is it any kind
- 4:15:32of digital tools and then pair it with
- 4:15:35some kind of devices for
- 4:15:37example um and finally also how much
- 4:15:39time should we spend so you should
- 4:15:40really structure it even even 3 hours
- 4:15:44even though 3 hours sounds like a very
- 4:15:46long time this is actually over very
- 4:15:47quickly if you do a good design gym the
- 4:15:49participants will feel very productive
- 4:15:51and have a lot of fun and actually uh
- 4:15:54often times in my classes when I ran
- 4:15:56design gems students just didn't want to
- 4:15:58go home so that's a cool little uh side
- 4:16:02effect as
- 4:16:03well so what I thought i' share is a
- 4:16:07little bit of a photo story here of a
- 4:16:09design G that we've uh run so this is
- 4:16:12the the one around around
- 4:16:13prot and that you can read about as I
- 4:16:16said and uh the the way I describe it in
- 4:16:19the research paper is obviously quite
- 4:16:21different because the focus of the
- 4:16:23research was uh somewhere else but here
- 4:16:25you see the typical elements like story
- 4:16:27boards and then we becoming increasingly
- 4:16:30physical and mixing in Playdoh and then
- 4:16:33Playdoh to create 3D models and
- 4:16:36basically creating 3D scenes and the
- 4:16:38task here was to design a furniture
- 4:16:40placement app similar to IKEA play um
- 4:16:44and we also essentially primed the
- 4:16:46students by showing them existing apps
- 4:16:49that are similar to what we had in mind
- 4:16:51and you get a lot of really cool assets
- 4:16:53that way including for example really
- 4:16:56nice furniture this sofa even though
- 4:16:58it's miniature still has a very special
- 4:17:00place in our lab so now I'm going to
- 4:17:03take the perspective of an organizer of
- 4:17:05a design Gem and then later I'm going to
- 4:17:06talk about what it's like more if you're
- 4:17:09participating in a design gem so let's
- 4:17:11talk about planning design gems first
- 4:17:14so the first thing I always do is
- 4:17:15actually I start by thinking about who
- 4:17:17should participate who am I actually
- 4:17:19designing this design gem for uh
- 4:17:22obviously you can make it open for
- 4:17:23everyone but a focus group approach so
- 4:17:26really like being more selective uh in
- 4:17:28terms of like what kind of experience do
- 4:17:30you want uh your participants to have
- 4:17:33how uh Broad and diverse should it be or
- 4:17:36should it Target specific technical
- 4:17:37skills or specific domains um that is
- 4:17:41going to really significant iFly impact
- 4:17:43um how the whole design gam is going to
- 4:17:45go and the data and the results that
- 4:17:47it's going to
- 4:17:49produce I also think about what happens
- 4:17:52before the design Gem and then also
- 4:17:54after the design gem obviously uh most
- 4:17:56of my tips will be about the during so
- 4:17:58while you're doing the design gem but
- 4:18:00it's important uh to really think about
- 4:18:03are there any tasks that participants
- 4:18:05should do before or even after design
- 4:18:07gems so as an example you might ask
- 4:18:10participants to fill in a background
- 4:18:11questionnaire before or after a design
- 4:18:13gam so that you can focus the design Jam
- 4:18:16Time really on the actual prototyping
- 4:18:19and if you do it before um it can also
- 4:18:21be a recruitment tool that way and allow
- 4:18:23you to select
- 4:18:25participants you should really think
- 4:18:27about the data you want to collect about
- 4:18:29your participants and um and I usually
- 4:18:32treat design gems part of my research
- 4:18:35projects and therefore I get IB approval
- 4:18:38and so it's very important to think
- 4:18:40about what kind of data are you going to
- 4:18:42collect and how you're going to protect
- 4:18:44um the rights of your participants um
- 4:18:47how you're going to De identify and
- 4:18:49anonymized data Etc and while the design
- 4:18:52gem should feel like a really fun
- 4:18:55activity there could still be a
- 4:18:57relatively strict protocol behind the
- 4:18:59scenes um to make sure that you're doing
- 4:19:01it in a rigorous uh
- 4:19:03way so then and now we're getting closer
- 4:19:07to the event and how do I actually now
- 4:19:10make sure that everybody I bring in if
- 4:19:12it's a rather diverse pool of
- 4:19:14participants how to make sure that
- 4:19:15everybody is on the same page and the
- 4:19:18way I usually do this is I usually start
- 4:19:20a design gem off by showing something to
- 4:19:23participants giving a demo of some kind
- 4:19:24of AR or VR technology so that they have
- 4:19:27at least seen it um or a specific type
- 4:19:29of AR or VR application and sometimes
- 4:19:32really even an authoring tool if you're
- 4:19:34trying to critique something there so in
- 4:19:36your case if you already have something
- 4:19:38designed that could be the starting
- 4:19:40point of the design Jam um and you
- 4:19:42should really provide references and any
- 4:19:44kinds of materials to participants so
- 4:19:47that they can refer uh back to it um
- 4:19:51because sometimes um not everything is
- 4:19:53clear in the beginning and then the
- 4:19:54questions really come throughout the
- 4:19:56design Jam so it's important to be able
- 4:19:58to actually go back uh and um have
- 4:20:02access to those
- 4:20:05materials speaking of materials it's
- 4:20:07very important to organize all the
- 4:20:09materials that you anticipate
- 4:20:11participants will need to have them
- 4:20:13ready for them so you actually have a
- 4:20:15lot of influence over how efficiently
- 4:20:17and effectively participants will be
- 4:20:18able to participate and contribute and
- 4:20:22so that is um really the key here so
- 4:20:27from doing a lot of design James I
- 4:20:28realized I really have a lot of
- 4:20:31influence on how quickly and effectively
- 4:20:34participants are going to navigate the
- 4:20:36tasks and so it's it's really good to
- 4:20:38plan up front and have those materials
- 4:20:40ready for them so for example here are
- 4:20:42all the materials that we provided to
- 4:20:44participants for this furniture
- 4:20:46placement uh n AR design Jam uh so there
- 4:20:51were there was plain paper no particular
- 4:20:53templates but we encouraged participants
- 4:20:56to think about uh the scenarios and
- 4:20:58sketch out storyboards and wireframes
- 4:21:01but again no particular templates um at
- 4:21:04that point yet and then after some
- 4:21:06period in the design gem we introduced
- 4:21:08Play-Doh so that participants were more
- 4:21:11focusing their attention on creating and
- 4:21:14crafting 3D models uh using Playdoh not
- 4:21:17actual 3D modeling tools and that
- 4:21:19allowed everybody to bring in uh their
- 4:21:22their fun childhood fun experience if
- 4:21:25you will and was really fascinating to
- 4:21:27observe in that particular design gem
- 4:21:29was how participants were able to do the
- 4:21:313D modeling in parallel to some of the
- 4:21:34discussion around uh how to design this
- 4:21:36mobile AR app and most of the discussion
- 4:21:39was really about userflow and um how to
- 4:21:43transition between screens and so 3D 3D
- 4:21:46modeling if you have ever done it it is
- 4:21:49actually a really intense task it's not
- 4:21:52something you usually do in parallel to
- 4:21:55uh discussing uh some of the other key
- 4:21:57things so that was quite fascinating in
- 4:21:59this design jam and it's one of those
- 4:22:01examples that I'd like to share because
- 4:22:03it really shows the value of design Gams
- 4:22:05to me this is something I didn't
- 4:22:07anticipate in advance I really had
- 4:22:09dedicated time slot for 3D model in with
- 4:22:13Play-Doh and then it just like naturally
- 4:22:15flew into some of the other activities
- 4:22:17and so we just let it
- 4:22:19happen so this was already leading into
- 4:22:22the running design gems a little bit I'm
- 4:22:24going to give you a few tips here so I
- 4:22:27think it's important to start by giving
- 4:22:29a problem statement uh you really don't
- 4:22:32want your participants to spend most of
- 4:22:33their time trying to clarify what it is
- 4:22:37that you want them to do and what the
- 4:22:39problem really is and so the problem
- 4:22:41framing shouldn't be to them it should
- 4:22:43actually be given to them I think this
- 4:22:45will save a lot of time and potentially
- 4:22:47also frustration among participants and
- 4:22:50believe me I'm speaking from experience
- 4:22:51here because I've made that mistake
- 4:22:53before for example when I was running
- 4:22:55the kai
- 4:22:562019 um AR VR prototyping design Jam uh
- 4:23:00we were designing a remote conference uh
- 4:23:03experience app uh thinking about AR and
- 4:23:07VR and then most of the discussions were
- 4:23:09like about the tasks and whether remote
- 4:23:13attendance is actually something that is
- 4:23:15Meaningful and useful because the
- 4:23:18community and the participants were from
- 4:23:20that Community they were really torn and
- 4:23:22split whether you should go in person or
- 4:23:25should attend remotely and I should have
- 4:23:28anticipated that beforehand but I really
- 4:23:30didn't and so I feel like I should have
- 4:23:33said okay imagine Kai is going to be
- 4:23:36remote and this is what we're designing
- 4:23:38for bam and there you go and associated
- 4:23:41with that is this next really important
- 4:23:43tip which is having a clear design
- 4:23:46prompt make it short and precise
- 4:23:49definitely leave room for novelty and
- 4:23:51creativity but also challenge your
- 4:23:55participants and then it's very
- 4:23:57important throughout the design Jam to
- 4:23:58really use a consistent structure so for
- 4:24:01each activity start with a goal provide
- 4:24:03participants uh with a description of
- 4:24:05each task that they should be doing
- 4:24:08unless unless the approach that they
- 4:24:11choose is part of what you're trying to
- 4:24:13figure out so maybe then can you can
- 4:24:15leave it a little bit um Loosely
- 4:24:17specified but you should really still
- 4:24:19specify clearly specify the deliverables
- 4:24:23so in a lot of my design jams the
- 4:24:24primary deliverable at the end is some
- 4:24:26kind of video that um talks uh about the
- 4:24:30evolution and maybe the final prototypes
- 4:24:32that came out and maybe also some of the
- 4:24:35design thinking that went behind it but
- 4:24:37what I really hope to see in these
- 4:24:39videos is some kind of creativity and or
- 4:24:42thinking and a prototype that helps me
- 4:24:45imagine what the participants were
- 4:24:47envisioning so now that we have
- 4:24:49specified the problem gave them a clear
- 4:24:52prompt and we have paid attention to a
- 4:24:54consistent structure throughout at the
- 4:24:56end of the design gy it's also really
- 4:24:58important to think about what kind of
- 4:25:00feedback uh do you want to collect from
- 4:25:02participants there should be normally
- 4:25:04some kind of debriefing I often do some
- 4:25:06kind of discussion round in combination
- 4:25:09maybe with a more individual feedback
- 4:25:11questionnaire
- 4:25:12um so that participants can uh answer
- 4:25:15questions and also share their
- 4:25:16experience and maybe make suggestions
- 4:25:18for improvement because I often run
- 4:25:20design gems multiple times with
- 4:25:22different participants and so I can
- 4:25:24improve iteratively basically the design
- 4:25:27gem as its own little design and design
- 4:25:31product um throughout the design gam I
- 4:25:35think from a facilitation perspective
- 4:25:37it's very important that you don't just
- 4:25:38do it by yourself you have a little bit
- 4:25:40of a team uh you have
- 4:25:42I often work with students and uh
- 4:25:45research assistants and they help me
- 4:25:47with timekeeping and also answering
- 4:25:49questions and taking observational notes
- 4:25:51so it's really important to plan this uh
- 4:25:54before you actually do it so maybe do a
- 4:25:56dry run that can be a lot of fun and you
- 4:25:58can figure out and iron out some of the
- 4:26:00issues and then I said it's important to
- 4:26:02collect feedback so I often design uh
- 4:26:06one page that's important feedback
- 4:26:08questionnaire and I'll start with the
- 4:26:11questions that are most relevant to um
- 4:26:14our project in this case around the
- 4:26:16research that we were doing and the
- 4:26:18demographic stuff I leave for later uh
- 4:26:20you usually want to collect both types
- 4:26:22of information but um and then the
- 4:26:25middle portion here uh is really an
- 4:26:27opportunity to provide more open-ended
- 4:26:29uh feedback but even with the open-ended
- 4:26:32uh feedback I usually um tell my
- 4:26:35participants how many items of feedback
- 4:26:38we are roughly looking for so two Pros
- 4:26:40two cons of this experience for
- 4:26:56example so now we're switching
- 4:26:58perspectives and now we're thinking
- 4:26:59about participating in design gems
- 4:27:02here's a few tips that I usually give my
- 4:27:04students in my classes um because
- 4:27:07obviously these there's a lot of design
- 4:27:09gems out there a lot of companies run
- 4:27:11design GS
- 4:27:13and um especially in the arvr space and
- 4:27:16it's sometimes as I said used as a
- 4:27:18recruitment tool as well so you really
- 4:27:19want to do well here and so here I've
- 4:27:22collected a few tips through my own
- 4:27:23observations over the years running lots
- 4:27:26of design gems as I said in research in
- 4:27:28my lab and then also in in teaching in
- 4:27:31the classroom I'm going to go quickly
- 4:27:33over each of these principles and almost
- 4:27:35read them out to you but I think they
- 4:27:38should basically stand for themselves
- 4:27:40making a plan is crucial so really
- 4:27:42distribute the rules and let them evolve
- 4:27:44these rules okay sketch to brainstorm
- 4:27:47don't just brainstorm sketch it's very
- 4:27:49important I've seen a lot of design
- 4:27:51games where basically you just talk talk
- 4:27:54talk and nothing happens nothing comes
- 4:27:56to paper but paper is such an important
- 4:27:58medium to communicate ideas so I really
- 4:28:02always emphasize this idea of uh
- 4:28:05sketching to idate not just
- 4:28:08brainstorming and thinking bubbles which
- 4:28:10I cannot really see
- 4:28:12make use of space so this is be physical
- 4:28:15be visual be creative divide the
- 4:28:18workload so not everything has to be
- 4:28:21done in parall try to identify
- 4:28:23opportunities to divide the labor and
- 4:28:25then maybe take turns so that nobody
- 4:28:27gets bored and really use the
- 4:28:29facilitator so so one person that really
- 4:28:31pushes the team uh because most design
- 4:28:33jams are time limited and structured
- 4:28:36into several sections so it helps uh to
- 4:28:41to move forward and actually um be
- 4:28:43efficient as a
- 4:28:46team and then um the key deliverables is
- 4:28:50something you should really decide on um
- 4:28:52so I'll list a few examples here but not
- 4:28:55each of them are important and if you
- 4:28:57have taken standard user experience
- 4:28:59design or interaction design classes you
- 4:29:00really start with scenarios personas
- 4:29:03competitors and yes I've talked about
- 4:29:05that as well but I think really just get
- 4:29:09down to sketching quickly sort out your
- 4:29:11storyboards maybe prototype something
- 4:29:13physically if you have the time do a
- 4:29:15digital prototype if that is something
- 4:29:17that would be of benefit and seems
- 4:29:19doable to you but really be creative and
- 4:29:22then as I said in most of my design gems
- 4:29:26usually the product is a video and that
- 4:29:29video if you have a little bit of time
- 4:29:31for editing and cutting not so much the
- 4:29:33music but like really focusing on on the
- 4:29:35details so cutting off the the things
- 4:29:37that would be distracting don't focus on
- 4:29:40nice video over overlays and title
- 4:29:43slides and all this kind of stuff no
- 4:29:46keep it kind of so that it's like ad hoc
- 4:29:49you feel like you're there you you're
- 4:29:51part of that experience you see that
- 4:29:53prototype for yourself even though it's
- 4:29:54just a video H so keep it Dynamic and
- 4:29:58don't make it too
- 4:30:01professional and then throughout the
- 4:30:03design Jam one of the really really
- 4:30:05important things I cannot emphasize
- 4:30:07enough is that you should really
- 4:30:09experiment try out alternative design
- 4:30:12ideas you can do this through parallel
- 4:30:13prototyping and then maybe choose some
- 4:30:15of the best ideas but don't judge
- 4:30:18immediately let everybody see a little
- 4:30:20bit and come together so these are some
- 4:30:22of the best ways I've seen uh teams
- 4:30:24organize themselves and then when it
- 4:30:27comes to uh documenting design you
- 4:30:29should really think of documenting the
- 4:30:31evolution so don't just take the
- 4:30:32pictures at the end when you're like
- 4:30:34really proud of what you've accomplished
- 4:30:36and maybe you've won something and there
- 4:30:38reasons to celebrate or even if you
- 4:30:40haven't won there's always reasons to
- 4:30:41celebrate
- 4:30:42um so don't just take pictures at the
- 4:30:46end and then this is like from the heart
- 4:30:49um but because I know that companies
- 4:30:51increasingly see value in design gems so
- 4:30:54for example uh at yish and in my lab
- 4:30:57specifically lots of companies approach
- 4:30:59us and want to work with me and my
- 4:31:00students and uh the only way to really
- 4:31:04do well in these design gems is to
- 4:31:06practice practice practice so U
- 4:31:08participate in as many design gems as
- 4:31:10possible and then and in these design
- 4:31:12gems and don't treat it so much as a
- 4:31:15competitive kind of activity treat it as
- 4:31:18something collaborative and fun and try
- 4:31:20to feel for the boundaries you know the
- 4:31:24end of the envelope if you will by
- 4:31:27soliciting feedback from other teams
- 4:31:30basically your competitors or maybe even
- 4:31:32some of the organizers I think these
- 4:31:34this can lead to really cool discussions
- 4:31:36I usually observe it with students that
- 4:31:38they seem to be just focused on their
- 4:31:39teams and um but it's really actually
- 4:31:42cool to take a break and look around and
- 4:31:44see what others are working on because a
- 4:31:46lot of the value from these design gems
- 4:31:48and the best results in these design
- 4:31:50gems don't just come from sticking
- 4:31:53within your team and within and sticking
- 4:31:56to that specific idea of yours but kind
- 4:31:59of like seeing what the others are doing
- 4:32:01and incorporating some of these elements
- 4:32:04even though it feels like cheating
- 4:32:06that's boring and that's creative and so
- 4:32:08I wouldn't totally discourage it so so
- 4:32:12in summary as a participant here are a
- 4:32:14few things you could or really should do
- 4:32:17uh so before you get started make a
- 4:32:19little bit of a plan think about the
- 4:32:20time that you have Define your approach
- 4:32:22maybe the roles in the team and then
- 4:32:24also the Milestones your interpretation
- 4:32:26of the goals and
- 4:32:28deliverables really think about the
- 4:32:29scenarios but maybe don't spend too much
- 4:32:32time writing them just like try to agree
- 4:32:35verbally or implicitly in some way with
- 4:32:38your team so be clear on the users the
- 4:32:40agents and what they're doing and then
- 4:32:43another thing that I often observe is
- 4:32:45then a lot of design prompts and design
- 4:32:47Jam activities uh seem a little vague
- 4:32:51and they're subject to interpretation so
- 4:32:53rather than getting frustrated about
- 4:32:54that you should see it as an opportunity
- 4:32:57to make decisions um not assumptions but
- 4:33:00decisions and then clearly articulate
- 4:33:03why you have designed something this way
- 4:33:04because you were designing for this type
- 4:33:07of persona or for this type of uh
- 4:33:10context namely physical environment Etc
- 4:33:14so make decisions in your scenarios and
- 4:33:18throughout all the
- 4:33:20activities yes you could use personas uh
- 4:33:24and if you do then obviously they would
- 4:33:26just be used as a tool to communicate
- 4:33:27who you are designing for and
- 4:33:29importantly who you're not designing for
- 4:33:31storyboards I think are really key um
- 4:33:34for that and I'll show you in some of
- 4:33:36the physical prototyping activities um
- 4:33:39we actually have specific arvr templates
- 4:33:42and I think it's often a good idea to
- 4:33:43use some templates but then don't just
- 4:33:45fill in those templates break out of
- 4:33:47those templates if it's justified by
- 4:33:49your design ideas and uh push that
- 4:33:52creativity and Novelty Edge a little bit
- 4:33:55flesh out the most promising ideas and
- 4:33:58then really quickly transition into
- 4:34:00something that is more tangible like a
- 4:34:01physical prototype or maybe even a
- 4:34:03digital prototype the physical
- 4:34:04prototypes will allow you to quickly
- 4:34:06demo the envisioned interface and
- 4:34:08Associated interactions and the digital
- 4:34:11prototype will demonstrate feasibility
- 4:34:14if you're good with the tools but I
- 4:34:16wouldn't just always jump into the
- 4:34:18digital prototyping because it's often
- 4:34:20quite unrealistic to get a really robust
- 4:34:22and useful prototype I would often favor
- 4:34:25the physical over the digital especially
- 4:34:28in in those design
- 4:34:31jams so these were just a few concrete
- 4:34:35ideas and examples of what you could or
- 4:34:37should be doing I think you should
- 4:34:40decide for yourself and with your team
- 4:34:42which of these you want to prioritize
- 4:34:44you usually can't do all of them but
- 4:34:46pick those that really help you learn
- 4:34:48the most about the problem and then also
- 4:34:51the solution so the last thing I would
- 4:34:53like to say I said I've used design gems
- 4:34:55a lot in my research and every design
- 4:34:57gem has been different H and there is
- 4:35:00some kind of U really creative part
- 4:35:03about that methodology that I like it's
- 4:35:05very different from a lab based user
- 4:35:07study or some kind of controlled
- 4:35:09experiment and I really like that
- 4:35:12creative component both in terms of like
- 4:35:14what the participants produce but also
- 4:35:16how you run it um I think that's uh a
- 4:35:20very valuable part and I think lots of
- 4:35:22interesting kinds of data usually come
- 4:35:24out of these design gems so both the
- 4:35:26kinds of prototypes that uh participants
- 4:35:29have created we have analyzed a lot of
- 4:35:31different ways and learned that way what
- 4:35:32kinds of gestures interactions speech
- 4:35:34commands how do they think about
- 4:35:36multimodel interaction how do they think
- 4:35:37about VR how do they think about AR
- 4:35:39should our prototype really be an AR or
- 4:35:41a VR prototype so all these kinds of
- 4:35:44things you you can really get out of
- 4:35:45these design gems it's very very useful
- 4:35:48so think of them as a tool embed them
- 4:35:50early and throughout the design of your
- 4:35:53project uh I really can't get enough of
- 4:35:55design gems and I hope that's a a joy
- 4:35:57and a passion that you will share with
- 4:35:59me
- 4:36:13in this video we're going to talk about
- 4:36:14XR design critiques uh so critiquing is
- 4:36:18a very very important skill um design
- 4:36:21critiques or crits are practiced in in
- 4:36:24many areas including in architecture
- 4:36:27it's quite extensive here for example at
- 4:36:28the University of Michigan uh can be
- 4:36:31quite heated discussion you might say um
- 4:36:34it is usually a form of constructive
- 4:36:36criticism so basically a thorough review
- 4:36:40and you take into a account design
- 4:36:43guidelines and um your own experience of
- 4:36:45of creating um
- 4:36:48experiences and in that sense so uh
- 4:36:51we're going to talk about the critiquing
- 4:36:54part uh I think the best designers are
- 4:36:57those that uh can that have a critical
- 4:36:59eye and can see issues in design and
- 4:37:02seeing issues is actually really that's
- 4:37:04easy that's the easy part uh formulating
- 4:37:07a constructive critique that includes
- 4:37:10elements on of improvement so not just
- 4:37:14like no no no but also here is a
- 4:37:18different way to think about it or why
- 4:37:20don't you try this um so I'm going to
- 4:37:23introduce you to a little bit of uh that
- 4:37:26mindset that I adopt even though I I can
- 4:37:29actually be quite critical but also with
- 4:37:31my own work um but I think uh ultimately
- 4:37:36the idea is to generate feedback and so
- 4:37:38the other part of critique that we don't
- 4:37:40really talk so much about is uh and that
- 4:37:43actually makes a very good designer as
- 4:37:44well is the ability to address feedback
- 4:37:47and to to to to react and respond to
- 4:37:51feedback if you have access to a
- 4:37:54smartphone that is compatible with uh
- 4:37:57Google cardboard or any derivatives I'll
- 4:38:00show you a version of cardboard that I'm
- 4:38:02using which is actually made of plastic
- 4:38:04um or you can use the AR mode um so uh
- 4:38:09Expeditions actually runs uh on both IOS
- 4:38:12and Android uh phones so you do need a
- 4:38:15little bit of a later generation
- 4:38:17smartphone model here but uh we should
- 4:38:20be able to to work with Google
- 4:38:23Expeditions so I'm going to do a
- 4:38:25critique now of Google Expeditions and
- 4:38:28then I'm going to choose a few specific
- 4:38:30Expeditions I'm going to focus on VR I'm
- 4:38:32going to talk a little bit about uh 360
- 4:38:34so this ability to switch from VR 2360
- 4:38:37which I think is actually a great
- 4:38:38feature uh and then I'm going to talk
- 4:38:40about uh uh an AR exhibition and these
- 4:38:44are just examples but think of of
- 4:38:46expeditions as an app that can actually
- 4:38:49load actually download uh different
- 4:38:52kinds of expeditions these Expeditions
- 4:38:54can be created by other uh vendors so
- 4:38:58not just Google and um I think this
- 4:39:01should provide a playground for us to
- 4:39:03actually practice critiques uh
- 4:39:05Expeditions as a tool has a relatively
- 4:39:09limited number of features but it's
- 4:39:11interesting how these different
- 4:39:13Expeditions implemented and there are
- 4:39:16still better ways to do it and then some
- 4:39:19not so good ways and I'll point out some
- 4:39:22of the more common design issues that I
- 4:39:24saw across the board as examples um but
- 4:39:28let's uh let's just jump in and get
- 4:39:31started okay in this uh video I'm going
- 4:39:33to do a quick review of Google
- 4:39:35Expeditions and um so I'm going to
- 4:39:38launch it here uh on my uh phone and
- 4:39:44we're going to use cardboard and um I
- 4:39:47don't have cardboard cardboard with me
- 4:39:49right now so we're going to use this
- 4:39:51version of cardboard which is a im
- 4:39:54cardboard plastic version of cardboard
- 4:39:57and it's really quite cool so it's quite
- 4:40:01uh
- 4:40:01mobile and that's it it just goes into
- 4:40:05my head like this so I'm going to start
- 4:40:08Expeditions going to put it in there as
- 4:40:11the phone instructs me to to do it and
- 4:40:16and there we are and so now it actually
- 4:40:20looks really nice I already have this
- 4:40:22dinosaur here and a really cool kind of
- 4:40:25like background uh
- 4:40:28image and um so what we're going to do
- 4:40:31is we're going to look
- 4:40:34at the downloaded tourist for a sec I
- 4:40:37have all these tourist that I have
- 4:40:38downloaded here and um so quite a few
- 4:40:45and the one that I wanted to do is the
- 4:40:47New York City Tour and so this is this
- 4:40:52is uh New York City and you can see
- 4:40:56Manhattan here and there are a couple of
- 4:40:59landmarks so now we're looking at the
- 4:41:01One World Trade Center um which is the
- 4:41:05World Trade Center Memorial and then
- 4:41:08this is the Woodworth building
- 4:41:11and as you move away I like how it
- 4:41:14actually gives you these visual cues
- 4:41:16that you have to go back there to find
- 4:41:18the
- 4:41:19Target and uh we can continue the Tour
- 4:41:23by looking at Bridges and now we're
- 4:41:25going to find the Manhattan Bridge and
- 4:41:28the Brooklyn Bridge that we're looking
- 4:41:30at and then so again the visual cues are
- 4:41:35cool and let us just explore something
- 4:41:37maybe out of sequence or order but there
- 4:41:40don't doesn't seem to be too
- 4:41:42many uh landmarks in this scene so let's
- 4:41:45just go
- 4:41:46to a different scene so the way you
- 4:41:50switch scenes is uh this way now we're
- 4:41:53looking at middle Upper Manhattan Island
- 4:41:56we can scroll here and read more if you
- 4:42:00want
- 4:42:01and Central Park South let's go there
- 4:42:07that doesn't work um okay that one
- 4:42:09activated
- 4:42:11and for some reason the other one didn't
- 4:42:12work so let's see whether we can reach
- 4:42:14it by going next okay it does work now
- 4:42:17that's a little uncomfortable like so
- 4:42:19far
- 4:42:21down and I mean you can lean in but
- 4:42:24obviously it's not track in six Dees of
- 4:42:26Freedom only 3° of Freedom so um you
- 4:42:29can't actually really this is weird this
- 4:42:32kind of like motion and then the scene
- 4:42:35doesn't actually react to it obviously
- 4:42:37is a little
- 4:42:39uncomfortable and um
- 4:42:41there are other issues here when
- 4:42:44you sometimes when this other menu comes
- 4:42:47up let's see where does it it's unclear
- 4:42:51how to bring up this menu is really
- 4:42:53unclear to me um and then it is always
- 4:42:56in the way somehow it's
- 4:42:58interfering
- 4:43:02so
- 4:43:04maybe again I don't know how to bring up
- 4:43:07this
- 4:43:08menu and I just know it happens
- 4:43:10sometimes it comes and it like it seems
- 4:43:13to happen when you move in a certain way
- 4:43:15anyway and then you can explore
- 4:43:18different scenes uh here and we get an
- 4:43:20overview of all the scenes and we can I
- 4:43:23didn't want to click this so as an
- 4:43:25accident I actually wanted to click this
- 4:43:28thing um so I have to be careful cuz I
- 4:43:31know there is
- 4:43:32the sunset on the Hudson River one that
- 4:43:36I wanted to look at and show you and
- 4:43:40this is
- 4:43:42quite a view isn't
- 4:43:44it it is really nice it's good to have a
- 4:43:47swivel chair in order to explore this in
- 4:43:51a safe and fun way so I wanted to
- 4:43:56interrupt this uh critique for a bit and
- 4:43:58there were that that was a thinkaloud so
- 4:44:01you could listen to me uh as I was
- 4:44:03exploring the app and I was pointing out
- 4:44:05some of the confusions I had and when
- 4:44:07something was a misclick and or I
- 4:44:10intended something else so that's
- 4:44:12actually quite useful then this
- 4:44:14frustration about this menu that doesn't
- 4:44:16appear and um so I'm going to summarize
- 4:44:21some of the key issues that I've
- 4:44:23identified so far and and then we're
- 4:44:25going to look at a uh a a method to
- 4:44:29actually formulate a critique that
- 4:44:31starts with the positive and it's a
- 4:44:32little bit more structured so uh one
- 4:44:35thing I've talked about was a little bit
- 4:44:37of uh the menus and and that was okay
- 4:44:40and I mean there were some issues there
- 4:44:42with uh
- 4:44:44accidentally uh not hitting this thing
- 4:44:46and then something else was triggered
- 4:44:48but overall was fine um I talked uh
- 4:44:51quite a bit about the menu and scrolling
- 4:44:54and I think one of these items didn't
- 4:44:55work but um okay that's also okay and by
- 4:44:59the way this is obviously captured in a
- 4:45:02steroscopic view and you could see a
- 4:45:04little bit of um a shift here between
- 4:45:08the eyes and that is necessary uh in
- 4:45:11order to give you this uh depth
- 4:45:13illusion uh and then we have the barrel
- 4:45:15Distortion that also uh adds to this
- 4:45:18effect of
- 4:45:20depth so uh I was uh really pointed out
- 4:45:24quite a few times how I like all the
- 4:45:27visual cues like these arrows um they
- 4:45:30Point me towards uh the direction in
- 4:45:32which the the land mark is that I'm
- 4:45:35looking for so I really like that what
- 4:45:37was completely absent was any kind of
- 4:45:40audio use um I did have it enabled but I
- 4:45:44didn't get the narrator to work there's
- 4:45:45a narration function in there um so I
- 4:45:48skipped that part maybe it'll work for
- 4:45:50you and then um I did like the visual
- 4:45:54targets um and then how the content was
- 4:45:57placed to it so and I pointed out a few
- 4:46:00more issues but so let's look at how we
- 4:46:03can uh critique better to organize our
- 4:46:08thoughts a little bit and so I'm going
- 4:46:09to introduce you to a template that I
- 4:46:11often use and it's it's actually quite
- 4:46:13popular it's used in a lot of in a lot
- 4:46:14of design thinking and classes uh also
- 4:46:19heavily used in Stanford where I think
- 4:46:21it originated and it's often used in
- 4:46:24user experience and interaction design
- 4:46:26classes so that template is I like I
- 4:46:28wish what if and it works as follows you
- 4:46:32start with what you like about a design
- 4:46:35and um you really limit it to the top
- 4:46:38two things and really point out
- 4:46:40something something that doesn't feel
- 4:46:42like you just say something nice to say
- 4:46:44something nice no really pick something
- 4:46:46that you think that is cool something
- 4:46:48that inspired you something that you
- 4:46:50would you would adopt and incorporate
- 4:46:52into your own practice I think that
- 4:46:54makes it a very good way to start a
- 4:46:56critique and then you have to transition
- 4:47:00over into the actual critique so the
- 4:47:04criticism portion of the critique uh and
- 4:47:06this is the I wish portion so what could
- 4:47:09be improved again focus on two don't go
- 4:47:13forever don't make it outweigh
- 4:47:15everything you have talked about when
- 4:47:17you liked things I don't use the I like
- 4:47:21thing to get quickly into the negative
- 4:47:24so whenever I go to conferences it's
- 4:47:26like thank you thank you thank you for
- 4:47:28your presentation but have you thought
- 4:47:30about bam and so that's like um not a
- 4:47:35good way um this is a standard way of
- 4:47:39starting a critique but it's actually
- 4:47:41quite annoying and it's not really
- 4:47:42useful so pick something that you like
- 4:47:45and then transition over into something
- 4:47:47that you think needs to be improved and
- 4:47:50it's not only because you think that uh
- 4:47:52there should be guidelines or any kind
- 4:47:54of best practice that you can refer to
- 4:47:57maybe you've read something maybe
- 4:47:58there's a scholar who wrote about this
- 4:48:01and that gives your critique more
- 4:48:04credibility and I think that's important
- 4:48:05as well and uh you should really then
- 4:48:08come up with ways of improving it not is
- 4:48:10saying what needs to be improved but
- 4:48:13also suggesting how it can be approved
- 4:48:15so that is the Whata if component and
- 4:48:17here I usually still ask for two so when
- 4:48:20I do this in class and have uh students
- 4:48:23present XR interfaces or whatever
- 4:48:25interfaces to each other I've done this
- 4:48:27for many years now um it is often in the
- 4:48:30form of written feedback so I have like
- 4:48:31little paper sheets with just this
- 4:48:33asking for two likes two so for two Pros
- 4:48:36two cons and two suggestions for
- 4:48:38improvement and the last part is the one
- 4:48:41that I think is the most important but
- 4:48:43doesn't always receive enough attention
- 4:48:44the middle portion always seems to go
- 4:48:47really well and uh the first one I don't
- 4:48:50think is as strong as I wished it it
- 4:48:53would be so really as strong I like a
- 4:48:57good ey wish and a really strong what if
- 4:49:01that is how you should balance those
- 4:49:02things it's really important uh have you
- 4:49:05tried this um why don't you try this I
- 4:49:08think this could work and offer some
- 4:49:11insights and suggestions why you think
- 4:49:13it might
- 4:49:15work okay so let's apply this method to
- 4:49:19the Google Expeditions example that I
- 4:49:22just showed and let's try to be quick
- 4:49:24and like really uh rapid critique I like
- 4:49:27I wish what if so here we go I like that
- 4:49:31the visual cues help me find landmarks I
- 4:49:35is really good there was a lack of AQ
- 4:49:37but I didn't say that I wouldn't say
- 4:49:39that at this time I just say I like that
- 4:49:42the visual cues help me find landmarks
- 4:49:44and I also like that the main menu
- 4:49:45allows me to switch scenes I think that
- 4:49:48is a very good way now I wish that the
- 4:49:52affordances and visual feedback and
- 4:49:53menus were a little bit clearer so I
- 4:49:56wished for affordances and visual
- 4:49:58feedback in menus I mean there is
- 4:50:00something but it's not enough and then I
- 4:50:03also wish there were another way to
- 4:50:04trigger that main menu I really just
- 4:50:06couldn't figure it out as you could uh
- 4:50:09watch me do it you notice some of my
- 4:50:12frustration as
- 4:50:13well and so what if so what if we're
- 4:50:17going to do the following we're going to
- 4:50:18have hot areas around the menu items uh
- 4:50:21were marked so I even suggested that
- 4:50:23here in a little design Improvement and
- 4:50:25I think that's a that's a good what if
- 4:50:27you could sketch out an improvement uh
- 4:50:29or maybe with a little bit of image
- 4:50:31manipulation which I did here just using
- 4:50:33some basic overlays uh you could suggest
- 4:50:36how to change the design and what if the
- 4:50:39main menu appeared on click
- 4:50:41and there were no collisions that would
- 4:50:43be a great Improvement and and the no
- 4:50:44collisions part we could maybe figure
- 4:50:47out where other menus are and make sure
- 4:50:50that uh they are not overlapping each
- 4:50:52other because that does happen quite a
- 4:50:54bit and it can be a little annoying
- 4:50:57because you don't know which of the
- 4:50:58menus will actually trigger it's not
- 4:51:00always obvious and keep in mind uh that
- 4:51:04we don't actually have a z-axis we can
- 4:51:07work with so this is 3 degrees of
- 4:51:09freedom so you really just have head
- 4:51:10rotation that's all you have and so you
- 4:51:13leaning in or out doesn't make a
- 4:51:15difference and if if this were supported
- 4:51:17on on cardboard then maybe we could work
- 4:51:22around the issues with uh these overlays
- 4:51:25and the menus but as it stands it's an
- 4:51:27issue and here are some ways of
- 4:51:29addressing it now I'm going to jump back
- 4:51:32and continue with a little bit of that
- 4:51:34example and I'm going to point out some
- 4:51:37other features um that I think are cool
- 4:51:41and um I'm not going to do this same I
- 4:51:44like I wish what if method again but you
- 4:51:46could imagine doing that yourself and
- 4:51:49after the 360 view that I'll introduce
- 4:51:51you to I'm also going to show you a few
- 4:51:53AR examples and then uh you could
- 4:51:57imagine um the I like I wish What If
- 4:51:59part um but I think it's just maybe
- 4:52:02valuable for you to see how I explore
- 4:52:05the interface and how I critique things
- 4:52:08as I go
- 4:52:23and the other thing that this app
- 4:52:25actually supports which I think is also
- 4:52:27pretty cool is get out of the cardboard
- 4:52:31uh VR mode Let's just like put this away
- 4:52:34for a sec and then we have a button that
- 4:52:37essentially gets out of the steroscopic
- 4:52:39view and just brings us into a 360 View
- 4:52:43and now we can just like look around and
- 4:52:48still enjoy the
- 4:52:51sunset and um
- 4:52:53interestingly so it doesn't work as it
- 4:52:56doesn't feel as nice as the VR
- 4:52:59experience but um it kind of still works
- 4:53:02and you the nice thing about it is that
- 4:53:04it remember state so you're still in the
- 4:53:05same scene you still have the same
- 4:53:07landmarks activated and the interactions
- 4:53:11are still really the same the text is a
- 4:53:13little harder to reach cuz everything is
- 4:53:14a little smaller now this kind of
- 4:53:16navigation still works still feels
- 4:53:19awkward to look down onto an object like
- 4:53:23that but and this transition is like how
- 4:53:28am I supposed to do this
- 4:53:29transition okay and now I swivel too
- 4:53:32much and somebody might feel sick uh
- 4:53:35that way so it's it's interesting how
- 4:53:36you navigate uh these scenes um how
- 4:53:40about say overall it is a a cool
- 4:53:42experience there's a lot of expeditions
- 4:53:44you can explore I chose the world cities
- 4:53:46one here New York as one example um in
- 4:53:50the exercise um we we're also going to
- 4:53:53look at the AR version of it which I
- 4:53:54think is also pretty cool can't do the
- 4:53:56same Expeditions in AR and VR so um I
- 4:53:59haven't found one that is both available
- 4:54:01in in AR and VR but um you the the
- 4:54:04framework around it the the tool
- 4:54:06Expeditions as a tool or the app around
- 4:54:08it um is interesting how it works to
- 4:54:10compare it in AR and in VR um if you
- 4:54:13only have AR or VR available um so VR um
- 4:54:18in this case through a form of cardboard
- 4:54:20if you only have one of them available
- 4:54:22um probably AR is going to be possible
- 4:54:24for you then I would recommend that you
- 4:54:28explore some of the Expeditions and do a
- 4:54:31design critique of of how it is designed
- 4:54:34and um well try to apply some of the
- 4:54:38guidelines and then also look at it from
- 4:54:40an Ethics perspective um those are some
- 4:54:43of the steps we want to do in some of
- 4:54:44the exercises so um this should be fun
- 4:54:48and I'm I'm I hope you learn a lot and I
- 4:54:50think there are obviously other
- 4:54:52applications out there that you could
- 4:54:53explore as well but just within
- 4:54:55Expeditions as an app there's so many
- 4:54:57different things we can explore and
- 4:54:59learn from um so it should be quite cool
- 4:55:02so that was the uh Google Expeditions
- 4:55:05for VR and we looked at uh City's
- 4:55:08example New York here uh as as an
- 4:55:11example and that was just one of the
- 4:55:13Expeditions there are others um and um
- 4:55:16I'm now going to switch into AR and show
- 4:55:19you a little bit how that works and
- 4:55:21maybe that's supported on your phone and
- 4:55:24um please feel free to critique AR or VR
- 4:55:28experiences um I do think um uh my
- 4:55:32feedback is a little bit different it's
- 4:55:34very much focused on the environment and
- 4:55:38how it uh works with placing objects in
- 4:55:42the physical environment anchoring and I
- 4:55:45noticed quite a few issues around um
- 4:55:48rotation and scaling uh which wasn't
- 4:55:51really supported only some kind of
- 4:55:52translation along the y- axis that was a
- 4:55:54little confusing to me but um let's look
- 4:55:57at this together it's a thinkaloud again
- 4:55:59from my perspective uh this critique
- 4:56:03could be um reformulated into the I like
- 4:56:08I wish what if method um I would still
- 4:56:10go and do a thinkaloud first of any
- 4:56:12interface that somebody wants you to try
- 4:56:15out and and then you should summarize
- 4:56:19your uh feedback uh in this I like uh I
- 4:56:24wish and what if method we're going to
- 4:56:26view an AR and so here we're going to
- 4:56:29put it on the floor this is a skeletal
- 4:56:32system and let's look at this guy pretty
- 4:56:37big um
- 4:56:41yeah it doesn't look too
- 4:56:42happy and just looking at the
- 4:56:47sky and that is interesting how it's
- 4:56:50animated and
- 4:56:55basically goes
- 4:56:57apart um
- 4:57:00yeah and then the
- 4:57:04spine it's a bit scary isn't it
- 4:57:10and in this case we're going to raise it
- 4:57:11a little bit but it should be
- 4:57:14scaled okay so the AR interactions
- 4:57:17overall are pretty um limited
- 4:57:21Expeditions again is designed in an
- 4:57:23interesting way it's for a classroom use
- 4:57:26so you might actually run this in a in a
- 4:57:29classroom so with a set of students and
- 4:57:33Learners and uh maybe that is why there
- 4:57:36is no audio so that we don't actually
- 4:57:38have the audio really interf hearing uh
- 4:57:41that could be a design decision it was
- 4:57:43just not really explicitly
- 4:57:45communicated um and so that's fine so
- 4:57:47again keep in mind not all of the
- 4:57:49criticism might be valid here this is
- 4:57:51just like based on this one use case of
- 4:57:54me trying it out in the studio or you
- 4:57:56trying it out at home or wherever you
- 4:57:57are and consider the fact that it was
- 4:58:01designed for classroom use and it
- 4:58:03actually has a mode where an instructor
- 4:58:05could use it with a group of students
- 4:58:08and uh that's something to experience as
- 4:58:10well and and so to close I would like to
- 4:58:13highlight a few key points again we
- 4:58:15should really try to base our critiques
- 4:58:16on established design guidelines that
- 4:58:18makes them more objective and and that's
- 4:58:21just a very good way to critique so uh
- 4:58:25obviously design guidelines could be
- 4:58:27based on design principles so like nor
- 4:58:30principles of design feedback
- 4:58:32affordances mappings and constraints
- 4:58:34whether something follows uh natural
- 4:58:37mapping and whether the affordances
- 4:58:39physical forces so whether the objects
- 4:58:41suggest to you how you can interact with
- 4:58:43them and uh constraints as well you
- 4:58:46should take into account usability so
- 4:58:49learnability memorability uh efficiency
- 4:58:52errors and satisfaction these are common
- 4:58:55usability uh
- 4:58:57considerations you should uh also
- 4:59:00critique it from the perspective of
- 4:59:01accessibility and Equity so if an
- 4:59:04interface uses uh some of the most
- 4:59:07advanced features out there that are
- 4:59:09probably only ailable on the latest
- 4:59:11generation headsets which at this stage
- 4:59:12are still very
- 4:59:14expensive um think about whether that is
- 4:59:18really necessary and uh think about the
- 4:59:21limited reach because a lot of people
- 4:59:23may not be able to afford that
- 4:59:25experience and that's another thing that
- 4:59:26I like about Google Expeditions that
- 4:59:28it's designed for low-end devices and uh
- 4:59:31therefore scales also in the classroom
- 4:59:34potentially think about the audience um
- 4:59:37so the users the background
- 4:59:40again bring in this idea of personas and
- 4:59:43maybe review from that perspective and
- 4:59:46then also to a limited extent I would
- 4:59:48say bring in your personal experience
- 4:59:51and finally you should think about some
- 4:59:52of the broader concerns that you may
- 4:59:55have about the experience and the impact
- 4:59:58that it may have on its users here I'm
- 5:00:01just going to list a few of the common
- 5:00:03ones so privacy is a big concern mental
- 5:00:06health physical health uh anything that
- 5:00:09you think has to do with uh ethical
- 5:00:12issues so maybe the uh degree and the
- 5:00:16level of realism and maybe the level of
- 5:00:19immersion and whether this could be
- 5:00:21potentially dangerous think about the
- 5:00:24social impact can this experience be
- 5:00:26used in a classroom or not uh think
- 5:00:30about those kinds of things think about
- 5:00:32cultural issues that you see in the
- 5:00:33design so if I just uses Sports
- 5:00:36metaphors from baseball I would
- 5:00:39understand nothing and so it's one of
- 5:00:41the issues I had when I came to the US
- 5:00:43but just a side note here and uh any
- 5:00:45kind of environmental and sustainability
- 5:00:48concerns so really be broad um also in
- 5:00:51your review and address those uh and
- 5:00:55bring up those concerns just raise them
- 5:00:57can lead to very interesting discussions
- 5:01:16again welcome to the honors track this
- 5:01:18is the Exile design critique this is the
- 5:01:20exercise that is going to get us started
- 5:01:23as part of the honors track so uh for
- 5:01:25every exercise I'll provide a little
- 5:01:27introduction video and The Specific
- 5:01:30Instructions regarding the exercise will
- 5:01:32be shared through uh the moo uh the
- 5:01:35readings that we have but this video
- 5:01:38provides an overview and talks about
- 5:01:40some of the main steps and why this
- 5:01:43exercise actually exists so design
- 5:01:46critiques are very important I'll talk
- 5:01:48about that in its dedicated lecture uh
- 5:01:50it's a ritual in fact in my course when
- 5:01:53I teach this residentially every student
- 5:01:55has to critique an existing arvr app and
- 5:01:58it's really cool because when you bring
- 5:01:59all bring together all these students
- 5:02:01and they critique these existing apps
- 5:02:04everybody learns about existing apps and
- 5:02:06also we practice our skills of doing a
- 5:02:09thoughtful productive uh but also with
- 5:02:13constructive criticism uh a r critique
- 5:02:17uh something that we can Lear from and
- 5:02:19so that's what we're trying to exercise
- 5:02:21here so I'm going to walk you through
- 5:02:22the main steps of this
- 5:02:24exercise so the task should you choose
- 5:02:27to accept it is to critique an existing
- 5:02:30Expedition like XR app in 360 VR or ar
- 5:02:35so I say um this so that we have maximum
- 5:02:38flexibility you you don't necessarily
- 5:02:40have to have VR or ar you can just do it
- 5:02:44on a smartphone with 360 so and I say
- 5:02:47Expedition like XR app uh I'm thinking
- 5:02:49Google Expedition and I'll tell you a
- 5:02:51little bit more about Google expedition
- 5:02:52in a second but also uh it could be your
- 5:02:56favorite museum if it has an app or
- 5:02:58something for the city or something that
- 5:03:01feels like you can go on a tour um I
- 5:03:04want it to be not too complex an app but
- 5:03:06the activity is ready to critique it and
- 5:03:09if it's too complex might probably be
- 5:03:11one of the main criticisms so what I'm
- 5:03:14thinking in the task should be to record
- 5:03:16yourself describing the XR experience
- 5:03:19using thinkaloud it's very important so
- 5:03:22the thinkaloud part is really important
- 5:03:23yeah you should you should play around
- 5:03:25with it and then you play around with it
- 5:03:27one more time and then you record uh
- 5:03:29what you're thinking even your most
- 5:03:31often the first time impressions are
- 5:03:33really the ones that are really really
- 5:03:34cool to capture in this think aloud but
- 5:03:37maybe we're not used to this idea of
- 5:03:39thinking aloud as we're using something
- 5:03:42and that's something you have to
- 5:03:43practice and um so I'll show you an
- 5:03:47example of of me doing a thinkaloud
- 5:03:49while playing around with an existing
- 5:03:51Google Expedition uh I chose the solar
- 5:03:55uh system
- 5:03:56one I want you to describe the context
- 5:03:59of your XI experience so I want you to
- 5:04:01well basically share uh when you share
- 5:04:03the results of your critique uh whether
- 5:04:05you have operated this app in 360 in VR
- 5:04:08in AR have you been in a private or
- 5:04:10public setting um so if you were uh you
- 5:04:13don't have to be too specific but I
- 5:04:15think it may have impact on how you
- 5:04:18critique the app maybe it was not
- 5:04:19designed for the context in which you
- 5:04:20used it and so that's then uh something
- 5:04:23that we could also discuss as well I
- 5:04:26want you to critique the Expedition
- 5:04:28using the template the I like I wish
- 5:04:30what if template okay so I introduced it
- 5:04:33in the lecture and I'm going to briefly
- 5:04:36mention it again in the next few slides
- 5:04:38I want you to analyze the exposition in
- 5:04:40terms of guidelines so really design
- 5:04:42guidelines first and I provided some
- 5:04:44examples of guidelines I mean as you
- 5:04:46know from my lecture I'm never really
- 5:04:48happy with all the guidelines we have we
- 5:04:49don't have enough guidelines and those
- 5:04:51we have are not good enough so um anyway
- 5:04:55this a starting point I want you to also
- 5:04:58articulate ethical social or privacy
- 5:05:00concerns one might have I mean you you
- 5:05:03might have them you might not have them
- 5:05:05uh but users could have them and so I
- 5:05:07want you to think about that so the
- 5:05:10expected results of this activity and
- 5:05:12this exercise are that you have now uh
- 5:05:14provided a balance critique of positive
- 5:05:17and negative design aspects so really
- 5:05:19start with the positive keep it
- 5:05:22remember you have developed initial
- 5:05:24ideas for how to change and improve the
- 5:05:26design that will be very helpful for you
- 5:05:28as you're continuing to work on this and
- 5:05:30go into the next stage which is
- 5:05:32storyboarding and uh SP of storyboarding
- 5:05:34we do brainstorming and you also have a
- 5:05:37better sense of what to look for in
- 5:05:38terms of design guidelines
- 5:05:41so that would make me really happy if
- 5:05:43you achieved all these if these were
- 5:05:45really truly really truly the the
- 5:05:47results so that would be cool um but uh
- 5:05:50that's what I'm hoping we get out of
- 5:05:52this and if you practice critiques and
- 5:05:56you really think broadly about some of
- 5:05:58the concerns then I think this will be
- 5:06:00very valuable and uh might be a lot of
- 5:06:03fun to also discuss with your peer
- 5:06:04Learners here so please we'll have
- 5:06:06forums available and we can chat
- 5:06:10so I said the expedition that I had in
- 5:06:12mind um the actual app is Google
- 5:06:14Expeditions so now Google Expeditions
- 5:06:16comes in VR and in AR and it's actually
- 5:06:19popular in classroom environments so
- 5:06:21Google is targeting education scenarios
- 5:06:24and I thought this is a good app for us
- 5:06:26but I say Expedition like um it could be
- 5:06:30really anything but I don't want it to
- 5:06:31be too complicated ideally it's publicly
- 5:06:35available so that others can actually
- 5:06:36also try it out so you should be clear
- 5:06:39um how you obtained uh the app if it
- 5:06:42wasn't Google
- 5:06:44Expeditions so here's an example of me
- 5:06:47running the world cities Expedition and
- 5:06:49I've covered that in the lecture and
- 5:06:52here is a video of me trying it out um
- 5:06:56actually here in the studio the solar
- 5:06:59system uh app all right I'm going to do
- 5:07:03a design crit an exra design crit of the
- 5:07:07Google Expeditions uh the exploring the
- 5:07:10solar
- 5:07:11system and we're going to start it in AR
- 5:07:14so initially um I think this is this
- 5:07:18works quite well detects the surface
- 5:07:20surface okay and then the the problem is
- 5:07:24that the planet is like really really
- 5:07:27big that we're getting and any attempt
- 5:07:31to resize doesn't work I can just raise
- 5:07:35it but I cannot I have not figured out a
- 5:07:39way to resize or
- 5:07:42rotate and that is actually something
- 5:07:45that I would normally expect from an
- 5:07:48from an app then you can learn more
- 5:07:52about the Sun and what we're going to do
- 5:07:56instead is we're going to look at Earth
- 5:07:58so Earth is obviously smaller than uh
- 5:08:00the Sun but it's still definitely
- 5:08:04definitely definitely quite big and um
- 5:08:07same issue but I do like the inner
- 5:08:09planet so that's like kind of cool when
- 5:08:12they then appear above the keyboard here
- 5:08:15so there's
- 5:08:17Earth and we can look at some of the
- 5:08:22detail maybe even
- 5:08:26find parts
- 5:08:29um well maybe you can find where you
- 5:08:33live and um that could be
- 5:08:37interesting and tracking uh works it's
- 5:08:40tracking is really robust obviously so
- 5:08:42that's kind of nice and then the moon
- 5:08:44again a Monster
- 5:08:47boom and it's just
- 5:08:51massive and we have the outer
- 5:08:55planets so that's also pretty
- 5:08:59cool and so it would be nice to have
- 5:09:02labels on
- 5:09:04these I really like the look of the
- 5:09:06planets but like having labels would be
- 5:09:08very useful
- 5:09:11and so that you're actually learning
- 5:09:12something I mean right now it's kind of
- 5:09:14cool the asteroid belt it kind of looks
- 5:09:18cool and nice the dwarf planets but then
- 5:09:21you would really want to learn a little
- 5:09:22bit more
- 5:09:24and um the interactions here are
- 5:09:28definitely pretty
- 5:09:29limited um it does look cool though um I
- 5:09:33must admit that so I would say I like
- 5:09:37the look of the planets uh that's pretty
- 5:09:41cool
- 5:09:43and I like
- 5:09:45how um I especially like the inner
- 5:09:49planets and I like how they have breaken
- 5:09:52down the solar system um although it's
- 5:09:56harder for me to build the relationships
- 5:09:58between the different kinds of views
- 5:10:00that I have on the different planets and
- 5:10:02the asteroid belt and the Moon is
- 5:10:04normally obviously going around Earth so
- 5:10:07would have been nice to see that
- 5:10:10um I wished I were able to rescale
- 5:10:15resize um so this I just don't
- 5:10:18understand why I would want to raise it
- 5:10:22like crazy it does make sense when I put
- 5:10:24it
- 5:10:25on when I relocate it but I also can't
- 5:10:28relocate it so I don't know how to do
- 5:10:32that can send feedback
- 5:10:37um yeah so what
- 5:10:40if you
- 5:10:42were allowing me to scale it
- 5:10:46once and then also like I think the
- 5:10:48other thing is the distance when I then
- 5:10:51switch I'm sure it's going to just be
- 5:10:54again oh it does it does keep in mind
- 5:10:57what I wanted in terms of distance oh it
- 5:11:01does it does not rotate and
- 5:11:06scale um so that's really my biggest
- 5:11:09complaint
- 5:11:11here and so here is what you just saw um
- 5:11:15at least a subset of it and uh these are
- 5:11:19all the screens so this is the download
- 5:11:21screen obviously then you enter it you
- 5:11:23place it I didn't have a screenshot for
- 5:11:24the placing part and then once you have
- 5:11:26placed it you have like this card
- 5:11:28interface down there and uh this Edge is
- 5:11:31really really key it suggests that there
- 5:11:33is more so you swipe to the left and
- 5:11:35then you get to see Earth you can swipe
- 5:11:37up and you get to see some of the
- 5:11:39information about Earth and then you
- 5:11:42swipe to the left again you bring up
- 5:11:44this screen and so forth and uh this is
- 5:11:47how the Expedition works and I want you
- 5:11:50to critique uh the Expedition app the
- 5:11:53Expedition like app that you chose I
- 5:11:54want you to use the I like I wish what
- 5:11:56if template so what you like about it
- 5:11:59important to start with something
- 5:12:00positive and there should be two
- 5:12:02positives okay uh what could be improved
- 5:12:05and here really try to be specific try
- 5:12:07to be objective uh not subjective and uh
- 5:12:12what could be improved is improved is
- 5:12:13one thing but how would you improve it
- 5:12:15how could it be improved this is really
- 5:12:17the hard part this is what we're after
- 5:12:19here this will help us develop some new
- 5:12:21ideas as we are going to improve upon
- 5:12:24the
- 5:12:25app so here are some examples the look
- 5:12:29of the planets that's pretty cool I
- 5:12:30think that's something I said in the
- 5:12:31video how they have broken down the
- 5:12:33solar system is something that I liked I
- 5:12:35could resize and rotate the planets I
- 5:12:37really wished I could and I could better
- 5:12:39understand the relationships between
- 5:12:40planets it was really just not enough uh
- 5:12:43like the scale was really unclear I
- 5:12:46could adjust the scale and rotation
- 5:12:47using pinch to zoom yeah that was very
- 5:12:48confusing to me I remember um the going
- 5:12:51up and down part um that was weird like
- 5:12:55why does it only change around the Y and
- 5:12:58um so how would I improve it um well
- 5:13:00using pinch to zoom for example which is
- 5:13:02a very common gesture and how could I
- 5:13:05adjust the distance to the planets and
- 5:13:07then the other idea is to adjust the
- 5:13:10distance to the plane using drag and
- 5:13:12drop so that was referring to the fact
- 5:13:14that once the expedition was placed I
- 5:13:16basically had to restart the app I
- 5:13:18couldn't figure out how to move it to a
- 5:13:20different plane maybe it is somewhere in
- 5:13:23the app and I just didn't notice but
- 5:13:24then we need to improve upon that aspect
- 5:13:27that is called bad usability if people
- 5:13:30cannot discover what you can do with the
- 5:13:31app then yeah you have a problem so this
- 5:13:35was a review based on the design
- 5:13:37guidelines using the I like I but if
- 5:13:39template the next thing I want you to do
- 5:13:41is also to perform an Ethics review and
- 5:13:44I was talking about design ethics review
- 5:13:46as part of the XR design ethics lecture
- 5:13:49and I was describing these four main
- 5:13:52steps or considerations as part of the
- 5:13:54review so the context and situation the
- 5:13:57sensory information and data the
- 5:13:59processing pipeline as much as you
- 5:14:00understand it I mean clearly you will
- 5:14:02not have developed the app but um maybe
- 5:14:04you are developing intuition for what
- 5:14:06goes on behind the scenes or the app
- 5:14:07informs you and this informing part in
- 5:14:10terms of uh terms and what you consent
- 5:14:12to um this is also really key that we
- 5:14:15want to look at for data ownership and
- 5:14:17governance so in my example that would
- 5:14:20be that I was using the AR version uh in
- 5:14:23the studio here I was actually the only
- 5:14:26user in the device vicinity I mean my
- 5:14:29bunny was probably in the background but
- 5:14:31uh we don't know uh the sensory
- 5:14:34information well it sees mostly me it
- 5:14:36sees the furniture it does see expensive
- 5:14:38equipment here uh keep in mind that this
- 5:14:40equipment is on loan from the University
- 5:14:42of Michigan so this is not my own
- 5:14:44equipment um the surface area of the
- 5:14:48table and the floor um so alt together
- 5:14:52um you can obviously uh you can actually
- 5:14:55make some sense of this information both
- 5:14:58for tracking and registration but then
- 5:15:00also U maybe in a negative way and so
- 5:15:03that goes more under the ethics part
- 5:15:05obviously um the processing pipelines I
- 5:15:07think it's a pretty if application it
- 5:15:10does standard surface detection doesn't
- 5:15:11do a lot with spatial mesh in fact it
- 5:15:14doesn't have a spatial mesh there's no
- 5:15:15scene understanding uh it may build
- 5:15:17Anonymous usage statistics I don't know
- 5:15:19about that but uh it keeps Library it
- 5:15:21keeps track of the the different kinds
- 5:15:24of expeditions I was downloading there
- 5:15:26is a teacher mode which I think is a bit
- 5:15:29more advanced and multi-user and that
- 5:15:32has potentially a more complex
- 5:15:34processing Pipeline and actually will
- 5:15:35raise additional
- 5:15:37concerns uh expeditions app manages the
- 5:15:39downloads as I was just talking about
- 5:15:41there the SL tab so that's the kind of
- 5:15:43information that I know um I don't know
- 5:15:46what they collect and I also don't know
- 5:15:48because these Expeditions are actually
- 5:15:49developed independently so there are
- 5:15:51some Google ones but there are also ones
- 5:15:53developed by others H it would be
- 5:15:55interesting to understand the
- 5:15:56Expeditions framework a little bit
- 5:15:57better and understand what kind of data
- 5:16:00is actually being collected and shared
- 5:16:01with those uh third party
- 5:16:05vendors that's it right so we're going
- 5:16:08to learn a lot about ethics um by
- 5:16:11actually thinking it through but we're
- 5:16:13also going to do a really a design
- 5:16:15critique uh more broadly thinking
- 5:16:18obviously also about the social and
- 5:16:19ethical concerns as I was just talking
- 5:16:21about but also thinking a lot about the
- 5:16:23design and design guidelines and so pay
- 5:16:26attention to whether you're doing an AR
- 5:16:27or VR Expedition or something in between
- 5:16:30like 360 share that with us and fellow
- 5:16:33Learners so that we actually understand
- 5:16:34your critique better uh let us know how
- 5:16:37and where you used it and what you found
- 5:16:39confusing and uh well we should get a
- 5:16:42first indication of the kinds of things
- 5:16:44you think you would be improving as you
- 5:16:46keep working in this Honest track on the
- 5:16:49next steps which would then be
- 5:16:51storyboarding and wireframing we need
- 5:16:53brainstorming new ideas and flashing
- 5:16:56them out
- 5:17:10in this lecture we're going to talk
- 5:17:12about brainstorming and problem framing
- 5:17:16now in the context of extended reality
- 5:17:19so AR and VR this is really something
- 5:17:22that is dear to me I'm not really sure
- 5:17:25that we are getting it right yet and um
- 5:17:28I think the problem is that we are not
- 5:17:31always really addressing the problem now
- 5:17:34in this lecture we're going to talk
- 5:17:35about how to find good problems how to
- 5:17:39identify a problem so in this lecture
- 5:17:41I'm going to share seven techniques to
- 5:17:43help you innovate the first technique is
- 5:17:45the what I call ideate Implement inspect
- 5:17:48iterate design cycle everything starts
- 5:17:51from an idea and you really have to
- 5:17:53ideate part of ideation is actually
- 5:17:56implementing that thing creating a
- 5:17:58prototype and then inspecting it um and
- 5:18:01not just you as a designer although that
- 5:18:03I think that is the first important
- 5:18:05thing uh but you need to test and
- 5:18:07validate it with users and then you
- 5:18:09iterate I think that through prototyping
- 5:18:12we can really learn a lot about the
- 5:18:14actual problem and not just like about
- 5:18:17our solution I use ideation for problem
- 5:18:21Framing and I think that's a really
- 5:18:23important realization and so build
- 5:18:26prototypes to help you understand what
- 5:18:28the problem really is test it with users
- 5:18:31and then see how they respond and and
- 5:18:34iterate to improve your understanding of
- 5:18:38the the problem and then also like you
- 5:18:41grasping for that
- 5:18:43solution next technique this is more
- 5:18:46like a how to think about things
- 5:18:49technique the killer app problem is that
- 5:18:52you're trying to find that killer app
- 5:18:56and you're trying to take on too much so
- 5:18:59rather than trying to invent that whole
- 5:19:01new thing you can also look at something
- 5:19:04existing and all you need to do is be
- 5:19:08creative and novel in one
- 5:19:11aspect actually novelty and creativity
- 5:19:13is not the same thing so in my opinion
- 5:19:16and I always say this to my
- 5:19:18students um being novel is this idea of
- 5:19:21being the first at doing something and
- 5:19:25and that claim is is actually never a
- 5:19:28really strong claim because you could be
- 5:19:30the first person to do a really really
- 5:19:32bad thing to have a really really bad
- 5:19:34idea just because you're the first to to
- 5:19:37talk about it to write about it uh to
- 5:19:40implement it doesn't make it a good
- 5:19:42thing in itself and so being creative
- 5:19:44however means that you're like looking
- 5:19:46at something and you're trying to you
- 5:19:50maybe look at it differently or trying
- 5:19:52to innovate um by coming up with one
- 5:19:55small new thing and when I talked about
- 5:19:58design gems I already talked about this
- 5:20:00idea of trying to be creative in in how
- 5:20:04you approach the problem and how you
- 5:20:06execute uh the methods and how you
- 5:20:09prototype things uh how you implement
- 5:20:12things I think that is really cool that
- 5:20:14is where you want to be creative but you
- 5:20:15don't have to be novel in the whole idea
- 5:20:17that's very important so do this one
- 5:20:21thing and uh be disruptive
- 5:20:24there the next thing that I want to talk
- 5:20:26about is really how to uh frame a
- 5:20:30problem and how to kind of verify
- 5:20:33whether you're asking the right
- 5:20:34questions so I'm calling this the
- 5:20:37problem promise premise approach the
- 5:20:40first question I'm going to ask you
- 5:20:41about the thing that you're trying to do
- 5:20:43is what is the problem tackled by your
- 5:20:45exi solution so if there's no problem
- 5:20:47then you don't have a solution so if you
- 5:20:49have a hard time telling me what the
- 5:20:50problem is then you should rethink it
- 5:20:53also if you think you know what the
- 5:20:55problem is what is hard about it and why
- 5:20:58is it important and here I have a little
- 5:21:00denomination why is it important to you
- 5:21:03because this idea of trying to generally
- 5:21:04say why something is important I often
- 5:21:06struggle with this but I can tell you
- 5:21:09why some of the research that I'm
- 5:21:10working on is at least important to me
- 5:21:12cuz I observe how people struggle
- 5:21:14especially students how students
- 5:21:16struggle to learn about design because
- 5:21:18in my research on XR and specifically
- 5:21:20prototyping tools I have observed how
- 5:21:24novice designers really struggle with
- 5:21:26picking up XR Concepts and XR
- 5:21:28Technologies and that's what I at least
- 5:21:30I cared about and actually it turns out
- 5:21:33that this is really a problem and a lot
- 5:21:35of people are trying to innovate in that
- 5:21:37space not always have having good ideas
- 5:21:39but trying to at least innovate in that
- 5:21:41space so this agreement on then there is
- 5:21:43something that is a problem that is
- 5:21:46actually an indicator that you're onto
- 5:21:48something and so the next question I'm
- 5:21:49going to ask you what is the promise of
- 5:21:51your Exo solution so what are you
- 5:21:55offering uh where can XR actually help
- 5:21:59and uh what is your value
- 5:22:02proposition and so then I want to
- 5:22:04scrutinize more this idea of why XR so
- 5:22:07what is the parameter of your XR
- 5:22:09solution really ask yourself critically
- 5:22:11and carefully why can XR solve this and
- 5:22:14when I say XR you should actually be a
- 5:22:15little clearer and say whether augmented
- 5:22:18reality or virtual reality is the right
- 5:22:20approach and then what are your
- 5:22:23assumptions like with every solution
- 5:22:25there's always some kind of assumptions
- 5:22:27with every design we make assumptions
- 5:22:29write the inter first so if you think
- 5:22:31about an introduction uh now I'm talking
- 5:22:33about a paper what goes into that uh the
- 5:22:37problem and and that is at more like at
- 5:22:39a general level the obstacle now within
- 5:22:43that problem there is something more
- 5:22:44specific that you're trying to address
- 5:22:46so that is the obstacle and you should
- 5:22:48make it Crystal Clear what are you
- 5:22:49talking about in this bigger problem and
- 5:22:52then you should introduce the solution
- 5:22:54in essence not like the whole thing you
- 5:22:57have the rest of the paper to describe
- 5:22:58that but in essence the 10,000 ft view
- 5:23:01what is the solution here and then comes
- 5:23:04the hard part actually articulating your
- 5:23:07contribution science
- 5:23:09cifically um so this is where a lot of
- 5:23:12people struggle first year PhD
- 5:23:14students as well as old experienced
- 5:23:18professors really struggle to nail that
- 5:23:20contribution couple of things that I've
- 5:23:22observed over the years that really
- 5:23:23annoy me and so maybe you should try to
- 5:23:25stay away from those because I don't
- 5:23:26think there are really good arguments to
- 5:23:28make we are the first to do this as I
- 5:23:31said doesn't mean that this is a good
- 5:23:33idea and it's actually not a very strong
- 5:23:35argument it's now or never so like
- 5:23:38please take my paper now and yeah I've
- 5:23:41I've I've seen that a lot and timeliness
- 5:23:45is something that the scientific
- 5:23:46Community will really know you know if
- 5:23:50you're trying to solve an old problem I
- 5:23:52can tell you we are probably not making
- 5:23:54the right progress and this last thing
- 5:23:56is uh this is probably really speaking
- 5:23:59just to the scientific community that
- 5:24:01the fact that you evaluated Your
- 5:24:04solution that is not a contribution it's
- 5:24:06just expected We Are Scientists so
- 5:24:10obviously we evaluate our solution so
- 5:24:13don't claim it as a contribution now I'm
- 5:24:15done with my rant and we continue uh
- 5:24:17looking at some of the More Design
- 5:24:19oriented
- 5:24:32techniques so in this lecture I'm going
- 5:24:34to share seven techniques to help you
- 5:24:36innovate one technique that I really
- 5:24:38like is this idea of the idea hexagon
- 5:24:41introduced by ramish resca in a lot of
- 5:24:43his motivational talks and I really like
- 5:24:45it and I want to give some examples from
- 5:24:47the EXO space so the idea hexagon is
- 5:24:50basically given an idea x what is the
- 5:24:54next good idea from that idea one way to
- 5:24:57innovate is to try to extend to the next
- 5:25:00Dimension examples he gives is from
- 5:25:02flicker which is images to YouTube which
- 5:25:05is videos the next way to innovate is to
- 5:25:08to fuse the deimar so x + y and I'm
- 5:25:14going to have an example here in a
- 5:25:15second then the other way to innovate
- 5:25:19which is the one that I really like is
- 5:25:21the doing the exact opposite of what's
- 5:25:23been done before and we're going to see
- 5:25:24in a second whether you like my exra
- 5:25:26example here or not and then comes these
- 5:25:30given a hammer find all the nails and
- 5:25:32given a nail find all the Hammers it's a
- 5:25:35very popular approach especially in the
- 5:25:38technical human computer interaction
- 5:25:40design community and research Community
- 5:25:43um this idea of like coming up with a
- 5:25:45new system and then seeing what this new
- 5:25:49system or a solution what kinds of
- 5:25:51problems can it actually solve so having
- 5:25:53this idea because you think it's cool
- 5:25:56because you think it's creative because
- 5:25:58you think we kind of need this and then
- 5:26:01see what we can do with it in my opinion
- 5:26:03is actually very good way to innovate
- 5:26:05and ideate and do research but not
- 5:26:08everybody agrees so that's fine the last
- 5:26:11one that's missing here and this is
- 5:26:13actually the one that's done all the
- 5:26:15time when you look at all the new
- 5:26:16product announcements Etc is just adding
- 5:26:19your favorite adjective faster lighter
- 5:26:23better so these are some examples and
- 5:26:25now I'm going to translate this to the
- 5:26:27XO space taada here we go so taking it
- 5:26:31to the next Dimension my example here is
- 5:26:33hollow lens we've seen a lot of VR
- 5:26:35things so for example Oculus came out a
- 5:26:38cool really a cool headset and uh that
- 5:26:42was just virtual reality and all the AR
- 5:26:44stuff up to this point was relatively
- 5:26:46limited and then the Holland came out
- 5:26:48and then the Holland ported us into
- 5:26:50augmented reality but this idea that a
- 5:26:53CEO go walks up on stage and says this
- 5:26:55is a 5year mission we're trying to
- 5:26:57figure it out and we're using and we
- 5:26:59need you to help us figure it out that
- 5:27:01to me was really cool and I think it's
- 5:27:03the right approach and now we're going
- 5:27:04to look up there so here for the X+ y so
- 5:27:09Fusion of the disiner my example is the
- 5:27:12Oculus link so for this example I
- 5:27:14quickly stole you see from the back um
- 5:27:17the Oculus actually an Oculus the
- 5:27:19original Oculus which is Tethered so
- 5:27:22right so then Quest came out cool now we
- 5:27:27have it all on device not tethered
- 5:27:29Standalone dedicated headset pretty cool
- 5:27:32and then we're introducing Oculus link
- 5:27:34right we're going to give you a USB
- 5:27:37cable initially you had buy a specific
- 5:27:39one a 3.1 USB um so C cable and what it
- 5:27:44gives you is it turns your well
- 5:27:47Standalone dedicated into a tea device
- 5:27:50and turns your Oculus well Quest into a
- 5:27:54hang on essentially a rift s which had
- 5:27:57just come out but this idea of turning
- 5:27:59the quest into an Oculus Rift s to
- 5:28:03because for this one you really have to
- 5:28:04optimize your stuff to get it to work on
- 5:28:06mobile and for this one you you kind of
- 5:28:08can throw whatever because you just buy
- 5:28:10a better computer if it doesn't work I
- 5:28:12think that was quite disruptive and it
- 5:28:14was actually quite upsetting that this
- 5:28:17Quest can now be turned into an oadus
- 5:28:20Rift s because people just bought the
- 5:28:22rift s and now this one seems to be the
- 5:28:25one that Oculus is pushing forward which
- 5:28:28well we'll see where that goes and now
- 5:28:30we're going to jump over here so
- 5:28:33cardboard doing the exactly the opposite
- 5:28:36so the example that I have here is this
- 5:28:39kind of plastic version of cardboard but
- 5:28:41it's still cardboard okay um this idea
- 5:28:45of just doing something like this a
- 5:28:48device wrapper or actually giving you
- 5:28:50cardboard and putting that on your face
- 5:28:54and putting your phone inside
- 5:28:58um well that was like the opposite from
- 5:29:01everything else we had explored at the
- 5:29:02time so if you have a hammer like a
- 5:29:05smartphone what are all the things all
- 5:29:07the nails you can hit with it and AR and
- 5:29:10VR are actually things you can hit with
- 5:29:12it well because we have a hammer and
- 5:29:15turning this into uh an AR or VR display
- 5:29:18just by wrapping something around it I
- 5:29:21thought this was pretty cool now my
- 5:29:23other example is web XR down here so
- 5:29:29given a nail find all the Hammers so if
- 5:29:33you let's say if we now do AR and VR
- 5:29:37what are all the hammers that could
- 5:29:39benefit from it and we the web is a
- 5:29:42hammer that gives access as a platform
- 5:29:44to a lot of different content and so uh
- 5:29:47bringing arvr into the web and
- 5:29:50empowering the web is just going to take
- 5:29:52it to the next level and I think that's
- 5:29:54why I put web xar here as an example and
- 5:29:57finally coming back to the Oculus Quest
- 5:30:00well here the idea with the Oculus Quest
- 5:30:02was just like okay we've always had it
- 5:30:05somehow tethered and initially the first
- 5:30:08VR headsets were like really heavy and
- 5:30:10had to be mounted so the one adjective
- 5:30:13maybe to be associated with the headset
- 5:30:15is um mobile and portable and um
- 5:30:19pervasive if you want so now I want to
- 5:30:23jump gears a little bit and look more at
- 5:30:26innovating in interaction design so the
- 5:30:28object control design Matrix works as
- 5:30:30follows so you're putting out a 10x10 I
- 5:30:33don't actually draw a 10x10 Matrix here
- 5:30:35but the idea is you do a 10x10 Matrix
- 5:30:37and then you're thinking about um winter
- 5:30:41and cold and then you're putting down
- 5:30:44all the objects you associated with
- 5:30:46winter like snowshoes gloves hats boots
- 5:30:49ice
- 5:30:50scraper so you're putting those um here
- 5:30:55in the rows and then in the columns
- 5:30:58you're putting all kinds of controls
- 5:31:00that you can imagine like slider voice
- 5:31:03pressure control squeeze Shake dial
- 5:31:07whatever com comes to mind and then
- 5:31:09you're looking at the combinations of
- 5:31:11these and you're sketching out in each
- 5:31:14of these little quadrants you're
- 5:31:15sketching out all the different little
- 5:31:17funny combinations that you can come up
- 5:31:18with like an ice scraper that can be uh
- 5:31:21shaken now that would be an interesting
- 5:31:23device now we have a combination of
- 5:31:26objects that we can control in funny
- 5:31:28ways and if you sketch those ideas out
- 5:31:30this is really an activity you should do
- 5:31:31in class I've done this in a lot of
- 5:31:33interaction design classes um it's
- 5:31:35actually quite fun this idea of put
- 5:31:37pushing it out quickly like doing really
- 5:31:39a 10x10 Matrix like aund of these ideas
- 5:31:43pushes you to be quick sketch them out
- 5:31:46quickly ideate quickly don't criticize
- 5:31:51don't spend too much time on shaping
- 5:31:53this perfect idea no just go about it
- 5:31:55try out all these different combinations
- 5:31:58that is really cool like going all the
- 5:32:00way through line by line
- 5:32:03diagonally and I think that is why it's
- 5:32:06really a valuable technique
- 5:32:08it will not always work like it works
- 5:32:10really well for like warming up
- 5:32:13brainstorming so translating this
- 5:32:15directly to coming up with Innovative XR
- 5:32:19interface and interaction design ideas
- 5:32:21probably not going to work so well but
- 5:32:24as a warmup uh in a class or in a
- 5:32:27workshop I think this is actually really
- 5:32:30helpful
- 5:32:44one last thing that I want to share here
- 5:32:46is the threshold and seating
- 5:32:48considerations in tool design now this
- 5:32:50is something that uh comes from a paper
- 5:32:52from 2000 by Brad Meers and colleagues
- 5:32:56on the past present and future of user
- 5:32:58interface software tools and I think
- 5:32:59it's a really cool way to look add tool
- 5:33:03design now whether you have a new tool
- 5:33:05now this could be a user interface
- 5:33:07design tool or some kind of tool that
- 5:33:10helps you solve a problem let's just
- 5:33:12call it tool and then you look at the
- 5:33:14whole design space of all the things you
- 5:33:16could do in XR and then there is your
- 5:33:19tool and then your tool is defined by a
- 5:33:22threshold now that is the barrier of
- 5:33:25Entry that you have to overcome in order
- 5:33:27to use this tool so basically all the
- 5:33:29stuff you have to learn to use the tool
- 5:33:31and then the ceiling which is all the
- 5:33:34things you can do with this tool but no
- 5:33:36more it's like the upper bounds it's
- 5:33:37like that's it all right learn learn all
- 5:33:41this to get in here use the tool and
- 5:33:43then all you can do with the tool is
- 5:33:44here and then there could be so many
- 5:33:46other things for which you probably need
- 5:33:47a different tool or some combination of
- 5:33:49tools and now that is an interesting
- 5:33:52consideration given that there's so many
- 5:33:53different kinds of tools out there
- 5:33:55especially all these kinds of
- 5:33:56prototyping tools that essentially all
- 5:33:58do the same but it actually allows you
- 5:34:00to compare some of the solutions out
- 5:34:02there some of the tools out there and I
- 5:34:05think it's a really good way of
- 5:34:08examining whether the effort that you
- 5:34:10have to put in in learning something
- 5:34:12justifies the kinds of things you can do
- 5:34:14with it so the seaing that you will
- 5:34:15reach now one of the really popular
- 5:34:18tools out there in the arvr space is
- 5:34:20Unity Unity has actually a quite a high
- 5:34:24threshold like a really like high
- 5:34:27learning curve um okay depending on your
- 5:34:29background you may have an easier time
- 5:34:31but the first time I open up Unity I was
- 5:34:33overwhelmed uh but the cool thing about
- 5:34:35Unity is once you have crossed the
- 5:34:37threshold you're in this land and you
- 5:34:39can start to learn all the things you
- 5:34:41can do with unity and then I would say I
- 5:34:43wasn't really sure where to put this
- 5:34:45ceiling the seating is probably
- 5:34:46relatively high but nobody knows the
- 5:34:49whole design space of XR and I'm not
- 5:34:51sure whether I can do everything in XR
- 5:34:54now in my research I really try to have
- 5:34:57a much lower threshold so I really want
- 5:34:59more people to be able to pick this tool
- 5:35:02up or my tools up more quickly and I'll
- 5:35:05do a trade-off because obviously I can
- 5:35:07really not reach the same seiling as
- 5:35:10unity and I don't even have to because
- 5:35:13I'm not even trying to replace Unity
- 5:35:15Unity has its place in the arvr space
- 5:35:20and my tools are just helping more
- 5:35:23people transition into tools like Unity
- 5:35:25so empowering more designers and that is
- 5:35:27really the idea of my research so for me
- 5:35:29it's okay to make that
- 5:35:31tradeoff uh so basically the ceiling is
- 5:35:34lower of my tools but that's fine but
- 5:35:36there are also Lots of little problems
- 5:35:38in the design space for which Unity
- 5:35:41isn't really a good solution because it
- 5:35:43has so much overhead you really have to
- 5:35:45learn so much and then solve that thing
- 5:35:49no you just use a different tool and so
- 5:35:52that's why this graphic is probably also
- 5:35:53useful because there are lots of
- 5:35:56prototyping tools out there similar to
- 5:35:58mine although my emphasis has been on
- 5:36:00physical to digital transition which I
- 5:36:03don't think a lot of tools do very well
- 5:36:06um and so and so that's my claim here
- 5:36:09okay just saying as a researcher and
- 5:36:11that's fine it's been peer reviewed so I
- 5:36:13can say that now this is an interesting
- 5:36:15area here so there is this overlap
- 5:36:18between some of the things you can do
- 5:36:20with my tools and some of the things you
- 5:36:21can do with unity and and and then
- 5:36:24that's probably is the same thing for a
- 5:36:26lot of tools out there you can use a lot
- 5:36:29of tools to do the same things now
- 5:36:31obviously we not trying to be like Unity
- 5:36:34I would never try to do that so I don't
- 5:36:36want my goal is not to be congruent to
- 5:36:39actually be like Unity no you don't want
- 5:36:42to be like that tool you want to make it
- 5:36:45simpler obviously the coolest thing we
- 5:36:47could do is like lower the barrier to
- 5:36:50entry and then have an even higher
- 5:36:52seating as unity and um that is really
- 5:36:57unrealistic um just like how if it were
- 5:37:00possible Unity would do this now I think
- 5:37:03unity set that threshold in order to
- 5:37:06enable you to reach this really high
- 5:37:09seiling but that threshold is
- 5:37:10unfortunately a little high but by the
- 5:37:13time you want to solve all these upper
- 5:37:14problems you're already quite committed
- 5:37:17so it's an okay cost for them um and so
- 5:37:21these problems here well you can you can
- 5:37:24do them with whichever tool I feel like
- 5:37:26if you already have the knowledge of my
- 5:37:28tools you could just continue using my
- 5:37:29tools and solve the problems in the
- 5:37:31space if you already know unity and this
- 5:37:35is the stuff that you want to solve
- 5:37:36there's no need to learn my tools so
- 5:37:38it's that simple you can just look at it
- 5:37:40that way and I think it's a really cool
- 5:37:42way to illustrate the the the power and
- 5:37:46the use of tools and really also
- 5:37:50estimating how much learning is required
- 5:37:52in order to pick up a tool and then
- 5:37:54again what you can actually do with a
- 5:37:56tool and this knowing what you can
- 5:37:58actually do with a tool that is the
- 5:38:01really hard part because unfortunately
- 5:38:04the tool developers the vendors are not
- 5:38:07always very honest about that and so
- 5:38:10that's something we need to improve so
- 5:38:12this was a little bit of a fun lecture
- 5:38:14but it's actually really really
- 5:38:16important one and I wanted to give it
- 5:38:18this a little bit of a fun spin so that
- 5:38:22you don't see that I'm actually dead
- 5:38:24serious but I am so um this lecture
- 5:38:27comes is really heartfelt and comes from
- 5:38:30years of experience as a PhD student
- 5:38:32myself really trying to learn uh how
- 5:38:35this scientific Community works how to
- 5:38:38come up with good research problems um
- 5:38:41which especially in the XR space where
- 5:38:42so many things are going on is really
- 5:38:45really hard and um and then also from my
- 5:38:48teaching experience both in traditional
- 5:38:51relatively boring mobile and web design
- 5:38:53interaction design classes and to some
- 5:38:56of the more advanced courses that I'm
- 5:38:57teaching now that I'm fortunate to teach
- 5:38:59now uh to both non-technical and really
- 5:39:03technical highly skilled designers and
- 5:39:06Developers because I want everybody to
- 5:39:08be able to participate in this XR design
- 5:39:24space so I'm going to introduce you to
- 5:39:26these two piles of good ideas and bad
- 5:39:28ideas and um you can use them as a
- 5:39:32checklist like the things that I say if
- 5:39:35that is true about your idea then maybe
- 5:39:37it's a good or a bad idea um well I
- 5:39:41don't want to offend you I could still
- 5:39:42be wrong it's just an intuition that
- 5:39:45I've developed over the years so if you
- 5:39:46can say this about your idea you're
- 5:39:48adding a significant new feature to an
- 5:39:50existing Solution that's a cool idea do
- 5:39:54it you're doing a complete redesign of a
- 5:39:56solution uh well actually that's not a
- 5:39:59good idea let me fix this so I'm going
- 5:40:01to go in here you're doing a
- 5:40:05redesign of part of an existing
- 5:40:11solution now that is a good idea okay
- 5:40:15let's look at it so you're doing a
- 5:40:17redesign of part of an existing solution
- 5:40:20don't do the full redesign of something
- 5:40:22existing don't redo Amazon there
- 5:40:25probably something good about it's it's
- 5:40:26quite popular and stuff so don't so if
- 5:40:29you can say this about your idea then
- 5:40:30you probably have a good idea you're
- 5:40:32picking one particular aspect of a
- 5:40:34problem and try a different solution now
- 5:40:37you there's a big problem and maybe lots
- 5:40:39of solutions out there but then you're
- 5:40:41trying to focus on this narrow thing and
- 5:40:43you're trying it slightly differently
- 5:40:45that I think is a really good way and
- 5:40:47this is similar to what I'm saying here
- 5:40:48you're looking at an existing problem
- 5:40:50through a new lens now you're actually
- 5:40:52like looking at this whole problem and
- 5:40:54you're recasting it from this different
- 5:40:56lens and now you're not coming up with
- 5:40:58the same solution but you're coming up
- 5:41:00with a slightly different solution and
- 5:41:02that solution might be novel or at least
- 5:41:05Innovative in some way especially if
- 5:41:07that new lens is really a new lens like
- 5:41:09nobody has looked at it this way yet I
- 5:41:11mean that lens is not new but nobody has
- 5:41:14actually applied that lens to the
- 5:41:15problem then I think it's a very good
- 5:41:17way to innovate and this is actually
- 5:41:18what a lot of researchers do and it's
- 5:41:20actually very good way to make progress
- 5:41:22so looking at the candidates for bad
- 5:41:25ideas so if you can say something like
- 5:41:27this about your problem or your project
- 5:41:30then may not be the best idea you're
- 5:41:33just adding a small new feature to an
- 5:41:35existing
- 5:41:36solution you probably agree with this
- 5:41:38unless you are the designer of that
- 5:41:41existing solution in which case you're
- 5:41:42creating a new version of it which is
- 5:41:45fine you should really not be saying
- 5:41:47anything like this about your idea
- 5:41:49you're trying to make an existing
- 5:41:52solution much better now I've heard this
- 5:41:55all the time so the problem with the
- 5:41:57much better part well in theory it's a
- 5:41:59cool idea but the problem is if you
- 5:42:02can't say the much better if you can't
- 5:42:04quantify if you can't specify in which
- 5:42:07way you're making it much better then
- 5:42:10it's really a problem so a good way to
- 5:42:12specify something like this would be
- 5:42:13like I'm making it easier to learn it or
- 5:42:17I'm uh automating this part which makes
- 5:42:19it faster to do that part and then
- 5:42:22you're trying to do what multiple
- 5:42:24existing Solutions do in one new
- 5:42:26solution oh yeah you're doing the
- 5:42:30dashboard um you know trying to wrap
- 5:42:32around things and then coming up with
- 5:42:34this whole new thing that brings
- 5:42:35everything together and makes it better
- 5:42:37not a good idea first of all if that is
- 5:42:40your project and you're like working in
- 5:42:41a class or something like this you have
- 5:42:43only so and so much time actually every
- 5:42:45project is time limited so abandon that
- 5:42:47and refocus and reshape finally you're
- 5:42:51trying to do what nobody else has done
- 5:42:53before really now I've heard that so
- 5:42:56many times and it's probably never ever
- 5:43:00true the problem might be that you don't
- 5:43:02know whether somebody has done it before
- 5:43:04so you haven't done your homework you
- 5:43:05haven't read the literature you have you
- 5:43:07haven't tried other the tools you
- 5:43:08haven't played around with this existing
- 5:43:11technology uh maybe you didn't know
- 5:43:12about it well that's fine so run your
- 5:43:15ideas by people could be professors
- 5:43:18could be other designers in your team
- 5:43:20could be your users your your future
- 5:43:21users or any kind of stakeholders and
- 5:43:23that's a good way to shape and
- 5:43:25reformulate ideas now if your ideas fall
- 5:43:29into these calories like the good pile
- 5:43:32or the bad pile there's always Ro room
- 5:43:35for improvement doesn't mean that if
- 5:43:36you're here that it's safe and you know
- 5:43:39you'll be fine doesn't mean that you
- 5:43:41could still have uh introduce issues as
- 5:43:44you're executing the ideas yeah you're
- 5:43:46not really involving users for example
- 5:43:48when you're designing a new product now
- 5:43:50you maybe you had a really cool idea in
- 5:43:52the beginning but you could still mess
- 5:43:53it up as you're trying to implement that
- 5:43:55idea H and so now these are not uh fail
- 5:44:00saves or guarantees that your product
- 5:44:03will be successful but really if you're
- 5:44:07in this pile you should really
- 5:44:10reframe your problem a big problem is
- 5:44:13really about scope most of the time
- 5:44:15you're taking on something too big like
- 5:44:16the dashboard thing I just talked about
- 5:44:19res scope make it smaller now that's a
- 5:44:22good way to innovate as well because
- 5:44:25it's easier to come up with new things
- 5:44:27in a much more constrained and small
- 5:44:29problem don't make it too small
- 5:44:30shouldn't be trivial that's the other
- 5:44:32thing that I sometimes complain about
- 5:44:34when I work with students on projects so
- 5:44:36don't make it get too small there should
- 5:44:38still be room for exploration creativity
- 5:44:41and in some sense obviously Innovation
- 5:44:44and that's what this whole lecture was
- 5:44:45about so I hope you enjoyed some of
- 5:44:47these lessons uh in this case I Tred to
- 5:44:49be a little bit more fun than usual and
- 5:44:51we cut this slightly differently it's uh
- 5:44:54supposed to be stimulating and inspiring
- 5:44:57and not as serious but there are
- 5:44:59actually really valuable lessons in here
- 5:45:00I think these are uh cool techniques
- 5:45:02that help me at least try to innovate
- 5:45:05and come up with the next research
- 5:45:06problem and maybe they'll also help you
- 5:45:08as you're thinking about the next
- 5:45:10solution for a real problem and a real
- 5:45:13XR solution in that space now that would
- 5:45:16be
- 5:45:30amazing storyboarding and wireframing uh
- 5:45:34that's what I'm going to talk about in
- 5:45:35this segment since these are really
- 5:45:36important ear stage design steps so I
- 5:45:39laid out the larger XR prototyping
- 5:45:42process um storyboarding and wireframing
- 5:45:44physical prototyping and digital
- 5:45:46prototyping we go through each of these
- 5:45:47steps but in this segment I'm just going
- 5:45:49to focus on the first one storyboarding
- 5:45:51and wiof framing so storyboarding and
- 5:45:55wireframing here's what what we mean by
- 5:45:57this so you basically sketch out the
- 5:46:00interface ideas that you have and um
- 5:46:03organize those sketches into what we
- 5:46:04call a storyboard and the cool element
- 5:46:08of the sketches is usually when they are
- 5:46:11a little bit more precise uh than usual
- 5:46:13we call them wireframes they're actually
- 5:46:15blueprints of the screens and
- 5:46:17potentially 3D scenes that we'll see
- 5:46:20later in our arvr
- 5:46:23interfaces all right and what I want to
- 5:46:25show you here is basically this is from
- 5:46:27one of our design jams where students
- 5:46:30were explaining to me how they have been
- 5:46:33thinking through this prototype of an
- 5:46:37furniture placement app it was inspired
- 5:46:40by some of the products that Ikea and
- 5:46:42Wayfair have out there now so you could
- 5:46:44choose uh between different types of
- 5:46:46furniture and then rotate for example
- 5:46:48the chair here and um also color and get
- 5:46:52like real previews of the furniture that
- 5:46:56you pick with specific choices like
- 5:46:59color and size through a menu and so
- 5:47:04this is how the app would work what I
- 5:47:05find interesting about the storyboard is
- 5:47:08obviously contains a lot of detail um
- 5:47:10you can really see how the the AR
- 5:47:13interface blends with the 2D menus that
- 5:47:15you see on the left and at the bottom
- 5:47:18and the students did really do a good
- 5:47:19job thinking this
- 5:47:21through so what we just saw is actually
- 5:47:23just one example of the types of
- 5:47:25storyboarding techniques that I'd like
- 5:47:27to cover so the way I'm going to do this
- 5:47:29is I'm going to think these different
- 5:47:31techniques I'm going to introduce you to
- 5:47:32a few techniques here and I'm going to
- 5:47:33think them through from low Fidelity to
- 5:47:36high fidelity
- 5:47:37and I'm also going to think them through
- 5:47:39in terms of like what I think is easier
- 5:47:41to do and what I think is harder
- 5:47:42requires more practice and potentially
- 5:47:44technical skill so the four techniques
- 5:47:47we're going to cover is storyboarding
- 5:47:48which you just saw so traditional
- 5:47:50storyboarding which I think is good for
- 5:47:52organizing sketches into a story so and
- 5:47:54into a sequence we're going to talk
- 5:47:56about 360 photo stories um where you
- 5:47:58would essentially use a 360 camera um to
- 5:48:01capture physical space around you and
- 5:48:04you treat these physical uh environments
- 5:48:06that you capture as like prototypes as
- 5:48:08mockups of your virtual reality
- 5:48:09environment so you actually prototype in
- 5:48:11the physical space come in with the
- 5:48:13camera capture and create content that
- 5:48:15you can L use in VR pretty
- 5:48:17powerful and then I'm going to talk
- 5:48:19about 360 storyboarding this is actually
- 5:48:21something that I've worked on and looked
- 5:48:23at in detail in a lot of my own research
- 5:48:26uh I believe in some of these techniques
- 5:48:27a little bit harder to do but I think
- 5:48:29they're actually very powerful
- 5:48:31especially if combined with some of the
- 5:48:33tools that I've working been working on
- 5:48:35and I'm going to show you why this is a
- 5:48:36good technique for storyboarding and why
- 5:48:38it allows you to think around the user
- 5:48:40which really spacially thinking around
- 5:48:41the user is really important for AR and
- 5:48:43VR
- 5:48:44interfaces finally I'm going to cover 3D
- 5:48:47storyboarding where like inside a VR
- 5:48:49headset and you're sketching out
- 5:48:51essentially the 3D world around you
- 5:48:53which I think is a very good way of
- 5:48:55visualizing uh in 3D but it also
- 5:48:57requires quite a bit of practice it's
- 5:48:59the closest to the final prototype if
- 5:49:02you want uh but it's still a storyboard
- 5:49:05so keep that in mind so now I'm going to
- 5:49:07walk you over each of these techniques
- 5:49:09in a little bit more detail so 360 photo
- 5:49:11remember we're going to use a 360 camera
- 5:49:14we're going to capture an environment
- 5:49:15like for example my lab in this example
- 5:49:18um and uh the way it looks initially
- 5:49:20very distorted uh different types this
- 5:49:22is accurate angular projection so
- 5:49:25different formats in which these cameras
- 5:49:26actually capture this but what you can
- 5:49:28do with it you can actually map it into
- 5:49:30a 3D sphere and that 3D sphere is
- 5:49:33essentially around the user and this is
- 5:49:35how 360 photos and videos that you may
- 5:49:38have seen on social media this is how
- 5:49:40they actually work you map it back
- 5:49:42around the
- 5:49:43user okay so here we are like in my lab
- 5:49:47and uh you've probably seen these
- 5:49:48experiences before so this is 360 photo
- 5:49:51and um it was obviously captured at this
- 5:49:54very position in this case it was
- 5:49:56captured by my uh former postto Max in
- 5:50:00the lab and it actually shows um it's a
- 5:50:03capture of when I remember just starting
- 5:50:06out in my lab we didn't have as much
- 5:50:07equipment as you can see um you may see
- 5:50:10later portions in this uh moo
- 5:50:12specialization where we have a lot more
- 5:50:14stuff in the lab and you will not even
- 5:50:15recognize this anymore but as you can
- 5:50:17tell um we could use this 360 photo now
- 5:50:21and actually prototype a virtual reality
- 5:50:24application for the lab and we have
- 5:50:26relatively good understanding of the
- 5:50:29spatial layout of this room and um we
- 5:50:31may also even use this as a placeholder
- 5:50:33for the environment and prototype AR
- 5:50:36experi experiences without actually
- 5:50:37being in that physical
- 5:50:39location okay and if you now put several
- 5:50:42of these 360 photos together you can
- 5:50:44actually build a story and that way
- 5:50:47prototype for example what it would be
- 5:50:49like uh to walk through campus like at
- 5:50:52the University of Michigan or like
- 5:50:54finding my lab finding my office and
- 5:50:56those kinds of things and this is a
- 5:50:59traditional way of thinking of photo
- 5:51:00stories but the way I'd like us to think
- 5:51:02about it is like as a way of
- 5:51:03storyboarding interactive experiences uh
- 5:51:06some of them may involve navigation in
- 5:51:08this traditional sense um they could
- 5:51:10also be different steps in a sequence
- 5:51:13and an interaction technique uh so we we
- 5:51:16will we will spend more time with some
- 5:51:18of these techniques in the activities
- 5:51:20that I have designed for you um but uh
- 5:51:22this would be 360 Photo Story
- 5:51:25boarding okay so here you can see this
- 5:51:28360 Photo Story in sequence basically U
- 5:51:31Max took these photos and then he was
- 5:51:34going down the stairs um um and you can
- 5:51:38like experience that from these
- 5:51:40different perspectives and you get a
- 5:51:42sense for oh he's actually walking
- 5:51:45towards the lab and um this is a pretty
- 5:51:49standard Photo Story the way you could
- 5:51:51think of it but each of these 360 photos
- 5:51:54would give us a an environment that we
- 5:51:57can actually prototype for right we have
- 5:51:59relatively good 360d overview we could
- 5:52:01do something when people exit the
- 5:52:02elevators and come to the school of
- 5:52:04information or when they for for example
- 5:52:06come over to my lab and we have a lot of
- 5:52:09visitors in my lab and um this is the
- 5:52:11photo that I had earlier and um this is
- 5:52:15I show you this in a prototyping
- 5:52:19software that I'll make available to
- 5:52:21Learners and um it's a very good way of
- 5:52:24creating 360 photo stories and actually
- 5:52:27prototyping out different kinds of
- 5:52:28interaction sequences for example here
- 5:52:31standard navigation tasks but there
- 5:52:33could be different steps in uh multi St
- 5:52:36interface with different changes to the
- 5:52:39interface let's come back to the idea of
- 5:52:41360 storyboarding what you see here is a
- 5:52:43template and the way this works and it's
- 5:52:46described in more detail is this is what
- 5:52:48I would see right in front of me if I
- 5:52:50follow some of these grid lines I'm
- 5:52:51basically sketching content that appears
- 5:52:53above the user similarly this would be
- 5:52:55content that appears 90° to my left 90°
- 5:52:59to my right content that appears at the
- 5:53:01bottom it's actually really powerful
- 5:53:02template and um in some of our
- 5:53:05activities you can explore the template
- 5:53:06in more depth I want to show you a
- 5:53:08couple of examples of what we can
- 5:53:10actually do with this template so what
- 5:53:13we have done is for example creating a
- 5:53:15scenery where we put butterflies in the
- 5:53:17middle um so the user will be seeing
- 5:53:19these butterflies and they have a doggy
- 5:53:21and a car and then we add a second layer
- 5:53:24to it where we actually then show trees
- 5:53:26and we're starting to prototype on paper
- 5:53:28storyboarding still um out the scene
- 5:53:31where you're suddenly in this
- 5:53:32environment so now we have three layers
- 5:53:34mountains in the background the doggy
- 5:53:36and the butterflies in the foreground
- 5:53:38and the trees in the
- 5:53:41midr so how do we do this um yeah I just
- 5:53:44explained all these layers to you and
- 5:53:46then what will happen is if we add these
- 5:53:48ideas from 360 photos that I talked
- 5:53:51about earlier we can map them onto a
- 5:53:53sphere and now the user will be
- 5:53:56navigating inside the sphere as they put
- 5:53:58on their VR headset and the way this
- 5:54:00works then is that they actually just
- 5:54:02see this experience prototype it will be
- 5:54:04actually flatten out in some sense and
- 5:54:06I've just have this experience doggy
- 5:54:09butterflies trees and
- 5:54:11mountains okay so now I've composed the
- 5:54:13scene and you can see a little bit of
- 5:54:15Parallax so we're basically spreading
- 5:54:17out these layers that we have between
- 5:54:19the foreground the mid-ground and the
- 5:54:21background and this gives this effect
- 5:54:22that now we can actually walk towards
- 5:54:24these butterflies and we can turn around
- 5:54:26and can see the doggy and the car and
- 5:54:29the trees are there and so we just
- 5:54:32composed this from three layers of a 360
- 5:54:35storyboard it's actually really quite
- 5:54:37cool and you can play around with these
- 5:54:39parameters like how far do you want each
- 5:54:40layer to be separated from the other and
- 5:54:43so to create a more realistic experience
- 5:54:46and
- 5:54:59preview I've talked about foreground
- 5:55:02mid-ground and background and now what
- 5:55:04we can also do is actually move out some
- 5:55:06of these spheres um that we are mapping
- 5:55:08these 360 story boards onto and so we
- 5:55:11can create an experience like this Star
- 5:55:13Trek Experience where it's possible for
- 5:55:15the user to actually walk into the
- 5:55:18observation deck that is just next door
- 5:55:20the bridge and I'm going to show you
- 5:55:21this as well and a quick example here
- 5:55:24what I'm going to do now is walk around
- 5:55:26and I'm going to walk into this room
- 5:55:27over there so we have to walk around the
- 5:55:29bridge a little bit physically
- 5:55:31constrained here but the beautiful thing
- 5:55:33is that this room nicely the physical
- 5:55:35room nicely Maps into our AR version of
- 5:55:38it and I in the room and I have some
- 5:55:42seethrough um effects here and we can go
- 5:55:46back into the other room hop hop
- 5:55:49hop and there we have
- 5:55:52space this is actually the film studio
- 5:55:55where we're working and we're back at
- 5:55:59the captain's
- 5:56:00chair all right I talked a lot about
- 5:56:03storyboarding and so in this case I want
- 5:56:05to specifically focus on 360
- 5:56:07storyboarding now 360 storyboarding I
- 5:56:10brought like basically three examples
- 5:56:13here and I want to briefly show what is
- 5:56:16required to create those examples so one
- 5:56:18of the things you see throughout the
- 5:56:19course is this scene with uh the doggy
- 5:56:23and the
- 5:56:24butterflies and then we have a little
- 5:56:26bit of background like the trees here
- 5:56:30and we have mountains in the background
- 5:56:32and I explained how these are different
- 5:56:34layers um that we can then and kind of
- 5:56:37like remove the white and layer them and
- 5:56:39actually have a really cool experience
- 5:56:40that way now the way we created these is
- 5:56:43through a 360 grid that I kind of like
- 5:56:46try the line here and you can see that
- 5:56:50the butterflies are in the center and I
- 5:56:52talked about this GD in a lot more
- 5:56:53detail so next I briefly want to talk
- 5:56:56about what it's like to prototype an
- 5:56:58existing experience so if you are
- 5:57:00familiar with the Star Trek this is the
- 5:57:02bridge with the captain's chair and
- 5:57:04that's the bridge behind and then what
- 5:57:05we also did is we actually created a
- 5:57:08room um that is the observation deck and
- 5:57:11we when we create this experience in VR
- 5:57:14we can actually move these spheres um so
- 5:57:17that they're intersecting you can
- 5:57:18actually walk over into this other room
- 5:57:20now what is very interesting when we
- 5:57:21created this experience this was
- 5:57:23actually an 8h hour prototyping
- 5:57:25experiment um with KD a very talented
- 5:57:27designer in my lab and we also used uh
- 5:57:31additional tools so one thing that we
- 5:57:32were actually really a little concerned
- 5:57:34about was the amount of movement that is
- 5:57:37required to really explore the Star Trek
- 5:57:40and what users would see initially when
- 5:57:42they start this experience so this is
- 5:57:44giving us the range of motion of a user
- 5:57:46when they are seated in VR and um to be
- 5:57:49honest this experience uh the Star Trek
- 5:57:51we prototype for both VR and for AR so
- 5:57:54the more interesting thing for us was
- 5:57:56the field of view so what would a user
- 5:57:59especially when they are starting out I
- 5:58:01will show you later the final experience
- 5:58:03to the user but when they are starting
- 5:58:05out what would would what would be the
- 5:58:07initial field of view and how much of
- 5:58:08the bridge would they actually see and
- 5:58:11so these are these are some useful
- 5:58:13templates and tools that I share with
- 5:58:15you so you can actually prototype some
- 5:58:16of these experiences and learn about um
- 5:58:19how to do this actually well on paper
- 5:58:22one of the issues with paper is that
- 5:58:23things often appear uh different in
- 5:58:25terms of scale and so you will actually
- 5:58:27have to experiment a little bit with
- 5:58:29this so um a good way of prototyping
- 5:58:32this is actually putting a blank sheet
- 5:58:34of paper on top of our templates and
- 5:58:36then see the pattern shine through and
- 5:58:39so you can Orient yourself around the
- 5:58:41center and actually start drawing
- 5:58:42content in the middle content that would
- 5:58:46appear and then content that would
- 5:58:49appear to the left of the user would
- 5:58:51would appear over here content that
- 5:58:53would appear to the right to the user um
- 5:58:55so 90° to the right you draw in there
- 5:58:57and you can also uh draw the top and
- 5:59:00bottom so you can actually draw 360
- 5:59:02around the user so it's a really
- 5:59:03powerful
- 5:59:04template uh finally
- 5:59:06one way we often use this is actually if
- 5:59:08you want to prototype experiences for my
- 5:59:11lab at Michigan we also have a template
- 5:59:13um but this essentially a 360 sketch of
- 5:59:16of my lab now we wanted to try out how
- 5:59:19difficult it is to prototype W angular
- 5:59:22rooms using a 360 template you can see
- 5:59:24lots of distortions here just the way it
- 5:59:27is but when you actually view it in 360
- 5:59:30on a VR headset it will be evened out
- 5:59:32it's right it's like it goes around the
- 5:59:34user it's like wrapping it around their
- 5:59:35head and so these what appears to be
- 5:59:38distorted are actually rectangular
- 5:59:39shapes and then suddenly they become
- 5:59:41windows and walls and this is a very
- 5:59:44good way of using VR techniques to
- 5:59:46prototype AR
- 5:59:49experiences finally once we have created
- 5:59:53uh some of these prototypes we often use
- 5:59:56cardboard to rapidly preview these kinds
- 5:59:58of things and I'll introduce it to tools
- 6:00:01where all it takes is like put your
- 6:00:02phone in there and take a picture this
- 6:00:04way and then start previewing the
- 6:00:06experience in VR it's something I'll
- 6:00:08talk about and then we'll also talk
- 6:00:11about some of the AR um ways of
- 6:00:14prototyping things we make use of
- 6:00:16markers uh fiducial markers that are
- 6:00:18visible to the camera and so when we
- 6:00:20prototype these experiences we not only
- 6:00:22work on paper we often want to actually
- 6:00:25quickly preview things in VR and AR and
- 6:00:27so the way we often do this is at least
- 6:00:29in my classes we use software that I've
- 6:00:31developed that can run on our phone and
- 6:00:33all we need to do is actually put the
- 6:00:35phone inside car
- 6:00:38cardboard run the software take a photo
- 6:00:42of the experience click and then preview
- 6:00:45it in VR and these are things that I'll
- 6:00:48actually show you um throughout the Muk
- 6:00:52and uh we can do similar stuff for AR so
- 6:00:55we actually I also brought a few paper
- 6:00:56markers here that are popular and there
- 6:00:59is a cardboard version of um AR which is
- 6:01:02called holoid and so same idea phone
- 6:01:05goes in there the experience looks a
- 6:01:08little bit different you have to make
- 6:01:10sure that the camera is exposed
- 6:01:12otherwise it will not work so it has to
- 6:01:14go inside uh this way
- 6:01:17and we run the software we put it on our
- 6:01:21heads and we actually use these
- 6:01:23markers to tell the phone where the
- 6:01:27coordinate system of our um prototype
- 6:01:31and then we can actually preview fairly
- 6:01:33quickly any of the things we have
- 6:01:35prototyped here actually preview that n
- 6:01:38AR so I've talked about storyboarding
- 6:01:41I've talked about 360 photo stories and
- 6:01:43I've talked about 360 storyboarding none
- 6:01:45of them are actually 3D and so this last
- 6:01:48technique is storyboarding in 3D all
- 6:01:51right I want to show you 3D sketching
- 6:01:54and the way I'm going to do this is I'm
- 6:01:56actually also explaining to you how we
- 6:02:00actually created this experience so what
- 6:02:02I'm doing right now is actually
- 6:02:03sketching out the room that I'm in okay
- 6:02:07and it is as you can tell it's already a
- 6:02:103D kind of uh room but there's nothing
- 6:02:13interesting in it so where is Michael in
- 6:02:16this room okay so this is pretty easy
- 6:02:18I'm kind of like here standing and
- 6:02:22waving at you so that's me okay and you
- 6:02:25guys are at the other side of the room
- 6:02:27obviously um the camera is roughly here
- 6:02:30and it's pointing towards me and you
- 6:02:33can see it I'm never sure which is the
- 6:02:37best perspective for you guys cuz it's
- 6:02:38like 3D but you know this is kind of
- 6:02:41like the experience that you get and how
- 6:02:44do we do this actually how can you
- 6:02:45actually be part of uh the experience so
- 6:02:47the way we record this is there's
- 6:02:48actually a green screen behind me okay
- 6:02:53now this is what it looks like and
- 6:02:57um well you don't see the green right
- 6:03:00you have this really cool interesting
- 6:03:01background behind me from tiltbrush and
- 6:03:04the way we do this is we're using
- 6:03:05software that is essentially removing
- 6:03:08the green screen uh through chroma
- 6:03:10keying so it's gone and we can fill in
- 6:03:14some really cool stuff in the background
- 6:03:16we could actually do anything we could
- 6:03:18have a rainbow or other things behind me
- 6:03:21and create a really interesting
- 6:03:22experience for you that way and
- 6:03:25obviously while this sounds like movie
- 6:03:28production uh I mean as you can tell
- 6:03:30from how I talk about some of these
- 6:03:31Concepts when it comes to XR it actually
- 6:03:34seems very related there a lot of
- 6:03:35technologies that blend and blur between
- 6:03:37movie making virtual production and
- 6:03:39actually arvr content creation now this
- 6:03:42is a 3D sketch and it's very useful in
- 6:03:44the early stages of design but it also
- 6:03:47is actually could be one of your first
- 6:03:49assets you could actually export this
- 6:03:50into other kind of arvr software and
- 6:03:53process it further so that it can appear
- 6:03:55in AR or and VR which it is right now
- 6:03:58but we can process it further as I said
- 6:03:59and could really do a really cool
- 6:04:01experience that
- 6:04:03way so I've introduced you to four
- 6:04:06powerful storyboarding techniques and uh
- 6:04:09the extent of wireframing really built
- 6:04:10into into these techniques really
- 6:04:12depends on the type of storyboard that
- 6:04:14you are creating so if you're paying
- 6:04:15attention to the detail the traditional
- 6:04:17storyboards are usually very rich in
- 6:04:18terms of 2D wireframes but traditional
- 6:04:21storyboards are quite limited when it
- 6:04:22comes to arvr scenes which are in 3D so
- 6:04:25I've introduced you two additional
- 6:04:26techniques like the 360 storyboarding
- 6:04:28technique which allows you to plan
- 6:04:31layout around the user uh and 360° but
- 6:04:34but you don't have depth it's it's not
- 6:04:35really 3D so the last technique I was
- 6:04:38just talking about 3D sketches really
- 6:04:40allow you to detail the content around
- 6:04:42the user plan it out in 3D space in fact
- 6:04:45you know draw it in 3D and then you can
- 6:04:48actually create assets that way and
- 6:04:49download them and process them further
- 6:04:52so that they can actually become
- 6:04:53elements in your final arvr
- 6:04:56experiences I want to wrap up with a few
- 6:04:58tips here so I would say start with the
- 6:05:01high level sketches first add gradually
- 6:05:03more detail but only what matter to the
- 6:05:06experience for example don't Focus too
- 6:05:08much on the physical world around it
- 6:05:10only on specific elements that dictate
- 6:05:12the AR or VR experience for example if
- 6:05:14the room that you're prototyping for has
- 6:05:16a very particular shape then you should
- 6:05:18really pay attention to this otherwise
- 6:05:20it's just a rect angular environment and
- 6:05:22you don't have to draw out every wall um
- 6:05:24what I've noticed a lot is really when I
- 6:05:27work with my students and there's this
- 6:05:29implicit notation uh that uh comes up
- 6:05:33where that people use to distinguish
- 6:05:35between drawing out the physical
- 6:05:37elements and drawing out the virtual
- 6:05:38elements really the overlays and so what
- 6:05:40I often see is like for example color
- 6:05:43being used so red is virtual and green
- 6:05:45is physical and if that is used
- 6:05:47consistently it really becomes a good
- 6:05:49notation that allows you to
- 6:05:51communicate W these storyboards actually
- 6:05:53translate to design and later uh design
- 6:05:56specifications when you work with
- 6:05:58developers finally I would communicate
- 6:06:01the type of devices being supported I
- 6:06:03would pay a lot of attention to what
- 6:06:05kind of experience you have in mind so
- 6:06:06keep in mind uh we have lots of
- 6:06:08different types of arvr it could be
- 6:06:10handheld it could be headworn and you
- 6:06:12should really keep that in mind even at
- 6:06:14the storyboarding stage however at that
- 6:06:17stage we are still brainstorming a lot
- 6:06:19and storyboarding is a very powerful
- 6:06:22tool um for brainstorming new kinds of
- 6:06:24experiences you want to create for arvr
- 6:06:41physical prototyping that is really one
- 6:06:44of the most important lectures to me and
- 6:06:46I've actually split it up into two
- 6:06:47lectures here and I want to introduce
- 6:06:49you to a few physical prototyping
- 6:06:51techniques So Physical prototyping is
- 6:06:53really in the larger XR prototyping
- 6:06:55process it is actually between
- 6:06:57storyboarding and digital prototyping
- 6:07:00and I think personally physical
- 6:07:01prototyping is very powerful and it's
- 6:07:04actually worth spending quite some time
- 6:07:06on it because it'll save you a lot of
- 6:07:08time later if you get the physical
- 6:07:09prototypes right you learn a lot about
- 6:07:11the digital prototypes and you cut cut
- 6:07:13some Corners there iterate faster and
- 6:07:15that's why I think this is really
- 6:07:16important in the larger prototyping
- 6:07:19process so I'm going to show you a few
- 6:07:21examples of physical prototypes created
- 6:07:23in some of my classes and in some of our
- 6:07:25research okay jumping right in this is
- 6:07:28from one of our design jams where I was
- 6:07:31prototyping an AR furniture placement
- 6:07:33app with students you can see that the
- 6:07:35final experience is supposed to be on a
- 6:07:37smartphone there's a menu at the bottom
- 6:07:39and the user can choose different
- 6:07:40options to switch
- 6:07:43Furniture so in this segment I'm
- 6:07:45actually going to talk about a few
- 6:07:46different kinds of techniques I'm going
- 6:07:47to use the same analysis we did before
- 6:07:50how do we move from low fi to high-fi
- 6:07:52and what other techniques in terms of
- 6:07:54their relative difficulty along the easy
- 6:07:56to hard Spectrum so we just saw this
- 6:07:58example of paper prototyping uh which I
- 6:08:01think is a very good way of thinking
- 6:08:03through at least the basic interactions
- 6:08:05might be limited for some specific arvr
- 6:08:07interaction techniques that you need to
- 6:08:08prototype and so I'll also introduce you
- 6:08:11to 360 paper prototyping which is
- 6:08:14basically taking the 360 storyboards
- 6:08:17that I showed you earlier taking these
- 6:08:19ideas further to the next level so that
- 6:08:21it's actually possible for users to
- 6:08:23quickly prototype on paper and then
- 6:08:25experience those prototypes in AR and
- 6:08:29VR I'm also going to talk about diaramas
- 6:08:31diaramas are Miniature 3D physical
- 6:08:35prototype of the arvr scenes we want to
- 6:08:37create which I think is a very good way
- 6:08:39of thinking through prics and by prics I
- 6:08:42mean the spatial relationships between
- 6:08:44the people so the users of our arvr
- 6:08:46experience which could be more than one
- 6:08:49and the devices that they use as well as
- 6:08:52any kind of physical and virtual objects
- 6:08:54in our arvr experience and you can
- 6:08:55Prototype all of this physically without
- 6:08:58having to do anything with digital tools
- 6:09:01finally we're going to talk about
- 6:09:02physical prototyping and by actually
- 6:09:04using modeling clay which I think is a
- 6:09:07very fast way of modeling quickly in 3D
- 6:09:11personally I'm not very good with 3D
- 6:09:12modeling tools if you have an
- 6:09:14architecture background maybe you want
- 6:09:15to skip this step but in general I think
- 6:09:17in the larger physical prototyping
- 6:09:19workflow 3D modeling with Clay is really
- 6:09:21good for creating um the main 3D
- 6:09:24characters and acting out the stories
- 6:09:26physically before you implement them so
- 6:09:29starting from paper prototyping there is
- 6:09:32this popular paper from 1994 by Mark
- 6:09:35retic prototyping for tiny fingers which
- 6:09:38introduced this idea of using paper
- 6:09:40prototypes for testing so you can
- 6:09:42actually have multiple screens available
- 6:09:44you need to use a few people in
- 6:09:46different rols there's obviously a user
- 6:09:47trying out that experience there's a
- 6:09:49facilitator running through the test and
- 6:09:51then there is a person called computer
- 6:09:54that's a person a human that actually
- 6:09:56produces the screens by choosing from
- 6:09:58the different assets that people have
- 6:10:00designers have previously prototyped and
- 6:10:02then there's a notaker as well so how
- 6:10:04does this idea actually translate to
- 6:10:06arvr prototyping well we have worked on
- 6:10:09this and in some of my research um which
- 6:10:12I'm talking about here uh a project that
- 6:10:14we call 360 Proto we've taken these
- 6:10:16ideas further so now we have our user in
- 6:10:19VR or in AR we still have a facilitator
- 6:10:22that facilitator also has an additional
- 6:10:24task of actually capturing some of these
- 6:10:26mockups that we produced on paper we
- 6:10:29still have the computer person the
- 6:10:30computer is still producing the assets
- 6:10:33but we're using specific templates that
- 6:10:35I'll go in a little bit more depth here
- 6:10:37these 360 storyboarding templates I
- 6:10:39talked about earlier to really create
- 6:10:41360 paper prototypes and I'll show you a
- 6:10:43few examples throughout you can bring
- 6:10:45them to life and actually have test
- 6:10:48users experience paper prototypes
- 6:10:50essentially in VR or ar really quite
- 6:10:52powerful and I'm excited about this so
- 6:10:54I'm going to show you some of these
- 6:10:55techniques um throughout the
- 6:10:57segment if we think of paper prototypes
- 6:11:00you can distinguish just traditional
- 6:11:02paper prototypes which don't use any
- 6:11:03specific templates and 360 paper
- 6:11:06prototypes which make both the
- 6:11:08prototyping experience a little
- 6:11:09different and also the final user
- 6:11:11experience as we will see in some of the
- 6:11:13videos I'm going to show you
- 6:11:14now so if you stick just with paper
- 6:11:17prototypes what are they really good for
- 6:11:19well they bring storyboards to life and
- 6:11:21that's actually what we do as we take a
- 6:11:23storyboard and explain it to other
- 6:11:25designers using a paper prototype you
- 6:11:27can do the same with users you can
- 6:11:30actually demonstrate interactions in
- 6:11:32front of the user the user can perceive
- 6:11:35um this prototype with some imagination
- 6:11:37obviously to understand how these
- 6:11:39translate to arvr
- 6:11:41interactions what you can see in the
- 6:11:43image is how we use for example
- 6:11:45cardboard sticks or toothpicks in some
- 6:11:48later examples you will see how we put
- 6:11:49ploh figures on on on toothpicks to
- 6:11:51really animate the objects relatively
- 6:11:53seamlessly in front of the user so that
- 6:11:55they give they get the sense that this
- 6:11:57is actually an interactive prototype
- 6:11:59even though it's still on
- 6:12:00paper so here's an example where one
- 6:12:03user with a VR controller is pointing at
- 6:12:05forest animals and some of the designers
- 6:12:08around the user are actually animating
- 6:12:10these animals and respond to the user's
- 6:12:12interactions and it's quite an
- 6:12:14interactive storyboard in the sense that
- 6:12:16you could have new elements appear like
- 6:12:18in the second there will be a froggy
- 6:12:20triggered by the interaction uh with the
- 6:12:22VR controller and this really helps the
- 6:12:25user understand how this VR experience
- 6:12:29is going to unfold as they interact with
- 6:12:31different elements like these forest
- 6:12:33animals now now if you prototype that
- 6:12:36same experience with 360 U things look a
- 6:12:39little bit different you actually have
- 6:12:40to pay attention to the template and
- 6:12:42move elements like these animals uh
- 6:12:46accordingly so you can actually now lay
- 6:12:48out content in 360° around the users but
- 6:12:51pay attention that the grid actually
- 6:12:54means that and so you can't just move
- 6:12:57objects too quickly you really have to
- 6:12:58follow the grid lines requires a little
- 6:13:00bit of practice but it's actually a very
- 6:13:02powerful way of prototyping uh 360
- 6:13:04experience
- 6:13:05you can demonstrate interactions along
- 6:13:07these grid lines as I said and that will
- 6:13:09actually make for example something fly
- 6:13:11around the user and um you can also use
- 6:13:15objects of different size to simulate
- 6:13:17depth remember 360 photo stories and 360
- 6:13:21photos in as I mentioned earlier don't
- 6:13:23actually have depth it's not really 3D
- 6:13:25and so one way to simulate depth is
- 6:13:27actually using objects of different size
- 6:13:30the way this works is um a designer is
- 6:13:33prototyping uh bird flying down and we
- 6:13:36are now actually this owl has now landed
- 6:13:39on the tree and we've just replaced
- 6:13:41essentially the model oura is coming in
- 6:13:44and uh this was an experience of
- 6:13:46prototype with students uh we are not
- 6:13:48particularly careful with paying
- 6:13:50attention to the grid lines at this
- 6:13:51stage we were still getting familiar
- 6:13:52with the template but um I'll show you
- 6:13:55um how we can actually take this
- 6:13:57storyboard to the next level because the
- 6:13:59idea is that you can actually capture
- 6:14:01this and uh this video and actually play
- 6:14:05it back in 360 remember it follows the
- 6:14:08360 format and we can actually then
- 6:14:10visualize this paper prototype for VR
- 6:14:14users so this is what I'm going to show
- 6:14:16here quickly we can compose a scene uh
- 6:14:19putting the 360 grid template on top and
- 6:14:22then adding the elements that we
- 6:14:24actually want users to see now you're
- 6:14:26spacing them out you can cut them out
- 6:14:27you could sketch them you could draw
- 6:14:29them as you did with the storyboards but
- 6:14:31I think for paper prototyping I would
- 6:14:32usually work with paper cutouts you can
- 6:14:35animate uh more easily you could re swap
- 6:14:37out models it's actually really powerful
- 6:14:40and then you can compose a scene like
- 6:14:42this way okay and because this is
- 6:14:45actually still following the 360
- 6:14:47template what we can do now is we can
- 6:14:48actually take a photo close up of that
- 6:14:50template wrap the photo in cardboard and
- 6:14:53then experience that in VR I'm going to
- 6:14:56illustrate this quickly okay this is a
- 6:14:58closeup of the paper prototype we take
- 6:15:01the picture we go into VR and we see it
- 6:15:04with steros cop views and I'll show you
- 6:15:06the same in a video so this is me taking
- 6:15:09a picture of a previously prototyped
- 6:15:11experience I click the button the phone
- 6:15:14is already inside cardboard and I can
- 6:15:16start previewing in some sense prev
- 6:15:18visualizing the 3D scene you can see the
- 6:15:21grid lines uh we could remove this layer
- 6:15:23of grid lines if you use transparency or
- 6:15:25other kinds of means but you have a very
- 6:15:27quick way of visualizing a paper
- 6:15:29prototype now you can actually have a
- 6:15:32facilitator or a computer um a human
- 6:15:35computer make adjustments to this uh
- 6:15:38scene composition and now as we can see
- 6:15:41the owl has moved a lot closer if you
- 6:15:43combine this with live streaming you can
- 6:15:45actually simulate interactive 360
- 6:15:48storyboards and this is something you
- 6:15:49can read about later where I share some
- 6:15:51of my work on 360 Proto what is a little
- 6:15:54bit tricky is actually creating AR
- 6:15:56previews this way um um and what I'm
- 6:15:59going to show you now is an idea I've
- 6:16:00developed in 360 burough the research
- 6:16:03project um we're going to take the 360
- 6:16:06template we're going to map it we take a
- 6:16:08photo of it we're going to map it into a
- 6:16:103D sphere and our goal is to actually
- 6:16:12animate a butterfly around the user or
- 6:16:15at least have a butterfly stuck in the
- 6:16:18air and uh so that the user can actually
- 6:16:21walk around the AR user can walk around
- 6:16:23and actually experience that butterfly
- 6:16:25what I don't do this in this example is
- 6:16:27actually moving the butterfly but you
- 6:16:28still see a really cool effect here so
- 6:16:31how do we prototype this well we can use
- 6:16:33additional AR Tech like markers like a
- 6:16:36physical marker here we can use a phone
- 6:16:39to capture that and live stream that and
- 6:16:43we can then actually take that picture
- 6:16:45remove the background white becomes
- 6:16:47green and then actually becomes
- 6:16:49transparent we extract the butterfly and
- 6:16:51we show it at the very location the way
- 6:16:54we do this is we're using the 360 grid
- 6:16:55again to keep uh attention to where the
- 6:16:59object is around the user and we're
- 6:17:02replacing that marker with actually our
- 6:17:05virtual overlay which in this case is
- 6:17:07the
- 6:17:08butterfly okay let's experience this so
- 6:17:10This is actually this is actually me
- 6:17:13working with my student Katie and we are
- 6:17:16actually now uh having this butterfly
- 6:17:19kind of like move in front of our camera
- 6:17:22and be live streaming this uh to the
- 6:17:24other phone that you see in the
- 6:17:25background and what I'm going to show
- 6:17:27you in the next step is actually how I'm
- 6:17:31going to take up the phone and then we
- 6:17:35have the butterfly there and because
- 6:17:36we're using AR techniques with the
- 6:17:38camera the smartphone camera needs to be
- 6:17:40exposed for this to work we can actually
- 6:17:42walk around this butterfly at this stage
- 6:17:44it is uh still um again if you were live
- 6:17:47streaming this um to the VR or ar user
- 6:17:52we would have a really cool experience
- 6:17:53that way so this was just the first part
- 6:17:56of physical prototyping but I wanted to
- 6:17:58illustrate to you how you can actually
- 6:18:00take paper and make it digital a lot of
- 6:18:03this is obviously described in more
- 6:18:04detail in in some of my research I and
- 6:18:07others have worked on this and I hope um
- 6:18:09that we will have better tool support in
- 6:18:11the future and the meantime I will give
- 6:18:14you access to some of the tools that
- 6:18:15I've created in my
- 6:18:29research physical prototyping 2 this is
- 6:18:32the second part of my physical
- 6:18:34prototyping lecture because physical
- 6:18:35prototyping is so important to me I made
- 6:18:37two lectures out of it and in the
- 6:18:39previous segments I've talked about
- 6:18:41paper prototyping and 360 paper
- 6:18:43prototyping and now there are two things
- 6:18:45that I really want to talk about a
- 6:18:46little bit more which is working in
- 6:18:48physical space and with physical
- 6:18:50modeling tools so we're going to talk
- 6:18:52about the diarama which is good for
- 6:18:54thinking through proxemics really the
- 6:18:56spatial relationships between all the
- 6:18:58elements of our a experience and then if
- 6:19:00you're not good in 3D modeling uh I
- 6:19:03don't blame you I'm not good at it
- 6:19:04either but I can actually do it with
- 6:19:05Playdoh so I'm going to talk to you a
- 6:19:07little bit about 3D modeling with Clay
- 6:19:09which I think is very good for creating
- 6:19:10the main 3D
- 6:19:12characters so the diarama is essentially
- 6:19:15a 3D physical often miniature version of
- 6:19:19a set like a 3D scene or an arvr scene
- 6:19:22that we run a prototype um it actually
- 6:19:25allows you to enact that 3D scene in the
- 6:19:28physical world you can use multiple
- 6:19:30designers to help each other and then
- 6:19:32give that experience to a user and
- 6:19:35as before you can actually demonstrate
- 6:19:36interactions to users in this case what
- 6:19:38often happens when I do this with my
- 6:19:40students in class really the students
- 6:19:43become actors they really play out the
- 6:19:453D characters in response to user
- 6:19:47interactions so it's really cool to see
- 6:19:49and side effect and actually very useful
- 6:19:52for learning about um this prototype as
- 6:19:55we move it digitally you can actually
- 6:19:57gauge the spatial requirements and
- 6:19:59understand the relationships between the
- 6:20:00different physical objects that you're
- 6:20:02using to prototype that arvr experienc
- 6:20:06I'm going to show you an example from
- 6:20:08something we've prototyped in my lab
- 6:20:10it's again this forest scene that we
- 6:20:12like so there we have the owl fly in and
- 6:20:16then somebody interacting and now this
- 6:20:19alll was replaced by different object um
- 6:20:22now this looks a little weird because uh
- 6:20:25we chose this upper angle and we have
- 6:20:26played around with different types of
- 6:20:28stages but the main takeaway here is
- 6:20:31that it's actually a very good physical
- 6:20:33representation all the pieces you had to
- 6:20:36fill in previously when thinking just on
- 6:20:38Plain paper in 2D or thinking around 360
- 6:20:41and using our tempate from before
- 6:20:44actually working in physical space makes
- 6:20:46makes things so much easier so at least
- 6:20:49that's what my students tell me and
- 6:20:50that's what I also personally feel when
- 6:20:51I translate some of these paper
- 6:20:54prototypes into
- 6:20:57diaramas obviously I would like to share
- 6:20:59a lot of the work I've done with my
- 6:21:01students in my classes and in my
- 6:21:02research so here is a quick selection we
- 6:21:04have for example prototyped VR gardening
- 6:21:07experiences using diaramas or we have
- 6:21:10talked about this public speaking
- 6:21:12experience which actually creates a lot
- 6:21:14of anxiety and you can prototype out a
- 6:21:16TED talk this way if you want and some
- 6:21:18of my students have also prototyped an
- 6:21:20immersive theater uh where you can
- 6:21:23actually um here you see a 3D version of
- 6:21:25the stage and later it'll be in VR and
- 6:21:28so diaramas are really powerful to
- 6:21:30actually prototype out these techniques
- 6:21:32often in a matter of 45 minutes you can
- 6:21:34do this in class with designers of any
- 6:21:37kind of background and you don't
- 6:21:39actually need a lot of technical skills
- 6:21:40and any digital tools which I think um
- 6:21:43is actually the cheapest and fastest 3D
- 6:21:46tool that is out there physical space
- 6:21:49and a diarama might be a very good way
- 6:21:50to do
- 6:21:52this so the last technique I want to add
- 6:21:55to our portfolio and you've seen this to
- 6:21:57some extent in previous videos is we
- 6:21:59often use 3D modeling with Clay here I
- 6:22:02show a few of the examples created by my
- 6:22:04my students coming back to this idea of
- 6:22:06prototyping an AR furniture placement
- 6:22:08tool so the way we often use 3D modeling
- 6:22:12with Clay is we actually focus on the
- 6:22:14main characters of our scene and then um
- 6:22:17it be these storyboards we used
- 6:22:20previously are now becoming physical and
- 6:22:22you can actually capture nicely what
- 6:22:24these 3D characters do they actually
- 6:22:25become they come to life and they
- 6:22:28actually are in 3D they can be moved in
- 6:22:303D they can be rotated and you can
- 6:22:33actually get a sense of the complexity
- 6:22:34of the 3D models you need to create
- 6:22:36later on and you also can demonstrate
- 6:22:39interactions again in real 3D it really
- 6:22:42makes a lot of things easier however
- 6:22:44sometimes with some of the interactions
- 6:22:46you really need to coordinate better
- 6:22:48between designers and users so this
- 6:22:50requires a little bit of practice as we
- 6:22:52can see in one of the videos I'll show
- 6:22:54you in a second so here's an example
- 6:22:57where we are uh trying to coordinate
- 6:23:00between user and designer the user is
- 6:23:01performing a rotation gesture and and
- 6:23:04the designer in this case the computer
- 6:23:07the human computer is moving the chair
- 6:23:09accordingly so the students have just
- 6:23:11prototyped this experience uh quickly
- 6:23:14and got a sense of the interactions they
- 6:23:16want to support in their AR furniture
- 6:23:18placement app and this is a really cool
- 6:23:22uh way of getting a sense for the
- 6:23:24physical space and actually creating 3D
- 6:23:26assets that way as well great so I've
- 6:23:29brought a few physical prototypes here
- 6:23:32and uh what I want to illustrate is how
- 6:23:34you can can actually prototype
- 6:23:35interesting concepts for both virtual
- 6:23:38reality and augmented reality um using
- 6:23:40just physical prototypes so I've
- 6:23:42prepared three scenes here and there are
- 6:23:45different ideas behind each of these
- 6:23:46scenes I'm going to start with this one
- 6:23:48so this one was actually a project that
- 6:23:49happened in one of my classes the
- 6:23:51students were interested in using
- 6:23:52virtual reality to prototype um
- 6:23:56standardized test scenarios so lot of
- 6:23:58students actually are afraid of
- 6:24:00standardized tests usually really big
- 6:24:02audiences really big rooms and so what
- 6:24:04this prototype allowed them to Think
- 6:24:06Through were like the basic interactions
- 6:24:08who are the characters and what would be
- 6:24:10interesting perspectives so you could
- 6:24:12the experience if you are in the front
- 6:24:14where you can always see the door might
- 6:24:16be very different uh to like sitting
- 6:24:19behind a bunch of other people in this
- 6:24:21kind of like standardized test scenario
- 6:24:24might create more anxiety and so VR is a
- 6:24:26very powerful tool for building empathy
- 6:24:28and so this is actually was was one of
- 6:24:30my uh favorite projects for from some of
- 6:24:33my students in class this was also a
- 6:24:35really really cool idea here the idea
- 6:24:37was to bring language and culture closer
- 6:24:40to the audience in fact this was about
- 6:24:43Chinese food and all kinds of really
- 6:24:45good-looking food in fact this looks so
- 6:24:47good I would really like to eat it and
- 6:24:49but it is actually made of clay and so
- 6:24:51you shouldn't and so there were
- 6:24:53additional elements that I don't show
- 6:24:54here right now I just focus on Playdoh
- 6:24:57and the physical aspects and but there
- 6:24:58was paper that was actually Chinese
- 6:25:00language around it the idea was to
- 6:25:02really prototype an experience
- 6:25:04so that Learners can learn about
- 6:25:06different language and culture now these
- 6:25:09were two examples of prototypes that
- 6:25:11allow us that are new ideas in some
- 6:25:14sense that allow us to Think Through
- 6:25:16interactions and these are some of the
- 6:25:18things we practice in our physical
- 6:25:19prototyping activities now this is a
- 6:25:22last scene that obviously if you are
- 6:25:24familiar with some of the movies out
- 6:25:26there this should remind you of The Lion
- 6:25:28King now what we've also tried in a lot
- 6:25:30of our research and also in some of our
- 6:25:33student projects um we have actually
- 6:25:35taken existing scenes and recreated them
- 6:25:37um here you see Rafiki and we actually
- 6:25:39had to do two shots of Rafiki and you
- 6:25:41may see this in other portions and other
- 6:25:43segments of this Muk specialization
- 6:25:45where we actually animated raiki
- 6:25:47especially this one difficult scene
- 6:25:49where he was like moving the hands apart
- 6:25:52and breaking this is a really a really
- 6:25:55nice element in the teaser and this
- 6:25:57allowed us to think about character
- 6:25:58movement and complexity of 3D models and
- 6:26:02that's what you learn from doing
- 6:26:04everything physically when you start
- 6:26:06analyzing these physical prototypes I
- 6:26:08believe you get a lot of knowledge in
- 6:26:09terms of requirements uh what what kinds
- 6:26:12of user requirements do we have what
- 6:26:14kind of display requirements tracking
- 6:26:15requirements what does this mean for our
- 6:26:173D models how complex is this stuff can
- 6:26:20we download existing ones do we have to
- 6:26:22create our own ones and so doing this
- 6:26:24with Playdoh in the matter of an hour
- 6:26:26you can do this in a classroom setting
- 6:26:28you can have students think through this
- 6:26:30um very quickly and I'm I'm a big
- 6:26:32proponent of physical prototyping so in
- 6:26:34the last two segments physical
- 6:26:36prototyping 1 and physical prototyping 2
- 6:26:38I've introduced you to a variety of
- 6:26:40physical prototyping methods for example
- 6:26:42just using paper then adding the 360
- 6:26:45grid onto paper and then using clay and
- 6:26:47the diaramas and what is most
- 6:26:50fascinating to me is that these physical
- 6:26:53prototyping methods are largely arv
- 6:26:55agnostic unlike digital tools which are
- 6:26:57often just really good at AR or VR if at
- 6:27:00all and physical prototyping is really
- 6:27:02fast and cheap and it's really allowing
- 6:27:03you quickly to iterate on designs
- 6:27:06however keep in mind that when you
- 6:27:08prototype physically for VR it's really
- 6:27:11about the immersive experience and this
- 6:27:13feeling of creating presence so you
- 6:27:15should really pay attention in your
- 6:27:17prototypes to creating this virtual
- 6:27:19environment for example using the 360
- 6:27:22grid because this is the best method
- 6:27:24that allows you to think spacially
- 6:27:27around the user however for AR it's
- 6:27:30really about augmenting experiences and
- 6:27:33context so context here is really
- 6:27:35referring to the physical environment
- 6:27:37that the user is in so your AR device
- 6:27:40would read this environment and then s
- 6:27:42send signals to your interface so what
- 6:27:45you need to pay attention to is when you
- 6:27:46prototype AR experiences the tiny little
- 6:27:49things in the physical environment
- 6:27:50around the user that could trigger
- 6:27:52certain aspects of your experience
- 6:28:07in this video I'm going to introduce you
- 6:28:09to the XR storyboard exercise is part of
- 6:28:12our XR design project and uh so we are
- 6:28:16now in the storyboarding uh and
- 6:28:19wireframing Stage so that means we are
- 6:28:22brainstorming essentially we want to
- 6:28:23focus on new features um as we think
- 6:28:27about uh the Expeditions like XR app uh
- 6:28:31that you have chosen and so part of the
- 6:28:34exercise is really understand the
- 6:28:36existing flow without thinking about new
- 6:28:37features and then also introducing
- 6:28:40developing one new feature so that's all
- 6:28:43I'm asking and it's important uh don't
- 6:28:45try to come up with your own complete
- 6:28:47app that's really hard for for other
- 6:28:50Learners than to provide feedback and uh
- 6:28:53help you improve uh your storyboards and
- 6:28:56wireframes so it would be good to ground
- 6:28:59it in something that is not too
- 6:29:03complicated we don't need forever to
- 6:29:05understand what the problem is you're
- 6:29:06trying to solve now we want to focus on
- 6:29:09the well the the things that matter when
- 6:29:11we do storyboarding and uh wireframing
- 6:29:14so really focusing on the key design
- 6:29:17ingredients if you will so here is my
- 6:29:21exercise cheat sheet this is what I have
- 6:29:24in mind so the task will be to create a
- 6:29:27storyboard for in Expeditions like XR
- 6:29:29app so one storyboard one type of
- 6:29:32storyboard is fine you should create
- 6:29:34probably a few different uh kinds of
- 6:29:37story boards ideally but let's say you
- 6:29:39do one storyboard you should start with
- 6:29:41two to three high level sketches so
- 6:29:43capturing the flow of the app really
- 6:29:45want to understand how does this
- 6:29:47actually work how do you transition
- 6:29:48between states if not screens and uh how
- 6:29:52does it work and then you actually start
- 6:29:54sketching out you can just sketch out
- 6:29:56some of the existing screens as well or
- 6:29:58scenes or whatever we should call it and
- 6:30:01you should add more detail and
- 6:30:03distinguish obviously in your sketches
- 6:30:05the physical and the virtual objects so
- 6:30:07for example using color coding H you
- 6:30:10should annotate your sketches with
- 6:30:11arrows and labels anything that helps us
- 6:30:13understand what you've been sketching
- 6:30:14usually a short label is very helpful uh
- 6:30:17for any kind of key elements in there
- 6:30:19this really drives the attention now um
- 6:30:23my sketches
- 6:30:25look ugly most of the time but that's
- 6:30:28just because I only sketch what I want
- 6:30:32you to focus on that's not true um yes
- 6:30:36so the uh we don't judge each other
- 6:30:39sketches uh in terms of Aesthetics uh
- 6:30:42the whole purpose of a sketch is to
- 6:30:43convey an idea and so you want to only
- 6:30:46sketch what is necessary only the
- 6:30:48resolution that is required uh so that
- 6:30:51you can uh you know get the other
- 6:30:53person's attention on your idea and help
- 6:30:56you refine it and improve it and so it
- 6:30:59doesn't have to look beautiful in fact
- 6:31:01it's great that my stuff doesn't look
- 6:31:03good then you don't feel intimidated by
- 6:31:05it and I think that is H nice would it
- 6:31:08be worse if I were like a really good
- 6:31:10artist anyway so you annotate your
- 6:31:12sketches I just covered that and you
- 6:31:15should actually then create two to three
- 6:31:16alternative wireframes of your new idea
- 6:31:19with content I would like to see what
- 6:31:21we're talking about both in content but
- 6:31:23I really care also about the flow and
- 6:31:26the interactions how do I get to these
- 6:31:28new uh screens and scenes uh that you
- 6:31:30have prototyped and uh optionally and by
- 6:31:34I think this would be a really good task
- 6:31:35and I say optional because well to
- 6:31:38manage your workload but also normally
- 6:31:40in a project you wouldn't actually try
- 6:31:42out all kinds of different uh types of
- 6:31:44storyboards but I would like you to try
- 6:31:46out a 360 or a 3D storyboard um so the
- 6:31:49expected results of this activity and
- 6:31:51exercise are that you have a better
- 6:31:54understanding of the overall flow of the
- 6:31:55app and you also have more concrete
- 6:31:58ideas of how to change and improve the
- 6:31:59design including a new feature that you
- 6:32:02think could be cool and you have a good
- 6:32:04sense of what your app may feel like in
- 6:32:05arvr especially if you use a 360 or 3D
- 6:32:09storyboarding approach so again we are
- 6:32:12going to stick with a Expeditions like
- 6:32:15AR or VR app so an XR app um can also do
- 6:32:19uh 360 and it should work on smartphones
- 6:32:24uh like this one does and um that way
- 6:32:26other people can also try it out so
- 6:32:29here's the one that I was trying out
- 6:32:31this is the solar system you've seen me
- 6:32:33uh do it you've seen me critique it and
- 6:32:36um this is I'm going to show you a few a
- 6:32:39few videos of me brainstorming uh and
- 6:32:42storyboarding around it and also then
- 6:32:44creating a few wireframes so so here you
- 6:32:47see uh screenshots from my design
- 6:32:51critique as I was playing around with
- 6:32:52the app and that is really the input
- 6:32:54here the function is to create a
- 6:32:57storyboard and the input parameter is
- 6:32:59your uh existing critique and so you
- 6:33:03experience of trying out that existing
- 6:33:06app and so I've uh covered all the kinds
- 6:33:09of uh screens and states of the app that
- 6:33:12I could reach and that were in the scope
- 6:33:15of my critique and here I'll show you a
- 6:33:19this is from the lecture so we have a
- 6:33:21few different kinds of storyboards they
- 6:33:24vary both in terms of the Fidelity as I
- 6:33:26said so lower to higher Fidelity and
- 6:33:29easy to hard and I'll talk about this or
- 6:33:31talked about this in detail in the
- 6:33:33lecture and so I'm going to show you
- 6:33:35examples of each of these types of
- 6:33:37storyboards first a traditional
- 6:33:40storyboard
- 6:33:41so here you see a time lapse of me doing
- 6:33:46the exercise and um I was you know I had
- 6:33:50already sketched out the basic flow so
- 6:33:52this was just the flow and then the
- 6:33:54start and then I was like developing my
- 6:33:56own new idea and while I was actually
- 6:33:59developing my own new idea I was also
- 6:34:01playing around with the existing app
- 6:34:03from time to time just to to to get to
- 6:34:06uh really to flesh out some of my ideas
- 6:34:09get a better understanding and some of
- 6:34:11the things I really wanted to do was
- 6:34:13actually uh see multiple planets in
- 6:34:16relationship to each other and then I
- 6:34:18had even more ideas of doing different
- 6:34:21kinds of day and night and wouldn't it
- 6:34:23be cool if Earth how how would earth
- 6:34:26look at night and uh really was
- 6:34:28interested in the relationship of the
- 6:34:30Moon around Earth and how it fits into
- 6:34:32this picture and how far it
- 6:34:34Earth away from the Sun anyway and then
- 6:34:36other planets I didn't even care so much
- 6:34:38about I was just focused on those three
- 6:34:40planets in the original app they had
- 6:34:42more uh planets but they didn't actually
- 6:34:45do much about Earth and Moon and Sun
- 6:34:47like no relationships and so I was
- 6:34:49really figuring out what could I do to
- 6:34:51improve upon uh some of the things that
- 6:34:55I think were missing from the app from
- 6:34:56the existing
- 6:34:58Expedition and uh I understand that this
- 6:35:01Google Expeditions framework might be a
- 6:35:03little Limited so all these Expeditions
- 6:35:05work in a very similar fashion and so
- 6:35:08maybe there you could see hey that was a
- 6:35:11break uh me thinking about what I could
- 6:35:14do and um then I had this idea of doing
- 6:35:18a different night times and Day times
- 6:35:21and seeing really the zones like on an
- 6:35:23airplane uh when they show you this
- 6:35:25world map and show you where this day
- 6:35:27and where it is night right now I
- 6:35:29thought that could be cool and um yeah
- 6:35:33so then usually I do kind of like a
- 6:35:35walkthr and illustrate some of the ideas
- 6:35:37I had in mind and this is also obviously
- 6:35:40in not 500 times speed would be a good
- 6:35:44way for you to share your
- 6:35:48results and I have each of these steps
- 6:35:51recorded so you can watch me do a
- 6:35:53storyboard I'll share that video with
- 6:35:56you you can watch me uh actually review
- 6:36:00my own storyboard that gives you some
- 6:36:02ideas of maybe what to pay attention to
- 6:36:05um and also what you can learn from
- 6:36:07these storyboards so the reading between
- 6:36:10the lines is really important when it
- 6:36:11comes to these activities and exercises
- 6:36:14so I'll I'll share those uh steps and
- 6:36:18videos with you so that may help you
- 6:36:20guide through each of the steps even
- 6:36:23more and uh then I was doing a 360
- 6:36:28storyboard so now we're down here right
- 6:36:30a 360 storyboard I think is harder cuz
- 6:36:33you're using a template that you may
- 6:36:34have to well spend some time with and
- 6:36:37actually understand and get a feel for
- 6:36:39it and then I would say it on the
- 6:36:41Fidelity scale it actually moves you
- 6:36:44more like here rather than here or here
- 6:36:48I do think that Fidelity is actually
- 6:36:49really quite High it is not as high as a
- 6:36:523D storyboard but I'll show you and I
- 6:36:54actually share an app with you so you
- 6:36:56can actually take pictures of your
- 6:36:58storyboards and then preview them in
- 6:37:00arvr and I think that helps you cross
- 6:37:03this line and brings you into this
- 6:37:04quadrant the one that we want to be in
- 6:37:07ideally you want to be here right super
- 6:37:09high fidelity and super easy and uh well
- 6:37:12I can't claim that for the 360
- 6:37:14storyboarding approach obviously there
- 6:37:16is my my research on 360 Proto and we've
- 6:37:18really worked quite a bit on this but um
- 6:37:21I think it can get you here maybe maybe
- 6:37:25but not not much further than that so
- 6:37:29this is the template and uh this is what
- 6:37:32you see right in front of you this is
- 6:37:3390° to your left so over there 90° to
- 6:37:36your right over there and um this is
- 6:37:40right above you this is oops down there
- 6:37:42would be right below you and uh and then
- 6:37:46it actually also like because it
- 6:37:47stitches on the sides and the top it
- 6:37:49really wraps around your head like
- 6:37:52that's how the 360 template works right
- 6:37:53think of 360 photos this is AC
- 6:37:55rectangular format so I was talking
- 6:37:57about this in more depth and Detail in
- 6:37:59the lecture but um you know sketching
- 6:38:02like a a rectangle you would actually
- 6:38:04have to follow these grid lines okay you
- 6:38:07follow these grid lines you go down here
- 6:38:09and you follow this grid line back and
- 6:38:11you just sketched a really big rectangle
- 6:38:14it didn't look like a rect angle but it
- 6:38:15will look like a rectangle when you then
- 6:38:18uh do this
- 6:38:20transformation and this is a projection
- 6:38:22from accurate angular to spherical and
- 6:38:25uh I was just talking about this so
- 6:38:27these are the things that are right in
- 6:38:28front of you would be here and left and
- 6:38:32right uh this Blue Cross keep that in
- 6:38:34mind we even entered all the degrees and
- 6:38:36there are templates and you see me use
- 6:38:39some of these templates to um help me
- 6:38:42check for the field of view and the
- 6:38:44range of motion this is something that I
- 6:38:45would do in VR and you see the templates
- 6:38:49here so they are like lying up there the
- 6:38:51transparencies that we printed out I'll
- 6:38:53share those with you as well I think
- 6:38:54they're a little bit more advanced and
- 6:38:56um not even necessary but um it's still
- 6:39:00kind of cool
- 6:39:04and so here you see me sketch it out and
- 6:39:07um I'm doing a storyboard this is the
- 6:39:09more interesting one I didn't really
- 6:39:11play the other one and I was playing
- 6:39:14around and preview that's really
- 6:39:15important and then I was checking for
- 6:39:17the field of view and the range of
- 6:39:18motion really how much would the user
- 6:39:20need to move initially in order to keep
- 6:39:23view things in View and this assumes uh
- 6:39:26a standard VR headset now since I was
- 6:39:30actually more thinking about AR um this
- 6:39:32was a little
- 6:39:34bit or more like an often a
- 6:39:35demonstration just to show you that it
- 6:39:37exists and um this app is really quite
- 6:39:40cool that I created so I'm going to
- 6:39:42share that with you it should work on
- 6:39:43your phone hopefully um it is research
- 6:39:46so um don't don't hate me if it doesn't
- 6:39:50work on your phone um it works well on
- 6:39:53my phone and on Android phones on a
- 6:39:55variety of phones and uh we can probably
- 6:39:58configure it for your phone too and then
- 6:40:01in between I sketched out just using the
- 6:40:03the normal uh well traditional paper and
- 6:40:05now I'm moving this sketch to the 360
- 6:40:08template and um I should
- 6:40:11share uh I could share that entire video
- 6:40:13with you I do think that I was sketching
- 6:40:15for like 20 or 30 minutes it's probably
- 6:40:18a bit long um I was thinking we just
- 6:40:21look at the time lapse and uh well and
- 6:40:25then I was using color so that color is
- 6:40:27actually quite important because as I
- 6:40:28was talking about in the lecture you
- 6:40:30should really Mark the virtual content
- 6:40:33and tell me what's virtual and tell me
- 6:40:35what's physical and here I used red as
- 6:40:38annotations so red wouldn't be displayed
- 6:40:41blue is the virtual content and black is
- 6:40:43just the reality uh that's the notation
- 6:40:45that I have established you for myself
- 6:40:47like you don't have to use it exactly
- 6:40:48like that but or do it exactly like that
- 6:40:51but you have to be clear how you were
- 6:40:52thinking about
- 6:40:54it here is the
- 6:40:56result um I'll share that video with you
- 6:40:59um definitely because rather than
- 6:41:02watching me sketch forever this is the
- 6:41:04one where I'll talk you through some of
- 6:41:06the results and that will give you some
- 6:41:07inspiration so we're going to share that
- 6:41:09360 storyboard uh video and you can
- 6:41:12watch it in full length was playing
- 6:41:16around with a template and really
- 6:41:17getting a sense for how things work and
- 6:41:21uh then I was applying that template so
- 6:41:24here for example I show um how the
- 6:41:26template really works and how I applied
- 6:41:29it to paper and how I was then sketching
- 6:41:32out the planets and and uh then also
- 6:41:34previewing the planets in uh VR I also
- 6:41:38have a video for you where I'll actually
- 6:41:40preview the story boards that I have
- 6:41:42sketched and um so you can see what this
- 6:41:46might look like I hope uh that you will
- 6:41:48be able to try out this app and it runs
- 6:41:51on your phone um this is not a product
- 6:41:54this is a research prototype uh coming
- 6:41:57out of uh some research from my lab it's
- 6:41:59a simplified version not as advanced as
- 6:42:01the one that we actually had in the
- 6:42:02paper and 360 Proto uh where you could
- 6:42:05live stream and use multiple phones and
- 6:42:07all that kind of stuff but even this
- 6:42:09simplified one is uh already good enough
- 6:42:11for us to get an overview and or a
- 6:42:14preview and actually
- 6:42:16transform paper into a VR interface
- 6:42:20especially when you then combine it with
- 6:42:22cardboard um that is then um really cool
- 6:42:26because you really get a VR uh preview
- 6:42:28of VR experience and here is that
- 6:42:31example where I then actually put put it
- 6:42:33in cardboard and uh then put obviously
- 6:42:37the actual cardboard um use that with a
- 6:42:41device so Okay so we've seen the
- 6:42:43storyboard we've seen a 360 storyboard I
- 6:42:45don't do a 360 photo story but again the
- 6:42:47idea would be I just like do it in the
- 6:42:49physical world and then I take 360
- 6:42:51photos of it or any kind of standard
- 6:42:54Photo Story you could do as well but I
- 6:42:55think you would learn more from a 360
- 6:42:56Photo Story and I describe that in the
- 6:42:58lecture what I've done for my own
- 6:43:01exercise I have done the 3D story board
- 6:43:03so I'm going to focus on that so I have
- 6:43:05a 11 minute video of me actually going
- 6:43:09through that uh storyboarding activity
- 6:43:12in tilt brush and really I was using
- 6:43:15tilt brush in a way that is it's
- 6:43:17probably not really being used for as a
- 6:43:19storyboarding tool um keep in mind that
- 6:43:21tiltbrush is not a tool that is for free
- 6:43:23so um there are other tools out there
- 6:43:26I've played around with a few you'll see
- 6:43:27me use other few other tools later quill
- 6:43:30for example is one that you could use on
- 6:43:32the arus
- 6:43:34and there are a number of sketching
- 6:43:36tools out there and then it is on you to
- 6:43:39use them as a storyboarding tool the way
- 6:43:41I've done it here is like sketch out
- 6:43:43different stages or scenes of the app
- 6:43:45and I was thinking I was doing it in VR
- 6:43:47but I'm actually sketching an AR
- 6:43:49experience and I'm sketching a little
- 6:43:51crazy here this was really supposed to
- 6:43:52be a glowing sun and uh First Step was
- 6:43:55like place the
- 6:43:58app the Second Step was uh to then see
- 6:44:02the sun
- 6:44:03and then I also wanted to really
- 6:44:06understand the transition between these
- 6:44:08different steps and later in the video I
- 6:44:10then review some of my work and then I
- 6:44:12use it like a user and think it through
- 6:44:16and Think Loud and Mark like the
- 6:44:17interactions that users might do and
- 6:44:20then uh I was picky with the color for
- 6:44:23some reason but that's just being me um
- 6:44:25anyway this was supposed to be blue I
- 6:44:27guess and I was looking for the right
- 6:44:28blue but come on Michael focus on the
- 6:44:30task and the task at hand was to to
- 6:44:33really illustrate to you how this might
- 6:44:34work and then you see I put a little
- 6:44:37Moon next to Earth there and then put
- 6:44:38both around the Sun and I was sketching
- 6:44:41how they would go around the Sun and uh
- 6:44:43I'm quite sure you would be learning
- 6:44:44quite a bit from doing a 3D storyboard
- 6:44:48again it doesn't have to be tiltbrush uh
- 6:44:50use something that is for free and
- 6:44:52available to you um or you make that
- 6:44:55investment um you could also go pro do
- 6:44:58gravity sketch and there are some other
- 6:45:00tools out there as well um anyway we can
- 6:45:04discuss uh good tools the 3D
- 6:45:07storyboarding is probably one that you
- 6:45:09would find very exciting personally I
- 6:45:12think I get a lot out of the 360
- 6:45:14storyboarding just like because I find
- 6:45:16that template so cool but also
- 6:45:18challenging and um but every time I do
- 6:45:20it I learn something both about me and
- 6:45:23my limited sketching uh skills and also
- 6:45:27then obviously about the project that
- 6:45:29I'm working on and that is actually what
- 6:45:31matters so this is going to be a fun
- 6:45:35exercise uh you can blow it up a little
- 6:45:37bit by trying out these different kinds
- 6:45:39of storyboards or keep it simple and
- 6:45:40just work on paper but work through the
- 6:45:43flow and really figure out your new
- 6:45:45feature
- 6:46:03hey there fellow Honest track Learners
- 6:46:06I'm excited to welcome you to this next
- 6:46:09step you know on our path to creating
- 6:46:12this really cool XR project physical
- 6:46:14prototyping I don't know in every course
- 6:46:17I teach I always get so excited when it
- 6:46:19comes to the physical prototyping stage
- 6:46:21I mean we were already quite physical
- 6:46:24when we were doing the storyboarding uh
- 6:46:26previously but now we're really doing
- 6:46:29physical prototyping so that includes
- 6:46:31paper prototyping but also goes beyond
- 6:46:34paper and this is what I want you to
- 6:46:36learn and want you to practice in
- 6:46:37exercise so I'll walk you through the
- 6:46:40steps of this exercise and I'll come
- 6:46:42back at the end with a few ideas for how
- 6:46:45to make use of this activity so let me
- 6:46:48walk you through the exercise and I'll
- 6:46:50also share a few insights and tips along
- 6:46:52the way since keep in mind I've actually
- 6:46:54been doing this myself uh in preparation
- 6:46:57for the moo and so I spend quite some
- 6:47:00time prototyping and I'll be happy to
- 6:47:03share a lot of these uh videos where it
- 6:47:06makes sense with you as well so this is
- 6:47:08our task your task is to create a
- 6:47:10physical prototype of an Expeditions
- 6:47:13like XR app same rules as before I say
- 6:47:16Expeditions like it doesn't have to be
- 6:47:18Google Expeditions I say XR it can be VR
- 6:47:20it can be ar it doesn't have to be both
- 6:47:23it can also be just 360 the key point of
- 6:47:26this activity is really to create a
- 6:47:27paper prototype of one of the key
- 6:47:30interactions right I mean there's a lot
- 6:47:32of stuff you you probably want a paper
- 6:47:33prototype and that includes the content
- 6:47:35and all that and I understand that but
- 6:47:37we really want to focus our attention on
- 6:47:39the interactions we really need to make
- 6:47:40more progress when it comes to that but
- 6:47:43we also going to do content so we model
- 6:47:45two to three main 3D characters with
- 6:47:47Clay this will be fun and uh we want to
- 6:47:50create a diarama with the 3D characters
- 6:47:53to define the story now diarama doesn't
- 6:47:56have to be like the one that I'm going
- 6:47:57to show you it can be just like in 3D on
- 6:48:01it can still be on paper but then think
- 6:48:02pop out book so it has to come out uh
- 6:48:05really into the physical world we don't
- 6:48:07just want to paper prototype paper
- 6:48:08prototype we actually want to be more
- 6:48:10physical than that and so bring some
- 6:48:12cardboard and uh yeah do that record a
- 6:48:16video and narrate the interactions that
- 6:48:18I think is a really really really
- 6:48:20important part that brings your physical
- 6:48:22prototype to life and also allows you to
- 6:48:24share it with other Learners optionally
- 6:48:27you can create a 360 paper prototype to
- 6:48:29define the context um so 360 paper
- 6:48:32prototype would mean to use my template
- 6:48:34and follow uh some of the instructions
- 6:48:36this is makes a lot of sense especially
- 6:48:38when you've done a 360 storyboard like
- 6:48:40to keep refining that storyboard and
- 6:48:42turn it into a 360 pepp prototype really
- 6:48:44wireframing it out and thinking about
- 6:48:47some of the Transitions and interactions
- 6:48:48and then actually start really playing
- 6:48:49with it so moving the characters around
- 6:48:51on the grid that is really cool but as
- 6:48:54before you don't have to do each and
- 6:48:56every type of uh physical prototype uh
- 6:48:58you can just do a paper prototype
- 6:49:00although I would like you to really play
- 6:49:02around with Play-Doh and create a
- 6:49:04diarama the expected results from this
- 6:49:07activity um because these different
- 6:49:09types of prototypes also increase
- 6:49:11Fidelity I mean you're still kind of low
- 6:49:12to medium Fidelity but um you can
- 6:49:14increase Fidelity just by changing the
- 6:49:17uh tools that they using to create the
- 6:49:19XA prototype so you will get a better
- 6:49:21sense of the problem the context and the
- 6:49:23story and that's really really important
- 6:49:25uh these are the key ingredients that I
- 6:49:26introduced you to and this really
- 6:49:28matters for XR actually for any kind of
- 6:49:30user interface but h story is
- 6:49:33particularly important uh in XR we want
- 6:49:36to identify the key elements so the
- 6:49:38environment the 3D characters and this
- 6:49:40also helps you drive requirements in
- 6:49:42terms of assets for digital prototyping
- 6:49:45and development later on we really want
- 6:49:47to learn about the interactions these
- 6:49:50physical prototypes will allow you to
- 6:49:51play around with the materials try out
- 6:49:54different compositions different scene
- 6:49:55compositions different transitions
- 6:49:57different animations just by moving
- 6:49:59things around all the things you would
- 6:50:00have to program digitally you can now in
- 6:50:02the physical world and so that's so
- 6:50:04exciting get a feel for technical
- 6:50:07requirements and then also digital
- 6:50:08prototyping needs I would say these are
- 6:50:10the expected results this is why we do
- 6:50:13physical prototypes and when you share
- 6:50:15your physical prototype video that's
- 6:50:17really cool that would be a major
- 6:50:19accomplishment what would be even better
- 6:50:21is you reflect upon that experience just
- 6:50:23you going through it in your mind again
- 6:50:26reflecting I usually have that activity
- 6:50:28with my students in the residential
- 6:50:30courses we do the physical prototypes
- 6:50:32and and then we write half a page just
- 6:50:34thinking it through like a little diary
- 6:50:36entry thinking it through what did I
- 6:50:37actually learn and we critique both the
- 6:50:40method like what was limited what was
- 6:50:41hard to do I was doing VR but I was just
- 6:50:44using paper and I was using a 360 but
- 6:50:47then how does 360 translate to AR and
- 6:50:50and that's something um that is
- 6:50:52something that I've been thinking a lot
- 6:50:53about as part of my research and uh
- 6:50:56would be cool if you raise similar
- 6:50:57questions and maybe we can engage in
- 6:50:58some interesting discussions around it
- 6:51:00don't hate the 360 template it will just
- 6:51:03require some time um there are easier
- 6:51:05tools out there you don't have to jump
- 6:51:06right in uh you can also do an immersive
- 6:51:10prototype so keep in mind this is
- 6:51:12supposed to be physical so don't jump
- 6:51:14into the digital tool yet that is kind
- 6:51:17of not allowed and ideally you would uh
- 6:51:20do with physical materials I want you to
- 6:51:24get that experience I think it's it's a
- 6:51:26pretty important one and it allows you
- 6:51:29to think without all the technical
- 6:51:30constraints that you usually have to
- 6:51:34well phase and solve and work around
- 6:51:36when you do digital prototyping or later
- 6:51:39on development so that's why physical
- 6:51:41prototyping is so
- 6:51:43important so as before we were I'm doing
- 6:51:47the solar system so I'll share a few of
- 6:51:49the things I had obviously the knowledge
- 6:51:51from the design critique I also had my
- 6:51:53storyboard I did a standard storyboard I
- 6:51:55was playing around with the app I was
- 6:51:57going through the flow and I was
- 6:51:58developing my own new idea on storyboard
- 6:52:01I was actually then uh on paper and and
- 6:52:03doing a normal storyboard a traditional
- 6:52:05paper uh storyboard and then I was doing
- 6:52:08this 360 storyboard like sketching out
- 6:52:10got few new ideas about light and
- 6:52:12shadows and what are the interactive
- 6:52:14objects so that's something that I paid
- 6:52:17attention to I previewed it so I have
- 6:52:19all that experience and that experience
- 6:52:20is important we are taking that
- 6:52:22experience forward in our physical
- 6:52:24prototype here and then I was doing a 3D
- 6:52:27storyboard a 3D storyboard using
- 6:52:29tiltbrush you can use other tools I said
- 6:52:32that's fine in some sense um so this is
- 6:52:36a immersive authoring tool so it's
- 6:52:38clearly digital and we were doing that
- 6:52:40for the storyboarding so now we're
- 6:52:42moving back to physical Michael is that
- 6:52:44really what you want yes yes that's what
- 6:52:46I want we're not moving back to physical
- 6:52:48don't think of it like in that way um
- 6:52:52think of it in terms of a tool the
- 6:52:54physical tools are the ones that we have
- 6:52:56around us in the physical world so
- 6:52:58you're quite familiar with them we can
- 6:52:59do so many things with paper and that's
- 6:53:02something I want you to uh think about
- 6:53:04so rather than you thinking well this is
- 6:53:06a step back from til brush you think
- 6:53:09this is a step forward it's paper it's
- 6:53:11so much more versatile and flexible
- 6:53:14obviously um yeah you won't have that
- 6:53:17steroscopic view and this really really
- 6:53:19key sense of a preview but I'll also
- 6:53:22show you again how you can preview some
- 6:53:24of your prototypes uh using some of the
- 6:53:26tools that I have developed in my
- 6:53:27research and you get versions of that
- 6:53:29you get access to versions of that so
- 6:53:31here is our landscape from the lecture
- 6:53:34on physical prototyping I was talking
- 6:53:36about paper prototyping and 360 paper
- 6:53:39prototyping a lot so that's like one
- 6:53:41thing that we're going to try and then
- 6:53:42along the way we're also going to do 3D
- 6:53:44models that we can then put in a diarama
- 6:53:47and uh that will be cool as well so
- 6:53:50let's get started with the paper
- 6:53:52prototype I'll show you what I have done
- 6:53:53as I was working on the exercise so here
- 6:53:55is uh me sketching out well screens
- 6:53:59first so H clearly the traditional 2D UI
- 6:54:02artist in me um that I am not to be
- 6:54:05honest but anyway I was just like
- 6:54:07thinking this might be how you also may
- 6:54:09want to start on paper and I was
- 6:54:11starting from the smartphone it was an
- 6:54:13AR experience I was sketching out a few
- 6:54:14of the um screens and um this paper
- 6:54:18prototype was really just like the first
- 6:54:20step all right sketching out uh the
- 6:54:23different kinds of transitions now it
- 6:54:25goes beyond wireframes I start coloring
- 6:54:27things I'll actually turn it into
- 6:54:28screens um
- 6:54:30so um this is still relatively wif framy
- 6:54:34but then I would actually cut it out I
- 6:54:36could think of doing device stencils I
- 6:54:39think what I did is actually I took
- 6:54:40screenshots of these and then just used
- 6:54:42my phone to um play with the different
- 6:54:45transitions between these screens and
- 6:54:47States that's something one can do and
- 6:54:51it's very easy so you don't have to be
- 6:54:53so I say physical prototype doesn't mean
- 6:54:56that you're not allowed to use anything
- 6:54:57digital in fact you should capture it at
- 6:54:59some stage and so uh the paper uh uh is
- 6:55:02fine but then using your phone as a tool
- 6:55:06um is even better here I was then
- 6:55:10actually highlighting the interactive
- 6:55:11areas I was thinking hey maybe one can
- 6:55:14just like uh the user can just click all
- 6:55:17these things that are kind of like blue
- 6:55:19and this highlighted blue and then I was
- 6:55:21working on the moon I think and uh so
- 6:55:25also the rings on which the uh planets
- 6:55:28orbit around the sun I was thinking
- 6:55:30would be cool if you could just click
- 6:55:31them and then go back
- 6:55:32uh to or transition from Earth to Sun
- 6:55:35and vice versa so I'm going to show you
- 6:55:37my 360 paper prototype here's another
- 6:55:39time lapse and so then I was you know
- 6:55:42you you probably thought wow Michael
- 6:55:45this didn't look so bad and why are you
- 6:55:47destroying it now well you know you got
- 6:55:49to move on
- 6:55:50so uh learn about the work by doing the
- 6:55:54next step so I learned about the project
- 6:55:56and I was like okay this is me just
- 6:55:58trying to make it rounder this believe
- 6:56:00me this sun no matter what I tried it
- 6:56:02never became really round in any case I
- 6:56:05was then using toothpicks and I just
- 6:56:08needed more flexibility putting up a
- 6:56:10little bit of a phone stand here and
- 6:56:12then this is my plane where the AR
- 6:56:14objects will appear and now I assimilate
- 6:56:15these AR objects with physical
- 6:56:17properties on toothpicks uh physical
- 6:56:19props on toothpicks and then I can
- 6:56:22actually try out different Transitions
- 6:56:24and how how does the relationship
- 6:56:26between these planets work and what's
- 6:56:28the right scale so I have like two sizes
- 6:56:30of the earth I have a third Earth
- 6:56:31somewhere this is the moon that looks
- 6:56:34like a mushroom one of my students said
- 6:56:36and so she's not wrong and um yeah I was
- 6:56:40just uh playing with this then I was
- 6:56:42moving to the 360 template uh so you can
- 6:56:44also use the 360 template but you don't
- 6:56:46have depth so I was talking a lot about
- 6:56:48how you don't have depth and how you can
- 6:56:51simulate depth with different sized
- 6:56:52objects and how you can do different
- 6:56:55kinds of uh well orbiting and different
- 6:56:58kinds of transitions just using the
- 6:56:59template the template is really quite
- 6:57:01cool especially if you keep taking
- 6:57:04pictures and previewing things in AR or
- 6:57:07VR um with the two versions of the
- 6:57:10capture tool that I'll share with you
- 6:57:12hope it works again hope it works on
- 6:57:14your phones capturing at different
- 6:57:16stages and uh this is kind of like what
- 6:57:19I wanted to show you I have a more
- 6:57:22detailed video that I'll share with you
- 6:57:23in full length if you want where I
- 6:57:25really try it out um if you don't go
- 6:57:28through the whole step of uh creating
- 6:57:31this 360 uh storyboard maybe uh by
- 6:57:36watching this video uh you can learn a
- 6:57:39little bit more about how this may work
- 6:57:41so I'll share this video with you I'm
- 6:57:43not going to comment on it now and but
- 6:57:46it will be
- 6:57:47available and then I can preview right
- 6:57:50that's the whole point this template
- 6:57:52allows us this an acir angular format so
- 6:57:54we can actually convert it to spherical
- 6:57:56and then put it on a sphere in a 3D
- 6:57:58scene and then preview it in VR and also
- 6:58:01in AR
- 6:58:02uh this uh implementation that I share
- 6:58:04with you right now at the stage um when
- 6:58:07I was still developing the moo uh only
- 6:58:09has support for VR and 360 so 360 you
- 6:58:12can do and then virtual reality this is
- 6:58:14the 360 one and uh at some stage I
- 6:58:17should be also showing how to do the
- 6:58:20virtual reality you just click the
- 6:58:21virtual reality button and put it in the
- 6:58:23cardboard and um well also here I'll
- 6:58:26share a longer uh video with you I
- 6:58:31actually could put cut all this together
- 6:58:33and uh I think you'll learn quite a bit
- 6:58:35from just watching these videos as well
- 6:58:38I wish more people used this template I
- 6:58:40do think it helps me think a lot through
- 6:58:43environment and uh also then a little
- 6:58:46bit of the interactions and you get such
- 6:58:47an interesting sense uh or actually so
- 6:58:51many surprises when it comes to
- 6:58:54scale then I was um I wasn't really
- 6:58:57happy with how I was commenting on my uh
- 6:59:01objects I was drawing like my son looked
- 6:59:04like a pizza or ice cream and I felt
- 6:59:05like I wanted to eat it so then I was
- 6:59:08like hey what else could I use I could
- 6:59:09use a little bit higher Fidelity if you
- 6:59:11will higher quality cutouts so I got
- 6:59:14cutouts of Earth Sun and the Moon and I
- 6:59:16was playing around with them at
- 6:59:18different kinds of resolutions this is
- 6:59:19totally allowed you can print out uh you
- 6:59:22don't have to sketch everything this
- 6:59:23template is very flexible um you can put
- 6:59:26things on it and you just have to pay
- 6:59:28attention to the scale and where you
- 6:59:29place things but this is the point so
- 6:59:31the 360 60 paper prototype can be really
- 6:59:34cool and I'll play around with that as
- 6:59:36well I'll share that video with you so
- 6:59:37you'll have the full overview I was then
- 6:59:40also doing Play-Doh uh or some kind of
- 6:59:44uh clay modeling here and um yeah I look
- 6:59:49like I'm making sandwiches or baking and
- 6:59:52but what I'm actually producing here is
- 6:59:54Earth so yes no not what you're thinking
- 6:59:58no I'm not making Earth and no I'm just
- 7:00:01doing my own little Earth here with um
- 7:00:04clay and I'm doing two different sizes
- 7:00:06of Earth cuz I know that I'll need them
- 7:00:09for close-ups I need a bigger one and
- 7:00:12then in relationship to the sun I really
- 7:00:14need to do a smaller one but then I
- 7:00:16can't make it too small because how tiny
- 7:00:18is the moon going to be and so that's
- 7:00:20the thing right in the physical world we
- 7:00:22we have certain limitations when it
- 7:00:23comes to resolution and the scale and
- 7:00:25size of objects and it is so interesting
- 7:00:28when you then learn about how these
- 7:00:29translate to VR and AR uh the scale is
- 7:00:33probably the one thing that we never get
- 7:00:35right um here I'm making a sandwich no
- 7:00:38it is actually a night uh version
- 7:00:41supposed to be a night version of uh
- 7:00:43Earth and then I was playing around with
- 7:00:45these texture she texture sheets that I
- 7:00:47bought really cool so these texture
- 7:00:50sheets actually give a pattern to the uh
- 7:00:54models the props and you will see in
- 7:00:56later videos they actually really stand
- 7:00:58out especially when you use a digital
- 7:00:59camera you can see every one of these
- 7:01:03little uh you know uh
- 7:01:07little dents that I actually essentially
- 7:01:09made into the
- 7:01:12objects was playing around with
- 7:01:14toothpicks the toothpicks is my way but
- 7:01:16you can also uh use other ways to
- 7:01:19stabilize and mount the objects and uh
- 7:01:22there's a number of different things you
- 7:01:24can do here's the Sun that I'm making
- 7:01:27and shaping and I'm trying to mix I'm
- 7:01:30not sure I always got the colors right
- 7:01:32at some stage I feel like I had to check
- 7:01:35it actually doesn't have to look like
- 7:01:36the paper version that was just me
- 7:01:39trying to uh match it because I knew I
- 7:01:42was going to produce videos for you but
- 7:01:44really I mean it it could look different
- 7:01:47it should look like a sun but it looks
- 7:01:48more like a pizza ball or something and
- 7:01:53then once you have the clay you can
- 7:01:55obviously really explore interesting
- 7:01:57things so this is the video that I'm
- 7:01:58going to share with you again because it
- 7:02:00is a major step here here and I think it
- 7:02:03nicely illustrates the advantages of
- 7:02:05using clay and physical prototyping and
- 7:02:09having these as well the 3D models
- 7:02:11obious scenes and I was playing around
- 7:02:14with different kinds of compositions and
- 7:02:16uh animations because I could then
- 7:02:19really move these objects I show a later
- 7:02:22portion at the end I was playing around
- 7:02:25with um different kinds of compositions
- 7:02:29I remember I also put together like
- 7:02:32uh the Earth the Sun and um the moon
- 7:02:37yeah I mean this probably looks weird
- 7:02:39but this is what you will look like when
- 7:02:40you then are supposed to take your video
- 7:02:43of your physical prototype and so it's
- 7:02:45really important I was just running it
- 7:02:47all the time and um I was using a little
- 7:02:50bit of basic video editing later on to
- 7:02:52cut it so we didn't have to share this
- 7:02:55is now bringing in all the objects and I
- 7:02:57was going through but the the portion
- 7:03:00that I was looking for is this one
- 7:03:01because it does really show nicely how
- 7:03:03you can then uh bring the camera wasn't
- 7:03:06always playing nicely with me it was the
- 7:03:09autofocus was a bit weird but this depth
- 7:03:11of field effect is something that I fell
- 7:03:12in love with and um if I knew better how
- 7:03:15to do shaders in in uh in 3D then I
- 7:03:19would probably uh come up with that uh I
- 7:03:23would probably implement a solution uh
- 7:03:25with the depth of field effect in any
- 7:03:27case I was then doing the diarama so
- 7:03:30this is a 6 minute video that I'm happy
- 7:03:33to share with you I really set it up
- 7:03:35quite nicely I was proud um to put this
- 7:03:38all together and I will just go very
- 7:03:41briefly over what I did so I was
- 7:03:43bringing back all my materials this
- 7:03:46diarama is in some way the culmination
- 7:03:48of these initial uh physical prototyping
- 7:03:52steps I actually did this last and as I
- 7:03:56was doing the diarama I was then also
- 7:03:57bringing in some of my tools again to
- 7:03:59have some AR uh previews so that's what
- 7:04:05I'll show later I'm just going to jump
- 7:04:07ahead a little bit here for example is
- 7:04:10what you see in the video is how I take
- 7:04:12some of my objects uh that were placed
- 7:04:14on paper and how I can then actually
- 7:04:18preview that in AR now they really
- 7:04:20floating above my uh little table here
- 7:04:23and I thought that was so cool so I'm
- 7:04:25going to share all this with
- 7:04:28you I was also playing around with
- 7:04:30different backgrounds and and there is a
- 7:04:32part in the video that I find even more
- 7:04:34interesting now that is cool but at the
- 7:04:36end I actually show this part is really
- 7:04:39cool because I'll mix the physical and
- 7:04:41the digital here so I have like a two
- 7:04:45virtual copies in AR and then I was
- 7:04:47bringing in a physical Moon and uh was
- 7:04:50commenting on how obviously occlusion
- 7:04:52doesn't work because the camera has a
- 7:04:54hard time seeing these objects that are
- 7:04:56so close to the camera and it doesn't
- 7:04:58actually have uh body segmentation
- 7:05:00implemented AR C at this stage at least
- 7:05:03and in any case it we just see a
- 7:05:04toothpick and a little moon but um yeah
- 7:05:08so you'll see you'll see me go through
- 7:05:10all these uh exercises and uh steps of
- 7:05:14the exercise I actually had fun I hope
- 7:05:17you have fun I hope you do a subset of
- 7:05:20this and uh you feel like you learned
- 7:05:22something this is the physical part and
- 7:05:25um with a few tools to allow us to
- 7:05:27preview things in AR and VR and then
- 7:05:29we're going to jump into the digital uh
- 7:05:31into the digital world after this we're
- 7:05:34still using authoring tools no
- 7:05:36programming yet because that's what
- 7:05:37we're going to leave for the next course
- 7:05:39but we are going to get to our final
- 7:05:41prototype that we can then actually also
- 7:05:43peer review and um yeah we're going to
- 7:05:46talk about peer review as well
- 7:06:01so we're still talking about designing
- 7:06:03XR experiences but we're moving into
- 7:06:05digital prototyping space and what I'm
- 7:06:08going to do in this segment is really
- 7:06:09focus on well how do we take for example
- 7:06:12our story boards that we created on
- 7:06:14paper or our physical prototypes how do
- 7:06:16we take them to the next level in terms
- 7:06:18of fidelity how do we take it into
- 7:06:20digital and I'm going to talk about a
- 7:06:23few techniques in digital prototyping up
- 7:06:25to the point of actually doing it uh in
- 7:06:27immersive authoring using AR and VR
- 7:06:30devices so let's watch a a quick video
- 7:06:32of what I'm talking about he's now
- 7:06:35moving around the object and capturing
- 7:06:37the Play-Doh
- 7:06:41figure the information will be live
- 7:06:43streamed back to the editor where the
- 7:06:46video is available
- 7:06:50immediately he has now access to an
- 7:06:53additional resource in the collect pan
- 7:06:55which you can preview in the capture pan
- 7:06:57on the right and could actually
- 7:06:58recapture if necessary in this case the
- 7:07:02designer is however satisfied and all he
- 7:07:04needs to do is actually Drag and Drop
- 7:07:06The Playdoh model capture into his AR
- 7:07:11scene
- 7:07:16Ena he's enabling the marker
- 7:07:21tracking and he can immediately preview
- 7:07:23the object above the marker he disabled
- 7:07:26the digital marker representation and
- 7:07:28now he's showcasing how Pro renders
- 7:07:32perspective frames depending on camera
- 7:07:35movement this gives him a first sense of
- 7:07:37the a interface he wanted to create with
- 7:07:39prot in
- 7:07:41this
- 7:07:48minutes now this is just one way of
- 7:07:51prototyping things and it's something
- 7:07:52that I've come up in research and it's
- 7:07:54not exactly the kinds of tools that you
- 7:07:56have available um as a product so more
- 7:08:00generally speaking what does the XR
- 7:08:02tools landscape look like as a little
- 7:08:04bit of a reminder we obviously have
- 7:08:07digital and immersive authoring so we
- 7:08:09have existing tools here and I just give
- 7:08:11uh some examples um keep in mind that
- 7:08:14some of these examples are current
- 7:08:17examples and we don't know yet whether
- 7:08:19the tool that I list here is still
- 7:08:21around tomorrow so we have digital
- 7:08:23immersive authoring we have webbased
- 7:08:25development so this is this whole idea
- 7:08:27of building on the web XR specification
- 7:08:30and then we have tools like a frame that
- 7:08:31I've talked about earlier we can do a
- 7:08:35kind of cross-platform development
- 7:08:36approach uh where popular choices are
- 7:08:38unity and unreal these are these game
- 7:08:40engines that I talked about earlier that
- 7:08:42are usually combined with some kind of
- 7:08:44AR VR software development kit or SDK
- 7:08:47from popular vendors like Ulus Vive
- 7:08:50Microsoft you can also specifically
- 7:08:52Target devices and do Native development
- 7:08:55so this is the fourth approach um the
- 7:08:57fourth big category of tools uh you
- 7:08:59could choose a particular SDK like the
- 7:09:01cardboard Oculus or W SDK to develop for
- 7:09:04these specific types of platforms and
- 7:09:07devices so this is the overall landscape
- 7:09:11and um as you can tell some of them
- 7:09:13actually require programming some of
- 7:09:15these tools like Unity unreal with these
- 7:09:18software development kits or native
- 7:09:19development actually do require uh quite
- 7:09:22a lot of experience and programming
- 7:09:24background so what are these approaches
- 7:09:28good for um I think the digital
- 7:09:30immersive authoring tools that I want to
- 7:09:31introduce you to are good for
- 7:09:33storyboarding but then there are limited
- 7:09:36uh there's limited support for
- 7:09:37interactions so you can do a few things
- 7:09:39but you will very quickly realize
- 7:09:41there's not so much you can do after
- 7:09:43initial prototyping so after that you
- 7:09:45need to choose one of these three
- 7:09:47possible paths through the web
- 7:09:49crossplatform or native so the web based
- 7:09:52approach I think is very good for XR
- 7:09:54apps um that have some basic
- 7:09:57interactions um sometimes it still feels
- 7:10:00a little unfinished finished with
- 7:10:01current web XR approaches if you compare
- 7:10:04it to a a Unity or unreal experience so
- 7:10:07these would be in the crossplatform
- 7:10:08development approach um these are
- 7:10:11actually good for full-fledged XR apps
- 7:10:13they they're really visually stunning
- 7:10:15sometime sometimes you can really create
- 7:10:16really nicely looking experiences there
- 7:10:19um but I also think they the cost is
- 7:10:20pretty high the learning these tools
- 7:10:22usually comes with a very high learning
- 7:10:24curve depending on the path and the
- 7:10:27background remember I talked about uh
- 7:10:29paths to being an XR creator if you have
- 7:10:31a Game Dev background unity and unre
- 7:10:33feel very natural to you but if you're
- 7:10:35coming if you're like me and coming more
- 7:10:37like from a web dev background it'll
- 7:10:38it'll be a little harder for you to pick
- 7:10:40up those tools quickly finally um the
- 7:10:43native development approach is actually
- 7:10:45good for again full-fledged XR apps and
- 7:10:47exploiting platform specific or device
- 7:10:49specific features even so in some sense
- 7:10:52it's like the best experience you can
- 7:10:53create but the issue is that you kind of
- 7:10:55like locked in with a particular device
- 7:10:57platform or vendor and that is limits
- 7:11:00the experience it limits the the the
- 7:11:02numbers of users that you can
- 7:11:04reach so now let's really talk about
- 7:11:06just digital and immersive authoring so
- 7:11:08digital prototyping um I want to do it
- 7:11:11the same way as I did it for physical
- 7:11:12prototyping again we're thinking about
- 7:11:14low Fidelity to High Fidelity and keep
- 7:11:17in mind that digital prototyping should
- 7:11:18be closer to High Fidelity it's like the
- 7:11:21The Experience should be closer to the
- 7:11:22final thing that we imagine and then
- 7:11:24again there are methods that I want to
- 7:11:26tell you about that are some of them are
- 7:11:28easier and some of them are harder so
- 7:11:29how does it how does it work for digital
- 7:11:32prototyping so digital authoring which
- 7:11:34is a specific set of tools that allow
- 7:11:36you to create things through Visual
- 7:11:38authoring it's like using an editor
- 7:11:40click and play in some sense and then
- 7:11:43you can run these experience often
- 7:11:44directly on an AR uh device for example
- 7:11:47I'll show you some of these
- 7:11:49tools uh immersive authoring is actually
- 7:11:52it really means that you're working in
- 7:11:53AR or in VR so the way you interact with
- 7:11:57the content um at this level is is quite
- 7:11:59different you're really immersed uh in
- 7:12:01VR or in AR and the tools need to
- 7:12:04translate a little bit so imagine that
- 7:12:06with immersive authoring you're really
- 7:12:08going inside VR or ARS you're putting on
- 7:12:10your headset and then obviously the
- 7:12:12interactions change right you need to
- 7:12:14think about oh the user doesn't actually
- 7:12:16see the real world anymore how do they
- 7:12:17interact with the objects in in in
- 7:12:19physical space and so immersive
- 7:12:22authoring is really but you're really
- 7:12:24testing as you're designing it so it's
- 7:12:26actually quite an interesting way um of
- 7:12:28prototyping and I'll show you some of
- 7:12:30the tools in that space in both cases
- 7:12:32with digital authoring and immersive
- 7:12:34authoring you really subject to the
- 7:12:36limitations of what you can prototype
- 7:12:37with these tools so if you're moving
- 7:12:39into the other ones that I talked about
- 7:12:41the other approaches web-based
- 7:12:42development crossplatform development
- 7:12:44with unity or unreal or native
- 7:12:46development specifically for some of the
- 7:12:48software development kits for some of
- 7:12:50the arvr devices that we have out there
- 7:12:53then you're moving slowly but um
- 7:12:56definitely into that space where it
- 7:12:58becomes a lot harder to do but you also
- 7:13:00can can create a lot of Rich experiences
- 7:13:02so you're moving towards High Fidelity
- 7:13:04but also it is hard now I wouldn't
- 7:13:07actually say that all of this is digital
- 7:13:09prototyping when I use the word digital
- 7:13:11prototyping I want to draw I want to
- 7:13:13draw the boundary here around from
- 7:13:15digital authoring tools these click
- 7:13:17andplay tools through immersive
- 7:13:18authoring doing things in AR or VR as
- 7:13:21opposed to just 3D on a laptop or
- 7:13:23desktop and then webbased development
- 7:13:25and just scratching a little bit of
- 7:13:27crossplatform here because I think the
- 7:13:29unity and the unreal editor
- 7:13:31as long as you do not have to write your
- 7:13:33own scripts for interactions I still
- 7:13:35think of them as a tool for prototyping
- 7:13:38so I still and that's what I wanted to
- 7:13:40that's what I wanted to illustrate by
- 7:13:42drawing the circle and the boundaries
- 7:13:44that way okay now let's zoom into this
- 7:13:46circle of uh prototyping tools and I
- 7:13:49want to start with digital authoring
- 7:13:51tools for VR and unlike what you might
- 7:13:54expect I've have selected Amazon Samaran
- 7:13:57and unity but just the unity editor part
- 7:13:59of it I don't refer to Unity as the
- 7:14:01bigger game engine and the whole
- 7:14:02platform with c and scripting and all
- 7:14:05that just as a visual authoring tool I
- 7:14:08think it is a very popular choice a lot
- 7:14:10of people prototype directly in unity so
- 7:14:14um what does what does it mean what can
- 7:14:15you do with these digital authoring
- 7:14:17tools where most of them support visual
- 7:14:19authoring so using a mouse and a
- 7:14:21keyboard and navigating with you know
- 7:14:25first person shooter kinds of
- 7:14:27experiences with W ASD and those kinds
- 7:14:29of things I give you an intro to that
- 7:14:30later
- 7:14:31but they support visual authoring of 3D
- 7:14:34scene graphs so essentially hierarchies
- 7:14:36of 3D objects and then they also do
- 7:14:39support um VR previews so often it's
- 7:14:42just a matter of quickly connecting your
- 7:14:44VR device or going through some
- 7:14:46deployment method to actually quickly
- 7:14:48deploy it to this Quest here and then
- 7:14:50previewing that thing that you just
- 7:14:52created and being happy if you did it
- 7:14:55right but the workflow is really like
- 7:14:58using the desktop putting on a VR or ar
- 7:15:02device and and testing it that way I'm
- 7:15:05alluding to other tools here immersive
- 7:15:07authoring uh would give you the
- 7:15:09advantage that you do everything in
- 7:15:10arvr but just staying with digital
- 7:15:13authoring tools um so you can do basic
- 7:15:15interactions uh without programming you
- 7:15:17can actually you have usually access to
- 7:15:19basic interactions like the user looking
- 7:15:21at things or the user clicking things
- 7:15:24with a VR controller or touching things
- 7:15:26on their phone those things are usually
- 7:15:28uh available in these tools you can also
- 7:15:31do some more advanced directions um but
- 7:15:34this is hard uh sometimes you may add
- 7:15:36specific tool kits to it like for
- 7:15:39example Unity has the XR interactions
- 7:15:42tool kit or Microsoft is working on the
- 7:15:44mixed reality tool kit there is also a
- 7:15:46virtual reality toolkit vrtk so if you
- 7:15:48add these kinds of libraries to it you
- 7:15:50may get away without having to write a
- 7:15:52lot of your code but um yeah to do
- 7:15:55Advanced interactions there's usually No
- 7:15:57Way Around writing code so the next
- 7:15:59group of tools is digital authoring
- 7:16:01tools for AR so how does AR differ well
- 7:16:03there's a different set of tools out
- 7:16:05here um and they differ in that they
- 7:16:07actually support visual authoring of
- 7:16:10either marker based or markerless ar
- 7:16:12apps we learn more about what that means
- 7:16:14but in the marker based scenario all you
- 7:16:16would do is actually use one of the
- 7:16:18markers that they usually have and um
- 7:16:21hold it up uh in in front of the camera
- 7:16:24and um then use this for tracking so the
- 7:16:27way I would interact with it is using my
- 7:16:30my phone against the marker and then
- 7:16:33prototyping uh this way so you can do
- 7:16:36this with the default markers that are
- 7:16:38provided like the astronaut I just
- 7:16:39showed you or you can also create custom
- 7:16:41markers um in later stages of the
- 7:16:43prototyping experience I would often
- 7:16:45just use default markers to begin with
- 7:16:47because they track really well the sdks
- 7:16:49work well with them and then custom
- 7:16:51markers is something when you want to
- 7:16:53advance into the prototyping stage and
- 7:16:55maybe building something more like a
- 7:16:57minimum viable product that gives it a
- 7:16:59specific theme the last characteristic
- 7:17:02of digital authoring tools for AR is
- 7:17:04that they typically enable augmented
- 7:17:06reality previews either through some
- 7:17:08kind of software um that you download
- 7:17:11and onto your computer or have like
- 7:17:13inbuilt into the prototyping tool like
- 7:17:15in in the case of lens Studio here so we
- 7:17:17call this an emulator or some kind of um
- 7:17:21sending it to device usually requires uh
- 7:17:24to connect the AR device maybe a
- 7:17:26smartphone via USB to the computer and
- 7:17:29quickly deploy to it um for testing so
- 7:17:32as I was talking about these digital
- 7:17:34authoring tools I was also pointing out
- 7:17:36some of their limitations and uh what
- 7:17:38makes it cumbersome when it comes to
- 7:17:41actually working with arvr you often
- 7:17:43have to deploy to device to actually get
- 7:17:46a preview because existing emulators or
- 7:17:49existing previews are often not good
- 7:17:51enough so this is where immersive
- 7:17:54authoring tools really have an advantage
- 7:17:56and play an important role again I would
- 7:17:59distinguish between immersive author
- 7:18:00tools for VR and AR here I show you two
- 7:18:03for VR so the two examples I wanted to
- 7:18:05give here is Google blocks and aradus
- 7:18:08quill so there are both immersive
- 7:18:10authoring tools for VR um imagine that
- 7:18:13I've done these um prototypes on these
- 7:18:16digital prototypes that you see here
- 7:18:18I've done them while I was in the VR
- 7:18:21headset and uh in one case I was working
- 7:18:25with uh primitive shapes and I was
- 7:18:28working on a chair in Google blocks you
- 7:18:30may not be able to see it but that was
- 7:18:32the idea I try to create a 3D model um
- 7:18:34because I needed it for my furniture uh
- 7:18:36placement application and I wanted to do
- 7:18:39it immersively in VR even though the
- 7:18:41final experience may be in AR these
- 7:18:43immersive authoring tools for VR are a
- 7:18:46good way of prototyping 3D objects that
- 7:18:48finally end up in an AR or a VR
- 7:18:51experience it really doesn't matter but
- 7:18:52you're using VR to prototype and at the
- 7:18:54bottom you see Oculus quill which is
- 7:18:56more like a 3D sketching tool for VR
- 7:18:59it's it's similar to tiltbrush
- 7:19:00which you have seen in other segments of
- 7:19:02this specialization and what is
- 7:19:05interesting about quill is that they
- 7:19:06actually move the entire authoring
- 7:19:08environment um kind of like reminds you
- 7:19:11of flash or macromedia director if
- 7:19:13you've ever worked with these tools
- 7:19:14where you can do key frame based
- 7:19:16animations and you can actually do the
- 7:19:18same in VR and that's something I still
- 7:19:21have to learn a little bit more it's
- 7:19:22actually quite tedious to use the tools
- 7:19:24in VR but in principle these immersive
- 7:19:26authoring tools for VR enable visual
- 7:19:28authoring but in three right you do it
- 7:19:31in VR so that's quite different from
- 7:19:33digital authoring in itself how is it
- 7:19:36different well they make it possible to
- 7:19:38edit while at the same time you're
- 7:19:40previewing it in VR so the whole time
- 7:19:42you are in VR and that is quite a
- 7:19:44different experience I would say that
- 7:19:46the overall tool support of existing
- 7:19:48immersive authoring tools is really with
- 7:19:49a focus on 3D modeling there is support
- 7:19:52for animation and uh some kind of
- 7:19:56scripting in some of these tools but
- 7:19:58really since you're doing it in VR you
- 7:20:00really don't want to have a keyboard and
- 7:20:01write code and the stepwise animation
- 7:20:04even if it's key frame based and
- 7:20:07intelligent in some sense is still
- 7:20:08relatively tedious so I think these
- 7:20:10tools are best used for doing some kind
- 7:20:12of 3D modeling and prev visualization
- 7:20:15for example of the 3D models you have
- 7:20:17later or the environment that the user
- 7:20:19will be using and that's where these
- 7:20:21tools are really
- 7:20:23good they typically actually support
- 7:20:25export to Common 3D model formats so
- 7:20:28this is actually quite useful in fact
- 7:20:30Google Google blocks here that you can
- 7:20:31see actually you can share directly to
- 7:20:33Google poly and in that case um you can
- 7:20:36find lots of 3D models online that other
- 7:20:38people have created with these immersive
- 7:20:40authoring tools you can see them as
- 7:20:42inspiration or like to push yourselves a
- 7:20:44little bit there are really people who
- 7:20:45are really skilled with it sketchfab is
- 7:20:47an online platform where people actually
- 7:20:50share the 3D models for free some of
- 7:20:52which may have been created with some of
- 7:20:54these IM immersive authoring tools often
- 7:20:57however they actually use professional
- 7:20:583D modeling software and uh and Google
- 7:21:03sketch or 3D Warehouse um is the other
- 7:21:06kind of um platform that is often used
- 7:21:09for sharing these kinds of
- 7:21:10models okay let's look at immersive
- 7:21:13authoring tools for AR so there is a set
- 7:21:15of tools emerging for example Apple's
- 7:21:18reality composer that you can run
- 7:21:19directly on your iPad or adobe Arrow so
- 7:21:23what you do with many of them is you use
- 7:21:25your tablet as your viewfinder a tablet
- 7:21:28that has AR um cap abilities and then
- 7:21:31you can also do immersive authoring
- 7:21:34you're not as immersed as in VR but you
- 7:21:36can actually make use of physical space
- 7:21:38and walk around and zoom these objects
- 7:21:40here that I show you on the left um I
- 7:21:42did the same example in both of these I
- 7:21:45just actually placed a 3D model in uh my
- 7:21:48office and um so Apple's reality
- 7:21:51composer is one example Adobe arrow is
- 7:21:55another so what do these tools actually
- 7:21:57do well they enable visual authoring of
- 7:21:593D content in augmented
- 7:22:02reality they make it possible for you to
- 7:22:05edit these um experiences as you are
- 7:22:07creating them and you're previewing them
- 7:22:09at the same time so you don't actually
- 7:22:11have to do something on a laptop or
- 7:22:13desktop and then deploy to your device
- 7:22:15nor you're working directly on these AR
- 7:22:17devices and in this case you also design
- 7:22:20specifically usually for the environment
- 7:22:22that you're in so the examples I showed
- 7:22:24here on the left why not particularly
- 7:22:27tied to the specific environment I just
- 7:22:29place in there often when you do
- 7:22:32immersive authoring with these kinds of
- 7:22:33tools you really want to do it in the
- 7:22:36environment um that you're designing for
- 7:22:38when you're using these tools for
- 7:22:40AR the existing tools provide relatively
- 7:22:44basic support for interactive behaviors
- 7:22:47any kind of advanced fancy gestures or
- 7:22:50any kind of oh let's just use this
- 7:22:51speech command or whatnot those kinds of
- 7:22:54things would still require programming
- 7:22:55there's often not support for that but
- 7:22:58you do have location based trigger so
- 7:23:01for example as you're going towards an
- 7:23:02object or clicking a virtual object or
- 7:23:06bringing some kind of marker into the
- 7:23:08view all of these kinds of things would
- 7:23:10be supported usually without
- 7:23:13programming some of these tools also
- 7:23:16actually support and exporting to web XR
- 7:23:19so that you can actually then continue
- 7:23:21editing uh the experiences you have
- 7:23:24prototype this way in a tool like
- 7:23:26A-frame which we're using in this Muk
- 7:23:29specializations
- 7:23:31so here I'm showing Apple reality
- 7:23:33composer I have a very simple scene and
- 7:23:35just have an object a cube in there um
- 7:23:39that I can author digitally so I can
- 7:23:41rotate and uh scale actually both of
- 7:23:45world but also the object um so rotation
- 7:23:51and basically have access to all the uh
- 7:23:53transform tools here skating as well but
- 7:23:56so this is just digitally but what I
- 7:23:58actually want to do is immersive auth so
- 7:24:00I'm actually going to go into AR so
- 7:24:03you're scanning the environment very
- 7:24:04quickly that places the object um in the
- 7:24:08world and now I can look at it and
- 7:24:11author it um immersively so here uh
- 7:24:18basically going to change the way it
- 7:24:21looks to mat to maybe some kind of
- 7:24:24interesting Reflections um as the
- 7:24:28properties going to go down quickly to
- 7:24:31let you see this a little bit better how
- 7:24:33this might look or we're going to go for
- 7:24:36this kind of car paint look um or
- 7:24:39aluminium and can basically play around
- 7:24:42until we are happy with it not too much
- 7:24:44we can do with this simple 3D object
- 7:24:46there are other ways of actually
- 7:24:47bringing in other kinds of 3D models but
- 7:24:50um I just wanted to show very quickly
- 7:24:52how we can do immersive authoring on an
- 7:24:54iPad and AR as well so this was a quick
- 7:24:58overview of the first set of tools in
- 7:25:00digital prototyping specifically as it
- 7:25:02relates to digital authoring tools and
- 7:25:04immersive authoring tools and in another
- 7:25:07video I look into more detail into
- 7:25:09A-frame and unity as some of the other
- 7:25:11tools you may be using for digital
- 7:25:13prototyping as
- 7:25:26well digital prototyping to we are still
- 7:25:30still in the designing XR experiences
- 7:25:32segment and I have uh talked about
- 7:25:35digital prototyping space already where
- 7:25:37we're starting from digital authoring
- 7:25:39tools into immersive authoring tools
- 7:25:41where you work directly in AR or VR
- 7:25:43rather than on a desktop computer and
- 7:25:45then I said there is also web-based
- 7:25:47development crossplatform development
- 7:25:49and Native
- 7:25:51development which usually require
- 7:25:54programming and um but people who are
- 7:25:57experienced with these tools would still
- 7:25:59consider um at least portions of it as
- 7:26:02digital prototyping so I want to talk
- 7:26:04about two specific tools here uh that we
- 7:26:08actually using in this Muk
- 7:26:10specialization A-frame is a example of
- 7:26:12web- based um development which we are
- 7:26:15using it's based on the web XR standard
- 7:26:18and A-frame is really a tool that I want
- 7:26:20you to play a little bit around with you
- 7:26:22may actually like it if you have a webd
- 7:26:25or web design
- 7:26:26background Unity is like unreal a very
- 7:26:30powerful tool usually requires some time
- 7:26:33to actually learn it Unity comes with an
- 7:26:36editor um where you can do a lot of
- 7:26:38things just like clicking and playing
- 7:26:41and they actually do have good
- 7:26:42documentation you can do quite a few
- 7:26:44things in unity without actually having
- 7:26:47to program and so that's why I've
- 7:26:49selected these two tools as examples uh
- 7:26:52that still fall into what I would call
- 7:26:54digital prototyping for AR and VR so
- 7:26:57let's start with A-frame A-frame is
- 7:26:59based on 3GS and webgl this is the
- 7:27:03technology stack uh that actually is
- 7:27:05important information to some people out
- 7:27:07there what it means is like within the
- 7:27:09HTML 5 web standard we actually have a
- 7:27:12new element that is called the canvas
- 7:27:14that canvas is essentially like a
- 7:27:17graphics context that you can render 2D
- 7:27:20content into or 3D content and when we
- 7:27:23talk about webgl we actually usually
- 7:27:25mean 3D content rendering 3D content
- 7:27:28into the web a frame also gives you a
- 7:27:31new set of HTML tags all of these tags
- 7:27:34actually start with a dash like a scene
- 7:27:37a box a cylinder lots of tags that are
- 7:27:40then translated to specific entities we
- 7:27:43call them entities in 3D so you can
- 7:27:46actually create 3D scenes but you're
- 7:27:48writing HTML
- 7:27:50code aame has an inspector this is not
- 7:27:53an editor keep that in mind so it allows
- 7:27:55you to inspect the scene and look under
- 7:27:57the hood and find out where the light is
- 7:27:59and why this animation isn't working for
- 7:28:01example a has Asset Management um in
- 7:28:04this case you bring in typical uh
- 7:28:06resources from the web like images
- 7:28:08videos and then also sounds but then
- 7:28:10A-frame also has a set for asset 3D
- 7:28:14model loaders and this is a good way of
- 7:28:16bringing in common 3D model file formats
- 7:28:20and I list out two more features of
- 7:28:22A-frame one is the ECS architecture ECS
- 7:28:25stands for entity component system and
- 7:28:27that's something that we'll look into
- 7:28:28more detail later it's really relevant
- 7:28:30for programming um just keep in mind for
- 7:28:33now that you will find lots of
- 7:28:35components out there the ECS The Entity
- 7:28:38component systems lots of Open Source
- 7:28:40components out there that you can plug
- 7:28:41into your A-frame code they give you
- 7:28:44access to VR controllers they give you
- 7:28:46access to kinds of certain kinds of 3D
- 7:28:48models and certain behaviors so it's a
- 7:28:51very plug-and playay kind of
- 7:28:52architecture and that's what I'd like
- 7:28:54you to think of A-frame at the moment
- 7:28:57and it actually supports crossplatform
- 7:28:58both AR and VR so crossplatform
- 7:29:02XR here I have an example of a 360 photo
- 7:29:06that my former post dog Max actually
- 7:29:08took in the lab and I can just like zoom
- 7:29:10into different areas of this photo um so
- 7:29:13it looks a little more
- 7:29:16normal um there we have for example the
- 7:29:18clock and there we actually have some
- 7:29:20sketches we were working on Proto XD and
- 7:29:23360 Mr at the time and 360 Mr then was
- 7:29:26called 360 anywhere and these all became
- 7:29:28papers so
- 7:29:30um if you look at this photo it is
- 7:29:32actually a 360 photo of the lab so you
- 7:29:35can see some of these distortions um
- 7:29:38it's basically an accurate angular uh
- 7:29:40map an accurate angular format this
- 7:29:42photo was taken with a 360 camera a
- 7:29:45Theta V from Rico and uh it actually has
- 7:29:49two fishee lenses and then it stitches
- 7:29:51uh at the end it stitches basically the
- 7:29:54photo together and I'm going to show you
- 7:29:57how we can use this photo for
- 7:29:59prototyping digitally with A-frame and
- 7:30:01with unity all right here we have the
- 7:30:05A-frame scene so I'm using the 360 photo
- 7:30:08from before and I'm mapping it onto the
- 7:30:11sky that allows me to basically look
- 7:30:13around already and uh then I'm also
- 7:30:15mapping it onto the sphere here it's
- 7:30:17part of my example so I'm trying to
- 7:30:19create this virtual reality where
- 7:30:20there's this interesting Cousy looking
- 7:30:22sphere here and so the way I've done it
- 7:30:24is I've basically uploaded this photo
- 7:30:26that we took this 360 photo and I linked
- 7:30:29it as an said so I'm using Code pen here
- 7:30:32and it shows the code on the left
- 7:30:34basically the body uh of our HTML
- 7:30:36document and then I'm using A-frame so
- 7:30:39Define my a scene link the asset Define
- 7:30:42the sphere and Define the sky in both
- 7:30:45cases I'm linking the lab uh as a
- 7:30:48texture so basically my 360 photo
- 7:30:49becomes a texture of both the sky and
- 7:30:51the background and then our 3D object
- 7:30:53here in the
- 7:30:54foreground the last thing I did was
- 7:30:56actually playing around with the
- 7:30:57material so really making sure that this
- 7:31:00looks like interesting by playing a
- 7:31:02little around with the metalness and the
- 7:31:03roughness so I can adjust actually some
- 7:31:05of these here and actually preview it
- 7:31:08immediately in there and metalness and
- 7:31:11roughness is always something that I
- 7:31:13think as a concept it's clear but what
- 7:31:16so basically they determine how
- 7:31:19metalness how metallic an object is and
- 7:31:23how rough it is and that then actually
- 7:31:25gives you a different kind of reflection
- 7:31:27here so the light will be reflected
- 7:31:29differently
- 7:31:30so I understand that as a concept but
- 7:31:32it's really hard to really get it right
- 7:31:35and um so before we so let's say I'm my
- 7:31:39cool with this so I'm going to preview
- 7:31:41this in VR quickly so I have my Oculus
- 7:31:43Rift s here I'm just going to put it on
- 7:31:45my head and uh so I'm working in Firefox
- 7:31:49and I can see a preview so I'm kind of
- 7:31:51happy with the composition of the scene
- 7:31:54maybe that sphere could be a little bit
- 7:31:55more at a different location but that's
- 7:31:58something we can fix later
- 7:32:00and I can also adjust other parameters
- 7:32:02in the inspector so I can just go in
- 7:32:05here into the scene edit my sphere a
- 7:32:09little bit maybe give it a bit more
- 7:32:11space so the code becomes less relevant
- 7:32:13right now because I'm using the
- 7:32:14inspector and I'm going to go to the
- 7:32:17material and play a little bit just with
- 7:32:19the metalness and then also with the
- 7:32:23roughness there's a lot of things we can
- 7:32:25play around with maybe I'm like happy
- 7:32:28with it and I'll leave it like that
- 7:32:30and go back to the scene and I could
- 7:32:34copy paste these values now into the
- 7:32:37document here on the left if I'm truly
- 7:32:39happy but I can continue iterating
- 7:32:41previe in VR going through that whole
- 7:32:44process until I'm like really happy with
- 7:32:46how things look in VR and so I have a
- 7:32:49combination of digital and immersive
- 7:32:50prototyping here using
- 7:32:53A-frame so Unity um has been out there
- 7:32:57for a while now it's actually growing
- 7:32:59out of the game development Community
- 7:33:01Unity was originally a game engine and
- 7:33:04it still is but it has grown as a
- 7:33:07platform with significant support for XR
- 7:33:10both AR and VR so as a result Unity
- 7:33:14nowadays has integrated support for many
- 7:33:17XR platforms for example voria which is
- 7:33:20a marker based AR library is now
- 7:33:22actually part of unity and ships with
- 7:33:24unity but you can also add lots of other
- 7:33:27sdks into unity and um there is
- 7:33:30increasing support inside Unity built
- 7:33:32into Unity so that you have to install
- 7:33:35Less on top of
- 7:33:37unity one of the things that I
- 7:33:39particularly like about Unity is its
- 7:33:41powerful 3D scene editor there's
- 7:33:44actually a lot of things you can do in
- 7:33:45this editor you get immediate previews
- 7:33:47and I'll show you just the basics in a
- 7:33:49few seconds but imagine um that you can
- 7:33:53actually create real experiences and
- 7:33:55edit them in 3D on a laptop or on a
- 7:33:58desktop so you often get a sense of what
- 7:34:00it may look like in AR or VR although
- 7:34:04most often you still need to deploy to
- 7:34:06these devices to actually figure it out
- 7:34:08or use like an emulator so Unity also
- 7:34:10provides increasing support for kinds of
- 7:34:12emulators and has asset management and
- 7:34:15actually an asset store which is
- 7:34:18different from other tools I've talked
- 7:34:19about so far where you have to like one
- 7:34:22is the tool and the other is like you
- 7:34:23try to find 3D models on the web with
- 7:34:26unity you actually do a lot through
- 7:34:28their assets a store and you can
- 7:34:31actually download libraries and add
- 7:34:33packages to Unity or find 3D models and
- 7:34:35like I said with A-frame Unity basically
- 7:34:38supports all kinds of arvr devices out
- 7:34:41there U many vendors if not all the
- 7:34:44vendors provide a Unity SDK that you can
- 7:34:48download so you can develop against
- 7:34:50their platform and Hardware using
- 7:34:53unity all right and here we have the
- 7:34:55same scene in unity basically working
- 7:34:58with a few object
- 7:35:00uh I have the started out with the 360
- 7:35:02photo imported it and created a sphere
- 7:35:05and then mapped that material uh map
- 7:35:09that photo onto the sphere and that
- 7:35:11generates this material now this
- 7:35:13material I can play around with this a
- 7:35:15little bit more um as I adjust some of
- 7:35:18the parameters like uh the metalness or
- 7:35:22this is U more interesting the
- 7:35:24smoothness the smoothness uh gives this
- 7:35:27interesting effect of the light source
- 7:35:30being reflected so that's that light and
- 7:35:32we can actually rotate that to change a
- 7:35:35little bit where the light essentially
- 7:35:38hits the sphere
- 7:35:41and can create a more interesting
- 7:35:43looking effect this way now uh one thing
- 7:35:48that I'm not exactly happy yet is uh the
- 7:35:50position relative to the camera so I can
- 7:35:52either move the camera a little bit to
- 7:35:54the right or move the sphere a little
- 7:35:56bit to the left which I think that's
- 7:35:57what I'm going to do going to move it a
- 7:35:59little bit to the to the left so now if
- 7:36:02I press play we're using an EXO rig
- 7:36:05already so the camera has already been
- 7:36:06converted to the XR rig using unity's XR
- 7:36:10plugin so I just press play and I have
- 7:36:12the Oculus on my head the rift s I'm
- 7:36:15using here looking at the sphere and I
- 7:36:19kind of like the position and it gives a
- 7:36:23relatively good reflection of Max and
- 7:36:28it's just interesting in where it's
- 7:36:30floating so I'm kind of happy with the
- 7:36:32result and we also mapped that 360 photo
- 7:36:37also into the environment so we
- 7:36:40basically changed uh the rendering
- 7:36:41settings here so a couple of ways I
- 7:36:43could do this but I chose to do it this
- 7:36:45way I basically replaced um the normal
- 7:36:51Skybox which is this one with our 360
- 7:36:55photo
- 7:36:56and uh that gave me that
- 7:37:00effect and um well not a big effect but
- 7:37:04one thing we could do is we could
- 7:37:05further edit this material as well uh so
- 7:37:08for example if I'm not exactly happy
- 7:37:10with the current rotation I could rotate
- 7:37:12this a little bit differently so I can
- 7:37:16change the default rotation but then I
- 7:37:18would also need to adjust the settings
- 7:37:20on the sphere so basically also rotate
- 7:37:22the sphere I could make it a little bit
- 7:37:24brighter if I wanted so maybe that's
- 7:37:27maybe that's cool and I'm going to try
- 7:37:30it one last time in VR and start
- 7:37:32prototyping this way and I'm fairly
- 7:37:34happy with what it looks like now it's
- 7:37:36maybe a little Overexposed so but that's
- 7:37:40fine we could continue play with this um
- 7:37:42the point of this last part is that we
- 7:37:46can actually while we are prototyping
- 7:37:49for VR here using VR techniques um and
- 7:37:54um basically you could be anywhere and
- 7:37:56then we Port you into the lab you might
- 7:37:58as well be in the lab lab and we we're
- 7:38:01actually prototyping effectively a an
- 7:38:04arc and um well you can do this while
- 7:38:09being in the
- 7:38:10lab or you can do this anywhere based on
- 7:38:13the 360 photo that you previously took
- 7:38:15of the location and I think that is a
- 7:38:18very powerful way of prototyping XR
- 7:38:21applications uh very quickly and if
- 7:38:23you're good and skilled in unity which
- 7:38:26will dedicate a larger part of of the
- 7:38:30development oriented course as part of
- 7:38:32this exam work we're going to dedicate
- 7:38:34that uh to being better at Unity
- 7:38:36essentially then you can create those
- 7:38:38prototypes very quickly and I consider
- 7:38:40the unity editor a powerful tool for
- 7:38:43prototyping as
- 7:38:57well when I say evaluation I really
- 7:39:01think in terms of three big things and
- 7:39:04depending on who you are it may just be
- 7:39:06one of them so I'll give you a little
- 7:39:08bit of an overview of what evaluation
- 7:39:10can actually mean usability test user
- 7:39:13study or play test and so how do these
- 7:39:17differ well they differ in terms of
- 7:39:19metrics uh that you're looking at so for
- 7:39:22usability testing you think in terms of
- 7:39:24usability metrics so efficiency
- 7:39:26Effectiveness satisfaction for user
- 7:39:28studies you may actually have this idea
- 7:39:31of showing an effect uh so maybe
- 7:39:34determining whether the participants so
- 7:39:37your subjects in a user study whether
- 7:39:40they feel or get this feeling of
- 7:39:42presence and whether they see whether
- 7:39:44they feel immersed and know so there are
- 7:39:47presence and immersion questionnaires
- 7:39:49for example that might be the
- 7:39:50instruments that you would be using in
- 7:39:52those types of studies or you might have
- 7:39:55a hypothesis somehow embodied in your
- 7:39:57prototype and now you are are testing uh
- 7:40:00whether you can find support some kind
- 7:40:02of evidence support for your hypothesis
- 7:40:05or you might just be interested in doing
- 7:40:07some kind of benchmarking maybe you've
- 7:40:09come up with a cool new interaction
- 7:40:10technique in the XR space and so now
- 7:40:12you're doing some kind of performance or
- 7:40:14user performance
- 7:40:17benchmarking as a game designer and
- 7:40:19developer you approach this probably a
- 7:40:22little bit differently one of the things
- 7:40:23you really really care about is gam
- 7:40:25playay yeah do the participants well
- 7:40:28actually do your players have fun in
- 7:40:30fact you don't talk about users you
- 7:40:32probably just talk about players and but
- 7:40:34they're all the same so if I use the
- 7:40:35term user participant subject or player
- 7:40:38this all the same the people that are
- 7:40:40trying out our XR experience you pay a
- 7:40:42lot of attention to fun you want to find
- 7:40:45out weaknesses in gamepl whether
- 7:40:47something gets boring after some time
- 7:40:50yeah the the questions that you ask are
- 7:40:51a little bit different uh as opposed to
- 7:40:53the other two which are really detail in
- 7:40:56this video I'm going to talk more about
- 7:40:58usability testing and us studies finally
- 7:41:00and this may also be depending on
- 7:41:03whether you're approaching this more
- 7:41:04from a marketing perspective user
- 7:41:05retention yeah whether the users would
- 7:41:08be willing to continue using your
- 7:41:10experience your product your title or
- 7:41:12whatever you call it your application
- 7:41:14whether they would come back whether
- 7:41:16they would continue to use it and that
- 7:41:18is usually a function of whether they
- 7:41:19can see some kind of value in it and
- 7:41:22whether it's engaging and fun uh so this
- 7:41:26value might be productive or might be
- 7:41:28entertaining
- 7:41:30so these are the things that we are
- 7:41:32trying to figure out how well are we
- 7:41:34doing along all these different kinds of
- 7:41:36metrics and criteria So speaking of
- 7:41:39criteria I think at the highest level we
- 7:41:42can distinguish four different sets of
- 7:41:44criteria and then Associated questions
- 7:41:46one big one is usability as I said so
- 7:41:49how well can our users use that
- 7:41:52interface really really important
- 7:41:54question and then we're talking about
- 7:41:55efficiency Effectiveness and
- 7:41:57satisfaction usually and there are other
- 7:41:59usability metrics that I'll talk about
- 7:42:01later as
- 7:42:02well usefulness it's a very different
- 7:42:05question whether or not something is
- 7:42:06usable is very different from whether
- 7:42:08it's actually useful do our users find
- 7:42:11it helpful now there could be this most
- 7:42:13helpful most useful tool but it's just
- 7:42:16really difficult to use so usability is
- 7:42:18poor but it's really high on the
- 7:42:20usefulness and then if you get the
- 7:42:22usefulness right you will probably still
- 7:42:24have users but if you don't have
- 7:42:26anything useful but it's super design in
- 7:42:29terms of usability it mostly becomes
- 7:42:32something that us as designers would
- 7:42:34look at and study it's not necessarily
- 7:42:36something that speaks to the users
- 7:42:38utility whether the users see real value
- 7:42:42does it actually solve their problem
- 7:42:44that is really really an important
- 7:42:46question and that question you cannot
- 7:42:48figure out an answer with usability
- 7:42:51testing there has to be more to it
- 7:42:53usually this is a question of some kind
- 7:42:55of longer term use and there are
- 7:42:57longitudinal studies to explore exp this
- 7:42:59in more depth but um utility and
- 7:43:02usefulness are really Higher Goals
- 7:43:05higher Ambitions and that are harder to
- 7:43:08evaluate and then finally user
- 7:43:10acceptance yeah will the users actually
- 7:43:13continue to use the product will they
- 7:43:15come back will they see value do they
- 7:43:18use it on a daily basis how frequent
- 7:43:21does usage become a trend is usage just
- 7:43:25some kind of novelty effect and that
- 7:43:28novelty effect is something that
- 7:43:29especially researchers need to be very
- 7:43:32concerned about your users seeing XR for
- 7:43:35the first time might be like yeah I'm
- 7:43:37totally going to use this again this is
- 7:43:39great I mean I didn't know that you
- 7:43:40could do this but now that they know
- 7:43:43this and let's say they buy the product
- 7:43:46and then they have it will they actually
- 7:43:48really continue to use it and that is a
- 7:43:50function of whether that product now
- 7:43:53provides utility is useful and is usable
- 7:43:57so ultimately user acceptance is really
- 7:44:00the combination of all those evalation
- 7:44:02criteria and
- 7:44:03questions now I'm going to talk about
- 7:44:05four selected evalation methods and
- 7:44:08these are more closely aligned towards
- 7:44:10user studies and usability testing and
- 7:44:13usability testing is actually one of
- 7:44:15them but we start with system
- 7:44:16walkthroughs these you can do based on
- 7:44:18storyboards so really in the early
- 7:44:20stages of design or digital prototypes
- 7:44:23so when you have something implemented
- 7:44:24in a digital kind of platform or tool
- 7:44:27paper prototype testing so this is
- 7:44:29really that can happen in the phase
- 7:44:31between storyboarding and digital
- 7:44:33prototypes still very early and I'll
- 7:44:35show you some cool things you can do
- 7:44:37this way and you need to improvise a
- 7:44:39little bit you need a facilitator and
- 7:44:41you need a person working as a
- 7:44:43functioning as a computer as we say here
- 7:44:46uh there's this idea of the wizard of
- 7:44:48ass this idea of human simulating uh
- 7:44:52system functionality that is not
- 7:44:53implemented yet and um we can simulate
- 7:44:57that to some extent with paper prod ypes
- 7:44:59but this may also play a role later when
- 7:45:01it comes to digital
- 7:45:03prototypes there is this idea of ristic
- 7:45:05evaluation and this is something based
- 7:45:07on the design guidelines that we talked
- 7:45:09about and then you becoming more and
- 7:45:11more knowledgeable in the field of XR
- 7:45:13design um euristic evaluation is
- 7:45:15something that is usually done by
- 7:45:17experts considering established design
- 7:45:19principles and guidelines and then also
- 7:45:21their own experience actually from
- 7:45:24designing lots of XR things and also
- 7:45:26testing and then usability testing uh is
- 7:45:29the one big field and Method well it is
- 7:45:33is both a method and it's a whole field
- 7:45:35because a lot of people have studied how
- 7:45:37to improve usability testing um
- 7:45:39basically the way I'd like to think
- 7:45:41about it here is like you have something
- 7:45:43digital or maybe even immersive so that
- 7:45:46means you can actually go into arvr you
- 7:45:49have that kind of prototype ready and
- 7:45:51now you're going to do some kind of
- 7:45:52usability testing it's a little bit
- 7:45:54different from paper prototype testing I
- 7:45:56mean you can figure out questions to do
- 7:45:59with usability even with a paper
- 7:46:01prototype especially when it comes to
- 7:46:03like terminology and user flow through
- 7:46:06an application but whether or not
- 7:46:07something is truly usable in XR so in AR
- 7:46:10or VR that is something you can only
- 7:46:12figure out when you actually have a
- 7:46:13digital or immersive Prototype all right
- 7:46:16so these are four big methods system
- 7:46:20walk through to usability testing so
- 7:46:23depending on how much we have and and
- 7:46:24the one thing that you noticed in my
- 7:46:26selection of the methods is that they
- 7:46:28really depend a little bit on the stage
- 7:46:30of design some of the things that make a
- 7:46:32lot of sense early on and then you would
- 7:46:34choose different methods if you have
- 7:46:36more design artifacts so if you have a
- 7:46:38complete system to test U and I'm going
- 7:46:41to show you one example here a system
- 7:46:43walkthrough is something you can do
- 7:46:45almost at any time you can do it based
- 7:46:47on the storyboard or you can do it based
- 7:46:49on the thing that you have implemented
- 7:46:51and you do this system walkth through to
- 7:46:53help users think through the system and
- 7:46:57um well not maybe us but other experts I
- 7:47:00got in critique and kind of opinion that
- 7:47:02way without them actually doing a user
- 7:47:05test a usability test okay it's a
- 7:47:08walkthrough and uh often this is done uh
- 7:47:12as a cognitive walkthrough so you're
- 7:47:14thinking in terms of the tasks that
- 7:47:16users might want to do and then how
- 7:47:19would they be able to use your system so
- 7:47:21let me show you an example based on my
- 7:47:23own work so here I'll walk you through
- 7:47:26some of the key features of Proto so you
- 7:47:29can create screen mockups on paper then
- 7:47:31you can do some annotations and prepare
- 7:47:33it for capture then you would just use
- 7:47:35your phones capture those screens but
- 7:47:39all the paper actually become screens uh
- 7:47:42and then also capture 3D objects using
- 7:47:45some kind of we call the 360 Capture
- 7:47:47technique and now what we've just done
- 7:47:49is digitizing a Playdoh object and
- 7:47:51previewing it in a pretty cool actually
- 7:47:55so this was a 30- second video summary
- 7:47:57of one of my uh research projects
- 7:48:00published in 2018 in the ACM Kai
- 7:48:03conference the project was called Pro to
- 7:48:05AR and I've mentioned it before and you
- 7:48:08may have read the paper already so
- 7:48:09that's pretty cool and uh yeah so in
- 7:48:13fact as part of one of the early uh
- 7:48:16evaluations in this project we actually
- 7:48:18did a system walkthrough um I didn't
- 7:48:21have the full thing implemented and
- 7:48:23ready it I invited students to design
- 7:48:25jams uh in my lab I often like to work
- 7:48:28with students obviously these are all
- 7:48:30master students focusing on HCI so human
- 7:48:35computer interaction and user experience
- 7:48:36and interaction design so pretty
- 7:48:38knowledgeable and so I had them critique
- 7:48:41uh what I had and the one thing that I
- 7:48:42don't always get right in my own
- 7:48:45research is the usability of the
- 7:48:48projects just because I have larger
- 7:48:49goals I'm interested in other issues
- 7:48:52than usability whether something is
- 7:48:53pixel perfectly aligned and makes sense
- 7:48:56whether it follows gal principles and
- 7:48:58all those kinds of things I I usually
- 7:49:00get that feedback and it's always
- 7:49:02fascinating to me how and actually
- 7:49:03really cool how the students destroy
- 7:49:05some of my own work and obviously in my
- 7:49:07mind I'm thinking yeah but that's not
- 7:49:09really the main concern here but okay
- 7:49:11that's fine um so you get this kind of
- 7:49:14feedback uh as part of a system walkth
- 7:49:16through maybe you had a few questions I
- 7:49:18mean in 30 seconds I went over a project
- 7:49:20that took half a year to build and then
- 7:49:23to do uh we used this to do significant
- 7:49:25research about it and and now I just
- 7:49:27walked you through it in 60 seconds well
- 7:49:32um that was the key idea and a system
- 7:49:34walk through can be can be very quick
- 7:49:36but can also be like task based and you
- 7:49:39show the system step by step by step and
- 7:49:43then you have
- 7:49:44your your critiques let's just watch it
- 7:49:47again and look at what I actually did so
- 7:49:50I selected a few key scenes from the
- 7:49:53project here um I show some of the key
- 7:49:56interactions actually one interaction a
- 7:49:58ows you to capture paper and then bring
- 7:50:00it into the system the second
- 7:50:02interaction allows you to capture a
- 7:50:05physical object and we don't do
- 7:50:06photogrammetry or all kinds of 3D
- 7:50:08reconstruction that you imagine no we're
- 7:50:10doing a much simpler technique here and
- 7:50:12then the third technique is we can
- 7:50:13actually
- 7:50:14preview that captured object in
- 7:50:17AR and that's really that's really key
- 7:50:20so I structure the system walk through
- 7:50:22around three key interactions these are
- 7:50:24really the important things and also
- 7:50:25actually the form the contributions of
- 7:50:27the paper and playdoh played a really
- 7:50:29important part this idea of quickly
- 7:50:32physically prototyping mobile AR
- 7:50:35experiences and then showing uh how to
- 7:50:37actually transition from the physical so
- 7:50:39from both from paper which become 2D
- 7:50:41screens and then paper sketches uh which
- 7:50:44become 2D screens and then Play-Doh
- 7:50:46which become actually 3D models and then
- 7:50:50Play-Doh props modeled physically which
- 7:50:53then actually become 3D models uh those
- 7:50:56those kinds of uh transition
- 7:50:59to make those really quickly uh
- 7:51:01digitization really quickly I think that
- 7:51:03was the key and that was also a little
- 7:51:05novel I would say if not at least uh
- 7:51:08creative so um that was the system
- 7:51:12walkthrough and the system walkth
- 7:51:14through helps you get initial feedback
- 7:51:17again in the early stages of design you
- 7:51:19can also use it later but let's look at
- 7:51:21another method another method that we
- 7:51:23can do before we have the final real
- 7:51:25thing and I really like paper prototype
- 7:51:28so let's look at paper prototype testing
- 7:51:30I'm going to play a second video here
- 7:51:32and let's look at it together so we
- 7:51:35talked about paper prototyping before
- 7:51:38and here I show basically how this uh
- 7:51:41technique works we using a specific type
- 7:51:45of uh 360 template here there's a 360
- 7:51:48grid and some kind of marker embedded in
- 7:51:51the paper that is then scanned by the
- 7:51:52phone and then we're streaming from that
- 7:51:54phone to a VR user we're capturing that
- 7:51:58content live
- 7:51:59to a VR user or to an AR user and we're
- 7:52:03removing the paper background and so
- 7:52:05this is basically the 360 Proto project
- 7:52:07described in my kipe so this is from the
- 7:52:11360 Proto project that my student KD
- 7:52:13media and I were working on and it also
- 7:52:17considers the role of a computer so a
- 7:52:19person that actually helps assemble uh
- 7:52:22content here on our little surface and
- 7:52:25keep in mind anything and everything we
- 7:52:26place on this grid here in 360 around
- 7:52:30the VR user or around the AR user and so
- 7:52:33that's pretty cool and so we can
- 7:52:35actually prototype quite a few things
- 7:52:37this way uh paper prototype testing now
- 7:52:39the first thing that I'm going to show
- 7:52:40you that doesn't actually involve a lot
- 7:52:42of live streaming and interactivity is
- 7:52:45I'm going to layer a interface that
- 7:52:47actually Katie created for me I really
- 7:52:49wanted the Star Trek and I'm going to
- 7:52:51show you the Star
- 7:52:52Trek so this is the 360 Star Trek and
- 7:52:56you may have seen this uh in other port
- 7:52:59of the
- 7:53:00Muk because it's really a cool prototype
- 7:53:03to me here I'm going to show it actually
- 7:53:06in uh our academic Innovation Studios at
- 7:53:09the University of Michigan and what
- 7:53:11really nicely worked here is how it
- 7:53:13mapped uh onto the physical world and
- 7:53:17how I was just basically leaving the
- 7:53:18Star Trek bridge now looking into outer
- 7:53:21space and now I'm going back into the
- 7:53:25bridge onto the bridge and looking at
- 7:53:27the captain chair actually looking at
- 7:53:28outer space again this is the screen on
- 7:53:31screen and then um here we look at the
- 7:53:34Cap's
- 7:53:35chair well kind of a walkth through uh
- 7:53:38in this case I could actually experience
- 7:53:40it myself um so this was also kind of a
- 7:53:44walk through but like quite literally I
- 7:53:47was walking through that paper prototype
- 7:53:49so I just made it interactive H it was
- 7:53:52just as sketches on a 360 paper template
- 7:53:56so in the physical prototyping as
- 7:53:58aspects of this course um we talk about
- 7:54:00more how to do this kind of stuff but um
- 7:54:04you know I just wanted to bring it back
- 7:54:06as an example of how powerful 360
- 7:54:09prototyping uh could be and uh these
- 7:54:12prototypes can be tested now I as I'm
- 7:54:15walking around with that thing in my
- 7:54:16hand with a tablet and I'm I could think
- 7:54:19aloud like what are the things that I
- 7:54:21notice um did I expect this or this
- 7:54:24behaves in an interesting way and I get
- 7:54:25a prev visualization maybe you don't
- 7:54:28want have that 360 thing the final thing
- 7:54:30maybe this is a prev visualization of
- 7:54:33what you are going to implement later
- 7:54:34and you get early feedback even before
- 7:54:37you have made that commitment to now
- 7:54:39Implement that in unity or in unreal
- 7:54:41which could be the next iteration and
- 7:54:44now I'm going to show you another
- 7:54:45example so this is the Amazon shopping
- 7:54:47AR view that we prototyped and we're
- 7:54:50just putting paper Furniture in front of
- 7:54:52the user basically showing it on the
- 7:54:54camera and then here is our VR record
- 7:54:57ball example KD actually implemented
- 7:54:59this using web XR and now we prototype
- 7:55:02this we we implemented this first to set
- 7:55:03a baseline but now we prototype this
- 7:55:05together with a toothpick and Playdoh as
- 7:55:08a tennis ball and we had a virtual
- 7:55:10record so the way we prototype this KD
- 7:55:13my student was actually go in the
- 7:55:16Daydream so this is a VR headset and she
- 7:55:19was controlling the tennis racket on uh
- 7:55:21using the three do controller so not too
- 7:55:24much you could do with a Daydream
- 7:55:25smartphone inside okay and I was the
- 7:55:28tennis ball and the way we did it was we
- 7:55:31used the 360 paper template and I had a
- 7:55:33toothpick well and um well I don't have
- 7:55:37the exact Play-Doh here so in this case
- 7:55:40we're going to have a little bit of an
- 7:55:42orange uh tennis ball but
- 7:55:45basically I'm just recreating that
- 7:55:47prototype very quickly here this is all
- 7:55:49we did where's my toothpick okay we got
- 7:55:52it taada and now we have our tennis ball
- 7:55:55and then I had to follow the specific
- 7:55:57paper template that was printed and I
- 7:56:00was moving up and down or I don't
- 7:56:02remember exactly yeah I was moving up
- 7:56:05and down I think yeah and I was moving
- 7:56:07up and
- 7:56:08down to let the ball bounce and then I
- 7:56:11was watching I had a live preview and
- 7:56:12then I was watching whether KD actually
- 7:56:13hit it or not and then I could like
- 7:56:15bounce it somewhere here or bounce it
- 7:56:17off somewhere there and that allowed
- 7:56:20Katie as the VR user to get a sense for
- 7:56:23oh yeah okay this could be interesting
- 7:56:26and obviously what I could do as because
- 7:56:29I'm simulating the the ball and
- 7:56:31therefore the physics I could we could
- 7:56:33do whatever we could also play with a
- 7:56:35really really big tennis ball some of
- 7:56:37the coolest games created by my students
- 7:56:39in my courses usually always there's
- 7:56:41always one or two tennis or table tennis
- 7:56:43games in every semester um which is
- 7:56:47pretty cool uh I like those that allow
- 7:56:49me to cheat because I'm not that good at
- 7:56:51tennis uh so give me a really big you
- 7:56:54know a really big tennis ball um and
- 7:56:56then we can play around with physics and
- 7:56:58actually have some fun as well and you
- 7:57:00can play around with physics by
- 7:57:02simulating that as I said wizard of our
- 7:57:04style even way before you implement it
- 7:57:07that's why I think these paper
- 7:57:08prototypes are so powerful so let me
- 7:57:11quickly go over the roads just I mean I
- 7:57:13just explained it basically there's a
- 7:57:14facilitator that guides the process
- 7:57:17introduces the tasks and helps the user
- 7:57:20if they get stuck uh usually the
- 7:57:23interfaces are not that complex on paper
- 7:57:25but if the user gets stuck the
- 7:57:26facilitator prompts then to ask a
- 7:57:28question it's really important that you
- 7:57:30don't just like go in there and like
- 7:57:32tell them what to do because you you
- 7:57:35you're losing your temper you don't have
- 7:57:36enough patience now you can see whether
- 7:57:38the user is struggling and as you see
- 7:57:40this you actually think about well you
- 7:57:43prompt them uh is is there a a question
- 7:57:47you have um could you formulate it as a
- 7:57:49question and then you jump in as a
- 7:57:51facilitator you give a short answer to
- 7:57:53the user um but you still keep it short
- 7:57:56so uh that they user's attention is
- 7:57:58still on the task okay and then if the
- 7:58:01user keeps asking well then something is
- 7:58:03wrong with the interface and the
- 7:58:05experience and so as the facilitator you
- 7:58:07can actually gradually provide more
- 7:58:10detail and then well as the facilitator
- 7:58:13and also you have an observer together
- 7:58:15you can determine the piece of
- 7:58:17information that really gets the user
- 7:58:18unstuck and that is key because that
- 7:58:20will potentially help you refine your
- 7:58:22interface in the future and then there's
- 7:58:25obviously this computer and quotes and
- 7:58:27this computer Sim system dialogue so
- 7:58:29both system input and output so I was
- 7:58:31talking about the tennis ball example I
- 7:58:33was the tennis ball and that was my
- 7:58:36computer example here and then there is
- 7:58:38the Observer uh the person that actually
- 7:58:40documents the study very important what
- 7:58:43did the user do and how did the
- 7:58:44facilitator actually help that's really
- 7:58:46important so in here again is a visual
- 7:58:48overview of our paper prototype testing
- 7:58:50method and again I'll invite you to read
- 7:58:53the 360 Proto paper if you thought this
- 7:58:55was cool and fun definitely quite a lot
- 7:58:58fun for us and these are techniques we
- 7:59:00can do even in the early stages next
- 7:59:02we're going to expand on some of the
- 7:59:03other techniques usability inspection
- 7:59:05usability testing and then also
- 7:59:07automated usability
- 7:59:25testing in this video I'm going to talk
- 7:59:28talk about different types of usability
- 7:59:30evaluation we have talked about
- 7:59:31different forms of evaluation before
- 7:59:33with different kinds of metrics and in
- 7:59:35this one we focus on usability so we're
- 7:59:38going to talk about usability inspection
- 7:59:40involving experts usability testing
- 7:59:43involving users and automated usability
- 7:59:45testing which we're going to keep
- 7:59:47relatively short because this is a new
- 7:59:49area and we don't have so much to talk
- 7:59:51about yet when it comes to using systems
- 7:59:54for automated not automatic but
- 7:59:56automated usability testing
- 7:59:58so let's talk about different types of
- 8:00:01usability evaluation so there are three
- 8:00:04main categories of usability evaluation
- 8:00:06I would say usability inspection with
- 8:00:09expert designers usability testing with
- 8:00:12actually with Target users and automated
- 8:00:15usability testing with computer
- 8:00:17algorithms that's what I say here so
- 8:00:19these are the three main categories that
- 8:00:21we can distinguish when it comes to
- 8:00:22usability evaluation so basically having
- 8:00:26experts do it for you in involving users
- 8:00:28and learning this way and trying to
- 8:00:30involve systems now in practice you may
- 8:00:33combine some of these methods uh doing
- 8:00:36the expert evaluation later doing the
- 8:00:38usability testing maybe earlier and then
- 8:00:41maybe at the very end as well and uh
- 8:00:44involving systems throughout you
- 8:00:46shouldn't think of any of these
- 8:00:47techniques to be basically perfect and
- 8:00:51um all of them could actually contribute
- 8:00:53unique knowledge and so you should think
- 8:00:56of ways of combining and incorporating
- 8:00:58some of these techniques so there are
- 8:01:00many different factors for the choice of
- 8:01:02evalation method the stage of design so
- 8:01:05again if you're early or mid or end
- 8:01:07stage of the project the novelty of the
- 8:01:09project depending on how much expertise
- 8:01:12might be there or how many users trained
- 8:01:14in this technology you may actually able
- 8:01:16to or how many users of the technology
- 8:01:19you may actually be able to find so
- 8:01:21think of an AR application for example
- 8:01:24that needs is designed for a kind of
- 8:01:27condition or environment that is very
- 8:01:28hard to access so NASA for example has
- 8:01:31several competitions going on about
- 8:01:33lunar and Mars exploration and so there
- 8:01:37involving mixed reality uh is a thing
- 8:01:40and so the nature of the project May
- 8:01:41dictate whether or not you can actually
- 8:01:45uh do this kind of testing a big factor
- 8:01:48is obviously the number of users you're
- 8:01:50expecting your application uh to be used
- 8:01:53by and also the budget and time um so if
- 8:01:58you don't think that the interface will
- 8:02:01be used by a lot of users then I think
- 8:02:03the budget and time is probably also
- 8:02:05going to be relatively small and uh but
- 8:02:08you really want to get it right the more
- 8:02:10users uh you have and budget and time um
- 8:02:14shouldn't be the main reason why you
- 8:02:16don't test I do think that you should
- 8:02:18always try to make room in the budget
- 8:02:20and in your time for some kind of
- 8:02:23getting user feedback for some kind of
- 8:02:25feedback from
- 8:02:26users finally the experience of your
- 8:02:29team may also be a factor contributing
- 8:02:30to the choice EV relation method so for
- 8:02:32example if you're leaning towards a
- 8:02:34different style if you have an
- 8:02:36established process or workflow in the
- 8:02:38company in which you're working U so
- 8:02:40these are all kinds of factors that
- 8:02:42together determine which of these
- 8:02:43methods you might be
- 8:02:46using again I don't think that any of
- 8:02:48the methods I'm going to show you today
- 8:02:50will replace user testing in fact we
- 8:02:53should actually focus our attention on
- 8:02:54usability testing and uh thinking more
- 8:02:57about what ways of actually making this
- 8:02:59work for XR so let's look at usability
- 8:03:02inspection first there is this I there
- 8:03:05is the concept of euristic evaluation
- 8:03:08which is informal holistic and actually
- 8:03:11checks against established principles
- 8:03:13and guidelines it's usually done by
- 8:03:15experts really understanding the type of
- 8:03:18interface and the technology in our case
- 8:03:20AR and VR so euristic evalation is
- 8:03:23something we can actually do in this
- 8:03:24course since we are learning about the
- 8:03:26guidelines and the principles of
- 8:03:28Designing XR interfaces so we can look
- 8:03:31at each other's interface and provide
- 8:03:33some kind of expert opinion uh based on
- 8:03:37the experience that we have both the
- 8:03:39things you've learned in the course but
- 8:03:40maybe also some of your prior experience
- 8:03:43uh in terms of good user experience
- 8:03:46design the second concept is the idea of
- 8:03:48a cognitive walkthrough so the cognitive
- 8:03:51walkthrough is a procedural walkthr of
- 8:03:53the system it is usually task oriented
- 8:03:56so you're imagining tasks you're
- 8:03:57actually picking tasks that you imagine
- 8:04:00your users will carry out with the
- 8:04:01system and it checks if simulated user
- 8:04:04goals and the memory content at the time
- 8:04:07at which they are actually pursuing
- 8:04:09those goals can be assumed to lead to
- 8:04:13the correct action in other words if
- 8:04:16you're thinking like the users and we're
- 8:04:19just assuming the knowledge that we have
- 8:04:21from operating the interface at the time
- 8:04:23so the flow so far the screens and the
- 8:04:26scenes we have seen so far can we assume
- 8:04:30that what they know at the time will
- 8:04:32lead to the correct action and there is
- 8:04:35this idea of formal usability inspection
- 8:04:37and that is now something that I often
- 8:04:38do in my class it's a combination of the
- 8:04:40above methods and I'll walk you through
- 8:04:43it a little bit so this is something I
- 8:04:44often do in classes so the idea is to
- 8:04:46assemble stakeholders so this could be
- 8:04:48different kinds of designers and also
- 8:04:51users and then also product owners and
- 8:04:53all the kinds of stakeholders you can
- 8:04:54imagine for a project and assign roles
- 8:04:56to them then you're going to distribute
- 8:04:58the design artifacts so there is a team
- 8:05:01that is essentially reviewing the
- 8:05:03interface and they will receive the
- 8:05:06design artifacts so this could be the
- 8:05:08personas the storyboards or any kind of
- 8:05:11scenarios so narrative storyboards and
- 8:05:13also obviously any kind of interface
- 8:05:15prototypes because that is what they're
- 8:05:17going to be looking at so these could be
- 8:05:19paper prototypes or an existing kind of
- 8:05:22implementation in the form of a digital
- 8:05:24prototype or even if working in
- 8:05:27interface on an XR device and then they
- 8:05:30will inspect the design so they will
- 8:05:32actually go through this and look at it
- 8:05:34from uh the principles and guidelines
- 8:05:37that they know about good XR design and
- 8:05:40also things that may not be as good so
- 8:05:43essentially they're performing a crit a
- 8:05:45design crit of your
- 8:05:48interface and then once the team has
- 8:05:51finished inspecting there is a courtroom
- 8:05:54style meeting so this is a moderated
- 8:05:56meeting you by an independent moderator
- 8:05:59and there is a design team those that
- 8:06:01have created the interface and a
- 8:06:03critique team and so the critique team
- 8:06:05will provide will provide their critique
- 8:06:07and the design team gets to defend and
- 8:06:10rebut some of the things and it's
- 8:06:12usually supposed to be a constructive
- 8:06:16criticism and a a constructive
- 8:06:18discussion a lively discussion around
- 8:06:20some of the issues often design is about
- 8:06:22tradeoffs and compromises and so this is
- 8:06:25an interesting type of conversation that
- 8:06:28I think is very interesting so I often
- 8:06:30do this kind of formal usability
- 8:06:32inspection in my classes so we have like
- 8:06:35two teams one is uh design team first
- 8:06:37and then the inspection team and then
- 8:06:39the other way around so they review each
- 8:06:41other's designs and then they meet in
- 8:06:43the classroom and then they hold this
- 8:06:45cotro style meeting and discuss the
- 8:06:47design choices and their rationale
- 8:06:49behind everything and then they get
- 8:06:51feedback that way now the important
- 8:06:54thing after this is how to prioritize
- 8:06:56and decide decide on which of the
- 8:06:59defects to fix this is really important
- 8:07:02so after any kind of usability
- 8:07:04evaluation in this case the inspection
- 8:07:06you will get feedback now if this is
- 8:07:09done by experts you can assume to be the
- 8:07:11you can assume the feedback to be
- 8:07:14correct and uh valuable at least and so
- 8:07:18but independent of who gives the
- 8:07:20feedback I would always take into
- 8:07:22consideration the whole thing and not
- 8:07:25just like okay if you fix it implement
- 8:07:28this we change this don't make all these
- 8:07:29promises listen um take it in reflect on
- 8:07:34it and then prioritize and then decide
- 8:07:38on what to fix you do not most of the
- 8:07:41time you don't have the time to fix
- 8:07:43everything and I don't expect that but I
- 8:07:46do think it's very important to show
- 8:07:48that you have considered the feedback
- 8:07:49you have reflected on it and and and
- 8:07:52that's the way to work with feedback so
- 8:07:55let's look at the next method usability
- 8:07:57test in so I said usability testing
- 8:07:59involves users and here are common
- 8:08:01usability metrics Effectiveness
- 8:08:04efficiency satisfaction learnability
- 8:08:07memorability and I say predictability
- 8:08:10here so Effectiveness means that users
- 8:08:12can complete their task accurately
- 8:08:15efficiency users can perform task
- 8:08:17quickly and easily satisfaction users
- 8:08:20will think the interface is Pleasant to
- 8:08:21use learnability and memorability are
- 8:08:24not the same thing so learnability is
- 8:08:26about the idea of accomplishing tasks
- 8:08:29the first time they see the interface
- 8:08:31and memorability it's easy to
- 8:08:33reestablish proficiency after not using
- 8:08:35the interface for a while so most user
- 8:08:38studies usually don't look too much into
- 8:08:40memorability there are specific user
- 8:08:43studies designed to look into
- 8:08:44memorability so there's a so for example
- 8:08:47there are experiments around uh gesture
- 8:08:50guessability and memorization and those
- 8:08:53experiments then bring back users after
- 8:08:55a certain time so maybe a day later or
- 8:08:58even a week later and that way you can
- 8:09:01assess
- 8:09:02memorability and then
- 8:09:04predictability uh whether the interface
- 8:09:06responds as expected now these are
- 8:09:08relatively common usability metrics for
- 8:09:11for these there are some kind of
- 8:09:14questionnaires that we are often using
- 8:09:16some kind of instruments efficiency you
- 8:09:18can measure in terms of time so we call
- 8:09:21this time on task user satisfaction and
- 8:09:24Effectiveness would
- 8:09:26be through subjective feedback so
- 8:09:29self-reported for example liquor scale
- 8:09:31items um from strongly agree to strongly
- 8:09:35disagree with a certain statement I
- 8:09:37thought this interface was pleasant to
- 8:09:39use for example so these are relatively
- 8:09:42common usability metrics and then I
- 8:09:44thought okay what are the things that we
- 8:09:46should care about when it comes to XR
- 8:09:48and so I I add a few here and you could
- 8:09:51come up with additional ones but these
- 8:09:53are the ones that I came up with
- 8:09:55thinking about this what is specific to
- 8:09:57XR so I think when it comes to XR we
- 8:10:00really have to think about the realism
- 8:10:02so whether an interface especially in VR
- 8:10:05involes feelings of presence now I said
- 8:10:08presence and immersion there are
- 8:10:09specific instruments kind of like type
- 8:10:11of questionnaires uh for that and that
- 8:10:14doesn't directly relate to usability but
- 8:10:17in some but there is this interesting
- 8:10:19trade-off between making an interface
- 8:10:22realistic and making it usable uh not
- 8:10:25everything in the real world is simple
- 8:10:27and easy to use and so it is I just
- 8:10:29think it is an interesting consideration
- 8:10:32to add here safety very important you
- 8:10:35should really have as little as possible
- 8:10:38risk of physical or mental harm so
- 8:10:40mental really also emotional or
- 8:10:43psychological harm so really those
- 8:10:46things are no goes and and that's
- 8:10:48something obviously and obviously any
- 8:10:51kind of risk of that would really deter
- 8:10:54from the usability of the interface
- 8:10:56flexib
- 8:10:57now that's a little bit of a vague
- 8:10:59metric here but I was thinking you know
- 8:11:01in XR we want to support different kinds
- 8:11:04of input modalities so not just gesture
- 8:11:07but also speech or sometimes even
- 8:11:09multimodal gesture and speech so I think
- 8:11:11with XR interfaces it's very important
- 8:11:14to support alternate modes of input so
- 8:11:17provide that flexibility and uh it it
- 8:11:20actually having that additional support
- 8:11:22so these alternate modes of input can
- 8:11:24also increase the complexity of an
- 8:11:27interface and that may again detract
- 8:11:29from the usability finally Comfort is
- 8:11:32something that we should somehow think
- 8:11:34about measuring because especially with
- 8:11:37headsets so both VR but also AR extended
- 8:11:41use might actually be something that is
- 8:11:44hard to achieve and again if something
- 8:11:47is not comfortable that may also have to
- 8:11:50do with usability so for example if
- 8:11:52you're requiring certain gestures to be
- 8:11:55performed or relatively long or
- 8:11:56complicated speech commands then you
- 8:11:59will also see that the Comfort levels
- 8:12:00are relatively low so these are
- 8:12:03additional dimensions and they're
- 8:12:06relatively unique to XR at least the way
- 8:12:08I interpret these terms here and
- 8:12:10together we now have a comprehensive set
- 8:12:12of metrics and things we can look at
- 8:12:15when it comes to usability testing with
- 8:12:17users again it's on us to translate some
- 8:12:19of these into real instruments I
- 8:12:22mentioned presence and immersion
- 8:12:23questionnaires and I link those as
- 8:12:25resources uh then obviously liquid scale
- 8:12:28uh ratings and self-reported uh scales
- 8:12:31for several of the qualitative measures
- 8:12:33and then we do have quantitative ways of
- 8:12:35measuring some things you have to
- 8:12:37structure the usability test into tasks
- 8:12:40and then there's this idea of assuming a
- 8:12:43a a a perfectly solved task so basically
- 8:12:47this model task and using this model
- 8:12:49task you can also then determine the
- 8:12:52efficiency of users how much do they
- 8:12:54actually differ from that perfect
- 8:12:57execution of the task for example
- 8:12:59finally I wanted to talk about automated
- 8:13:01usability testing so automated usability
- 8:13:03testing basically comes in three main
- 8:13:05forms this this idea of custom logging
- 8:13:08and log analysis so you basically add
- 8:13:10additional things into your interfaces
- 8:13:12when you're programming them so to keep
- 8:13:14track of what users are doing uh and
- 8:13:17generate some kind of user related
- 8:13:19events and then you can collect those in
- 8:13:21a database and data perform log analysis
- 8:13:23so log analysis often used to figure out
- 8:13:25how users for example navigate through
- 8:13:28an interface what are the common paths
- 8:13:30and then you can think about how many
- 8:13:32sequences do they need so how many steps
- 8:13:33in the path and is there like an optimal
- 8:13:36path and uh can we actually make it
- 8:13:39simpler should we remove some of the
- 8:13:41paths maybe there are too many options
- 8:13:44uh and so these kinds of log analysis
- 8:13:46help you to actually well optimize an
- 8:13:49interface there are platform based
- 8:13:51analytics Tools in fact Unity comes with
- 8:13:54an a form of analytics now these
- 8:13:56analytics are usually more uh about user
- 8:13:58retention or player retention and
- 8:14:01whether or not um how often users use an
- 8:14:04interface and where and like the
- 8:14:06geography and and basically a little bit
- 8:14:08of demographics but not too much really
- 8:14:10about the internal so the internal usage
- 8:14:12of the interface so this is really what
- 8:14:14you have to accomplish through custom
- 8:14:16logging and log analysis and then there
- 8:14:18is a new set of tools out there
- 8:14:21dedicated XR analytics tools is what I
- 8:14:23say here we have also worked on one in
- 8:14:26our own research
- 8:14:27uh the on the mix reality Analytics tool
- 8:14:30kit I'll talk about this a little bit
- 8:14:32later and but there are tools out there
- 8:14:35like cognitive 3D and others I provide
- 8:14:38them as resources to you I don't have
- 8:14:40too much experience working with them
- 8:14:43they they are common in the sense that
- 8:14:45they're actually quite good in terms of
- 8:14:47collecting data and visualizing data
- 8:14:48they produce nicely looking heat Maps
- 8:14:51the really hard part is the making sense
- 8:14:53of it so that is just something that we
- 8:14:57still have to figure out uh what are the
- 8:14:59best ways to actually assess the user
- 8:15:02experience in XR are there new kinds of
- 8:15:06metrics uh is there something we can do
- 8:15:09automatically I think especially on the
- 8:15:11accessibility side there are things we
- 8:15:13can look at more or less in an automated
- 8:15:15way just like if you think about web
- 8:15:17design we have really good sets of tools
- 8:15:19from the w3c on web accessibility we
- 8:15:23have relatively poor support on web
- 8:15:25usability I mean we do have tools that
- 8:15:27allow us to perform online user tests
- 8:15:30and things like that so more like tools
- 8:15:32that wrap around user studies but not
- 8:15:35really automatically determining a
- 8:15:37usability score these automated tools
- 8:15:40can help so and so much as I said really
- 8:15:42on the accessibility side so you can for
- 8:15:44example look at the contrast of elements
- 8:15:46so especially in AR that's very
- 8:15:48interesting uh AR and against the
- 8:15:50sunlight with like a visor display kind
- 8:15:52of display like with a hollowland very
- 8:15:54difficult to see anything uh and so so
- 8:15:57you can you can find those things by
- 8:15:59doing Simple color tests and and
- 8:16:02checking for the the contrast and this
- 8:16:05the saturation and those kinds of things
- 8:16:07uh so those things can be implemented
- 8:16:09and there is also research on that but
- 8:16:12that a a tool tells you automatically
- 8:16:16whether your interface will be usable or
- 8:16:18not H well no such thing I must tell you
- 8:16:22though in theory must be possible
- 8:16:23because when I look at an interface I
- 8:16:25have a certain intuition
- 8:16:27whether something is usable or not not
- 8:16:31well I'm not always right but it's just
- 8:16:33like this intuition that I wished we
- 8:16:36would develop and that intuition you can
- 8:16:38develop uh embracing the guidelines I
- 8:16:40talked about uh doing more and more of
- 8:16:43your own XI projects and developing
- 8:16:45experience that way which allow which
- 8:16:47will allow you in the future to make
- 8:16:49some of these assessments again none of
- 8:16:52this you could be this perfect expert
- 8:16:54designer like you could be Superman
- 8:16:57uh you can never really predict the
- 8:16:59usability of an interface unless you
- 8:17:01really test it with users so think of
- 8:17:03these methods as different kinds of
- 8:17:05tools that together will help you and
- 8:17:07again consider factors such as time and
- 8:17:10budget or the experience in your team or
- 8:17:12any kind of limitations that you have
- 8:17:15that will help you choose the right
- 8:17:17method
- 8:17:35in this video we're going to talk about
- 8:17:36creating your XR design portfolio now if
- 8:17:40you've taken the course and especially
- 8:17:43worked on some of the honors content
- 8:17:45you've actually more or less completed a
- 8:17:47project step by step by following all
- 8:17:50the assignments now the cool thing about
- 8:17:53that is that this is really an important
- 8:17:55byproduct of this course I mean
- 8:17:57obviously this project helps you learn
- 8:17:59about the methods and tools because you
- 8:18:01practice them but also it might actually
- 8:18:04be something cool that you can add to
- 8:18:06your CV and the question is what's the
- 8:18:09best way to build this portfolio an XR
- 8:18:14design portfolio and so this is what
- 8:18:16this video is about I want to give you a
- 8:18:18few tips obviously I've worked with a
- 8:18:20lot of students and in my courses I
- 8:18:22usually actually make it an assignment
- 8:18:23and an exercise to build out that part
- 8:18:26for you um and I think it's always a
- 8:18:29good idea after every project to go
- 8:18:31through some of these steps and really
- 8:18:33properly documented now the one thing I
- 8:18:36want to say before we get started really
- 8:18:39it is very important that even
- 8:18:40throughout the project you do a really
- 8:18:42really good job documenting everything
- 8:18:44and taking pictures and kind of like
- 8:18:46writing already some of these materials
- 8:18:48that I tell you about and this should
- 8:18:50not happen at the end because at the end
- 8:18:52it's often too late often you don't have
- 8:18:53access to all the prototypes anymore and
- 8:18:56you'll be very sad when something is
- 8:18:58missing and um so really with this view
- 8:19:02towards building a portfolio keep this
- 8:19:04always in mind even as you're working on
- 8:19:06your projects but now let's get
- 8:19:09started so an xile design portfolio
- 8:19:12starts from the problem and we talked a
- 8:19:14lot about finding good problems ideation
- 8:19:18and problem Framing and scoping which
- 8:19:20are really really important things to do
- 8:19:22otherwise we're taking on something too
- 8:19:24big too challenging or not clear enough
- 8:19:27as a problem so you want to be very
- 8:19:29clear about the problem so then we
- 8:19:32actually need to describe our method or
- 8:19:34methods that we Ed throughout most of
- 8:19:36you will probably have followed the
- 8:19:38methods that I taught in this course
- 8:19:40here and so this is a more traditional
- 8:19:42interaction design method but applied or
- 8:19:46adapted for
- 8:19:48XR and then also you should discuss your
- 8:19:50results yeah you show off what you've
- 8:19:52done and you document the design
- 8:19:55Evolution so not just a final thing but
- 8:19:58also the intermediary steps Your Design
- 8:20:00concept initially your personas
- 8:20:04storyboards all those are design
- 8:20:06artifacts so not just the prototypes not
- 8:20:08just the final prototype really really
- 8:20:09important to keep that in mind and now
- 8:20:11it's very important to connect these
- 8:20:13three things with a story that story has
- 8:20:17to be clear from the beginning to the
- 8:20:18end there has to be a red thread through
- 8:20:21your design portfolio now that story is
- 8:20:24easier to do if it's just for one prodct
- 8:20:26project and it's harder to tell if
- 8:20:29you're trying to describe multiple
- 8:20:30projects you've worked on as part of
- 8:20:32your portfolio now this is just
- 8:20:35something that I can tell you based on
- 8:20:37the experience of working with students
- 8:20:39now I did not have to apply for a lot of
- 8:20:42jobs in the Exile industry and I'm still
- 8:20:45a professor here at the University of
- 8:20:46Michigan but I do work with a lot of
- 8:20:49people that want to recruit uh in fact
- 8:20:51several of my students have now landed a
- 8:20:54job and that makes me really proud of
- 8:20:55them obviously that's really cool and uh
- 8:20:58I think it's important um that you take
- 8:21:01these application processes really
- 8:21:04really seriously and that you try to do
- 8:21:07the best job you can when putting
- 8:21:09together your portfolio so what are the
- 8:21:11key components these are the five key
- 8:21:14components a problem
- 8:21:16statement H this has to be concise it
- 8:21:18has to be clear it has to feel important
- 8:21:20I'll tell you more about it physical
- 8:21:23prototypes you should really include
- 8:21:24those physical prototypes because that's
- 8:21:26what you have done essentially is part
- 8:21:28of your project physical prototypes are
- 8:21:30really cool because they think without
- 8:21:32technological constraints this is where
- 8:21:34you can demonstrate that you can think
- 8:21:36outside the box which is really really
- 8:21:38important be creative and then digital
- 8:21:40prototypes are much more about showing
- 8:21:43that you master these technologies that
- 8:21:45you can use the digital prototyping
- 8:21:47tools or or tools like webxr and then
- 8:21:51maybe A-frame and unity and unreal but
- 8:21:54this is really what you want to
- 8:21:55demonstrate here and then every project
- 8:21:57and portfolio really has to translate to
- 8:22:00some lessons learned and some experience
- 8:22:03and skills gained and I would spell
- 8:22:05those out really it's important to say
- 8:22:07explicitly what you have learned both
- 8:22:10about the problem and then the
- 8:22:12prototypes that you have created and the
- 8:22:14projects and like you obviously as a
- 8:22:17designer how you have grown that is
- 8:22:19something you should really really tell
- 8:22:21in this last part so I'll go over each
- 8:22:24of these parts now and you know provide
- 8:22:27more detail for each of
- 8:22:29them so in the problem statement I think
- 8:22:33it's very important that you say it's a
- 8:22:37significant design problem so when it
- 8:22:39comes to the problem statement it's very
- 8:22:41important that you have a design problem
- 8:22:44that you're talking about not an
- 8:22:45information problem so the problem
- 8:22:47shouldn't be like what's the best way to
- 8:22:49find and compile that information the
- 8:22:52problem needs to be a significant design
- 8:22:55problem what's the best way to design
- 8:22:57this interaction okay so I'll just say
- 8:23:00it like that and if you run into this
- 8:23:03issue of not knowing what kind of
- 8:23:05information needs to go into your
- 8:23:08interface then you're not working on a
- 8:23:10design problem you're working on
- 8:23:11information problem and that kind of
- 8:23:14information dashboard problem is not
- 8:23:16always a good problem to talk about in
- 8:23:19these kinds of design
- 8:23:20portfolios so you really need to be
- 8:23:22clear about the strengths of XR and X
- 8:23:25here is really the placeholder because
- 8:23:26because you need to be more specific so
- 8:23:28why did you use AR or why did you use VR
- 8:23:30what did you learn about AR and VR for
- 8:23:33this problem why do you think it is a
- 8:23:35good solution what makes you choose AR
- 8:23:38or VR for this solution and for problems
- 8:23:41where both an AR or VR solution seems
- 8:23:44feasible and you probably just did one
- 8:23:46of them you should really explain why
- 8:23:48you chose the AR or VR version of it
- 8:23:52maybe a lot of things were already
- 8:23:54explored in VR and you just wanted to
- 8:23:55see how much as possible on AR or maybe
- 8:23:58you have a different reason but it's
- 8:24:00important that you actually state it
- 8:24:02next when it comes to the physical
- 8:24:03prototypes it's very important that you
- 8:24:05highlight the advanced use of paper
- 8:24:08prototyping a lot of people want to see
- 8:24:10that you think outside the box they want
- 8:24:12to look at these physical prototypes
- 8:24:14they want to get a sense for a larger
- 8:24:16design concept that raises all kinds of
- 8:24:18interesting issues in digital
- 8:24:19prototyping we usually make a lot of
- 8:24:21compromises because of the Technologies
- 8:24:24and other kinds of concerns like budget
- 8:24:26time and money but when it comes to
- 8:24:29physical prototyping you can do whatever
- 8:24:32this is really the place where you can
- 8:24:34live out your creativity and you should
- 8:24:36show
- 8:24:37it and I want to emphasize here that
- 8:24:39from the physical prototypes it should
- 8:24:41be clear that you are designing for an
- 8:24:43AR of VR environment I actually want to
- 8:24:45see that now often this is accomplished
- 8:24:47to some kind of color coding where I can
- 8:24:49see the physical world mostly black and
- 8:24:51then the augmented World some kind of
- 8:24:53blue green or red or something so this
- 8:24:56is often done to tell the story already
- 8:24:58in the storyboards and then obviously
- 8:25:00also in the physical prototypes again as
- 8:25:02a reminder when I say storyboards I mean
- 8:25:04the wireframes that actually form the
- 8:25:07foundation of what becomes a paper
- 8:25:09prototype or a physical prototype later
- 8:25:12when I say physical prototype I often
- 8:25:14think of this idea of bringing in
- 8:25:16additional media like transparency for
- 8:25:18AR and then clay for 3D modeling and
- 8:25:21those kinds of
- 8:25:23things and um don't be afraid of just
- 8:25:27doing these methods that I teach here
- 8:25:29and just doing them well that is already
- 8:25:32a really good accomplishment not
- 8:25:34everybody uses the methods here and so I
- 8:25:36think this already should give you a
- 8:25:38little bit of an edge uh when it comes
- 8:25:40to
- 8:25:42portfolios be clear about arvr
- 8:25:45prototyping differences so that's
- 8:25:47something that I think we learn more the
- 8:25:50more prototypes we do but some things
- 8:25:53are just easier to prototype for VR and
- 8:25:55some things are easier to prototype for
- 8:25:57AR so for example because VR usually
- 8:26:00requires an entire environment unless
- 8:26:03you are in an environment that is close
- 8:26:05to it it's often a little harder and the
- 8:26:08same is actually true with ar but
- 8:26:10sometimes we can simulate it better and
- 8:26:12AR maybe the actual 360 or the Sky Box
- 8:26:16around the user doesn't matter as much
- 8:26:18it's more like how the interactions
- 8:26:20relate to the physical world and then AR
- 8:26:22prototyping AR physically actually can
- 8:26:24become easier and then when you move to
- 8:26:27digital actually prototyping AR is
- 8:26:30harder I find those differences very
- 8:26:32interesting now this is not always true
- 8:26:34for every project that I've worked on
- 8:26:36and it may also be different for
- 8:26:37different kinds of tools that are using
- 8:26:40but this is more or less a takeaway from
- 8:26:43my past few years of prototyping AR and
- 8:26:45VR
- 8:26:48experiences next digital prototypes so
- 8:26:51let's talk about digital prototypes when
- 8:26:53talking about digital prototypes it's
- 8:26:55often hard to know
- 8:26:56how to get started so often we tell this
- 8:26:59story from the physical prototypes and
- 8:27:01how our designs evolved into the digital
- 8:27:04prototypes and then we kind of like Get
- 8:27:06Lost sometimes in some of the details or
- 8:27:09we don't really do a good job explaining
- 8:27:12the strengths and the weaknesses of our
- 8:27:14digital prototypes so the best way I
- 8:27:17think to structure a presentation of a
- 8:27:19digital prototype is to just break it
- 8:27:21down in terms of the key interactions
- 8:27:23that you've prototyped so be clear about
- 8:27:25the interaction you chose to prototype
- 8:27:28there might be many more things but you
- 8:27:29chose to prototype those three key
- 8:27:32interactions for example everybody knows
- 8:27:34there's a login screen and you did not
- 8:27:36prototype the login screen first of all
- 8:27:38because Michael would yell at you
- 8:27:39because that's what you really don't do
- 8:27:41because we prototype the things we don't
- 8:27:43know so much about we prototype the
- 8:27:46unknowns so that we learn more about it
- 8:27:48that's what I told you and that's this
- 8:27:50meage message that you should carry on
- 8:27:53and tell the other person as well
- 8:27:56explain why you chose each tool and what
- 8:27:59for that's really important so in
- 8:28:01digital prototyping there's a lot of
- 8:28:03tools involved usually not just Unity or
- 8:28:05not just like one type of tool so often
- 8:28:07some kind of Patchwork process between
- 8:28:09these tools some kind of workflow that
- 8:28:11is a little messy but that's just how it
- 8:28:13is and so uh and so it's important to
- 8:28:16demonstrate that you know uh the tools
- 8:28:18and that you understand their role and
- 8:28:20their relevance in the larger process
- 8:28:23and that's what you should talk about
- 8:28:25obviously there's often an opportunity
- 8:28:27to connect with somebody who has
- 8:28:29experiened sharing the same pain points
- 8:28:31with an existing tool so this could be a
- 8:28:33good opportunity as well to share uh
- 8:28:36some of these
- 8:28:38experiences it's also very very
- 8:28:40important to talk about limitations of
- 8:28:42the tools and how you dealt with them so
- 8:28:44every tool has a ceiling we talked about
- 8:28:47that and um so it's important if you
- 8:28:51felt that seting then it's important H
- 8:28:53that often very Creative Solutions
- 8:28:55around it and I would stress and
- 8:28:56emphasize those when it comes to
- 8:28:59emphasizing your skills with the tools I
- 8:29:01think that's a really good a good
- 8:29:04approach so now we have talked about the
- 8:29:06problem we have explored the problem
- 8:29:08more through physical prototyping and
- 8:29:09then we are nearing our solution with a
- 8:29:12digital prototype after the digital
- 8:29:14prototype could be an actual development
- 8:29:17with some AR devices platforms and tools
- 8:29:21out there but um I'll just leave it here
- 8:29:25because
- 8:29:26at this point in the course you would
- 8:29:29have concluded the course and so you
- 8:29:31should talk about your Lessons Learned
- 8:29:33and I think just from all that knowledge
- 8:29:35that you've uh gathered by building on
- 8:29:37your prototypes and doing the ideation
- 8:29:41and the problem framing you've learned a
- 8:29:43lot and there's a lot to talk about so
- 8:29:45you can now already talk about the
- 8:29:46Lessons Learned for example what was
- 8:29:49hard easy or surprising to you I would
- 8:29:52stress those things especially the
- 8:29:55surprising part
- 8:29:56but make sure that the surprising part
- 8:29:59to you is not straightforward to anybody
- 8:30:02else so for example that prototyping VR
- 8:30:06or ar is hard with paper and that this
- 8:30:09is surprising to you okay that's fine
- 8:30:11it's the first time you do it maybe
- 8:30:12that's fine but there should be
- 8:30:14something more specific to your project
- 8:30:16that you found surprising or hard to do
- 8:30:19if something was easy I wouldn't
- 8:30:21emphasize it as much it's just much more
- 8:30:24interesting to talk about the ch es and
- 8:30:27again something surprising if it's truly
- 8:30:30surprising can actually be a really
- 8:30:32really cool part of the story to tell in
- 8:30:34your
- 8:30:36portfolio you should really also talk
- 8:30:38about what worked well and didn't work
- 8:30:40well in your team assuming that you have
- 8:30:43worked in a team I think um talking
- 8:30:46about those experiences working
- 8:30:48collaborative on projects um are very
- 8:30:50interesting a lot of students uh come to
- 8:30:53my office hours to talk about about
- 8:30:56issues and challenges they face with a
- 8:30:58team and I usually encourage them and
- 8:31:00tell them you know what this is good
- 8:31:01that this happened because now you have
- 8:31:03something to talk about an interview
- 8:31:05because you need to get out of this you
- 8:31:07need to actually work with your team and
- 8:31:09so then you have a story to tell and
- 8:31:12that's what you should focus on so all
- 8:31:14these challenges that you face
- 8:31:15throughout the project are the really
- 8:31:17really important things to talk about so
- 8:31:19keep that in
- 8:31:20mind finally this is something that an
- 8:31:23interviewer or a professor usually ask
- 8:31:26at the end of a master thesis or
- 8:31:27Bachelor thesis or some kind of research
- 8:31:29project so if you could do it all over
- 8:31:31again what would you do differently and
- 8:31:34um that's a that's an interesting
- 8:31:37question because often you know better
- 8:31:40later and so in retrospect or in
- 8:31:43hindsight maybe you could have done
- 8:31:45things differently and so it's very
- 8:31:46interesting to consider that and at
- 8:31:48least have this prepped even if you
- 8:31:51don't make it part of your portfolio it
- 8:31:52might still be a question that comes up
- 8:31:54in an interview so think about about it
- 8:31:57finally we're talking about the
- 8:31:58experience and skills so the experience
- 8:32:01here I mean your experience how you have
- 8:32:03gained more experience from doing this
- 8:32:06project and you should emphasize again
- 8:32:09any kind of advanced usage of techniques
- 8:32:12I encourage you to even talk about just
- 8:32:15the physical prototyping techniques that
- 8:32:16we've learned in the course here because
- 8:32:18I do think they are actually still
- 8:32:20Innovative they are not standard they
- 8:32:22are not straightforward and they are
- 8:32:25still Improv improving and evolving so
- 8:32:28yes describe what you've learned from
- 8:32:31practicing these methods and applying
- 8:32:33these techniques also what I often find
- 8:32:37very interesting is when a student that
- 8:32:40has previously done projects in
- 8:32:42interaction design or graphic design and
- 8:32:44they have very sophisticated skills in
- 8:32:47really popular tools out there like
- 8:32:48Photoshop sketch or in vision and figma
- 8:32:52and XD and all these prototyping tools
- 8:32:55out there if they still exist by the
- 8:32:57time of this recording well these are
- 8:33:00popular prototyping tools and if and
- 8:33:02they are not actually designed for AR or
- 8:33:04VR at least not at this stage so if you
- 8:33:06can demonstrate how you have used those
- 8:33:08tools to support your Innovative
- 8:33:11prototyping I think that is really cool
- 8:33:14so for example when it comes to 360
- 8:33:16templates and 360 paper prototyping
- 8:33:19there's also the there is the grid the
- 8:33:21VR grid and there is actually there are
- 8:33:24articles that tell you how to use
- 8:33:26Photoshop and so I think that's a really
- 8:33:28good way to demonstrate how you
- 8:33:30transition and how you transform some of
- 8:33:32these tools how you adapt your own
- 8:33:35knowledge and your own methods to XR so
- 8:33:39this ability to transform your own way
- 8:33:41of working I think that is super
- 8:33:43powerful if you can demonstrate that and
- 8:33:46finally when it comes to arvr specific
- 8:33:48tools so I mean both like interaction
- 8:33:51design tools like Pro to iio that are
- 8:33:53starting to incorporate some support for
- 8:33:55arvr and then more AR Focus tools like
- 8:33:58Facebook's spark AR Studio or Snapchat's
- 8:34:02lens studio and then obviously really
- 8:34:05like broader platforms like web XR unity
- 8:34:09and even unreal so if you've used any of
- 8:34:11these tools as part of your projects you
- 8:34:13should really really emphasize what
- 8:34:16kinds of things you've learned with
- 8:34:17these tools and how you've grown your
- 8:34:18skills in these tools very important
- 8:34:21these are the items that go into the
- 8:34:24portfolio and in the next we do I'm
- 8:34:25going to tell you more about how I would
- 8:34:28actually tell the story so these are the
- 8:34:31main ingredients that go into a
- 8:34:33portfolio but not necessarily in this
- 8:34:35order also when you do multiple projects
- 8:34:38you don't actually have to do it in the
- 8:34:41order in which you have done the
- 8:34:42projects no you should choose the order
- 8:34:45that best fits the story and so we're
- 8:34:49going to talk a little bit about how to
- 8:34:51present a portfolio how to present a
- 8:34:54project in the next video
- 8:35:09so in this video we're going to talk
- 8:35:11about five common weaknesses of exi
- 8:35:13design presentations now as a professor
- 8:35:15I see a lot of presentations and um here
- 8:35:18are a few tips and things that I think
- 8:35:20we should change and improve and then
- 8:35:22we're going to go through that effort
- 8:35:24together we're going to put put together
- 8:35:26an EXO design presentation first we're
- 8:35:28going to use a normal structure maybe
- 8:35:30the one that immediately comes to mind
- 8:35:32and then we're going to make adjustments
- 8:35:34to emphasize try it and tested
- 8:35:35techniques and this is really to
- 8:35:37emphasize my Approach you don't have to
- 8:35:40do it exactly like me but I have had
- 8:35:43some good success in terms of
- 8:35:45presentations uh and coaching students
- 8:35:47that way I think their presentations
- 8:35:49were very well received and I was very
- 8:35:51proud of them so that's at least
- 8:35:53something in this video we're going to
- 8:35:55first talk about the trouble with XR
- 8:35:58design
- 8:35:59presentations now as I said I see a lot
- 8:36:02of presentations all the time obviously
- 8:36:05as a researcher and as an instructor uh
- 8:36:07we do a lot of XR projects I participate
- 8:36:10in a lot of research and I see a lot of
- 8:36:12presentations and new projects and you
- 8:36:15know please invest into this idea kind
- 8:36:17of thing um and so yeah I feel like ah
- 8:36:21there are these five common things that
- 8:36:23I always find not annoying but like so
- 8:36:27repetitive I don't know who teaches it
- 8:36:29to do it this way is it is it our
- 8:36:31intuition that tells us to do it this
- 8:36:32way well we'll figure it out and I make
- 8:36:35a few adjustments here and there and um
- 8:36:38let's see uh I encourage you to
- 8:36:40incorporate those into your own practice
- 8:36:43and try it out you know it could be a
- 8:36:46transition from the kinds of things that
- 8:36:47you're used to to a little bit a little
- 8:36:50bit different and so let's look at it
- 8:36:53together so here we go all right right
- 8:36:55so the trouble with xra design
- 8:36:57presentations on the left I'll start out
- 8:37:00with the issues that I see often the
- 8:37:03slides are designed to support the
- 8:37:04presenter which makes sense right you
- 8:37:07feel like ah I need to remember all
- 8:37:08those things so you you create slides to
- 8:37:11support you as a presenter now this is
- 8:37:13both you presenting a design project but
- 8:37:17also you presenting a research project
- 8:37:19I've seen this a lot and all the time
- 8:37:22the slides are well designed to support
- 8:37:24the presenter to help them remember but
- 8:37:27not the audience and so I'm going to
- 8:37:30talk about that in a second not really
- 8:37:33framing the work you're not really
- 8:37:34telling me what the problem is I really
- 8:37:36need to know what the problem is I
- 8:37:37thought we talked about ideation and
- 8:37:39problem framing so really modate the
- 8:37:42work and frame it and scope it properly
- 8:37:44and tell me what it is about a very
- 8:37:46concise problem statement at the
- 8:37:47beginning demo last yeah a lot of these
- 8:37:52presentations they they come I mean if
- 8:37:55they're well done they have a really
- 8:37:56nice story and they go on forever and
- 8:37:59they prepare us to finally in the last
- 8:38:03slide before we W wrap up we finally get
- 8:38:06to see the work the demo last
- 8:38:09approach very unfortunate but so
- 8:38:12commonly done so maybe we can do it
- 8:38:15differently uh when we talk about
- 8:38:17implementation we focus on the Technical
- 8:38:19Solutions like oh we used webxr and
- 8:38:22A-frame and I used this and that package
- 8:38:24in unity and uh that was really what so
- 8:38:27solved it fine but solved what what is
- 8:38:31the problem what were the challenges ah
- 8:38:34and now it's starting to make
- 8:38:36sense and then uh there is this section
- 8:38:39usually in presentation which is called
- 8:38:41future work and when I see those
- 8:38:44presentations they often read like
- 8:38:46future things I have to fix so future
- 8:38:49things I didn't get to implement future
- 8:38:51things I didn't get to do uh future
- 8:38:53things I still have to do Implement
- 8:38:56design whatnot but that's not future
- 8:38:59work it's not about your future work so
- 8:39:02here are my suggestions okay first of
- 8:39:05all we do the slides and we design them
- 8:39:08to support the presentation especially
- 8:39:10the audience not just the presenter make
- 8:39:13it visual not just bullet points I mean
- 8:39:15this is a really bad slide as an example
- 8:39:18but you know I need to get across the
- 8:39:19message here and then not really framing
- 8:39:22the work well how about stating the
- 8:39:24problem using an example and choosing an
- 8:39:27example that a lot of people can relate
- 8:39:28to something simple not too complex and
- 8:39:31it'll be Crystal Clear instead of demo
- 8:39:34last try the Demo First really like
- 8:39:38after a little bit of problem
- 8:39:39description here is our demo and then
- 8:39:42I'll tell you how we did it this is a
- 8:39:44really refreshing way to actually
- 8:39:46approach a design presentation so don't
- 8:39:48leave the demo Until the End don't make
- 8:39:51me wait for
- 8:39:52it implementation focused on design
- 8:39:55challeng challenges compromises I think
- 8:39:56it's a much better way to do it than
- 8:39:59here is the few Technologies we chose
- 8:40:02and we don't tell you why we don't tell
- 8:40:04you about the challenges we don't tell
- 8:40:06you how we had to make those compromises
- 8:40:09so structure your implementation around
- 8:40:11that not just like the buzzword and all
- 8:40:12the tech but really why why did you
- 8:40:16implement those kinds of things the way
- 8:40:17you did finally instead of future work
- 8:40:20AKA things I have to do things I have to
- 8:40:23fix how about thinking about it this way
- 8:40:25future work as in like future research
- 8:40:28and design that others could do building
- 8:40:31on this knowledge so you telling others
- 8:40:34how to take this work further that is
- 8:40:36really important it's quite a difference
- 8:40:38and so you should you should think about
- 8:40:40it this way so this was really important
- 8:40:43to me and now we're going to make it a
- 8:40:45little bit more actionable by actually
- 8:40:47looking at how to well fix the standard
- 8:40:51presentation format that I always get to
- 8:40:53see as the first draft and um so here we
- 8:40:56go XR design presentation okay we have
- 8:40:59an intro we talk about our physical
- 8:41:01prototypes digital prototypes maybe we
- 8:41:02do a demo almost last as I said right
- 8:41:05and then we summ we summarize we we
- 8:41:07provide a conclusion or something like
- 8:41:08that yeah pretty common pretty standard
- 8:41:11okay so what goes into the introduction
- 8:41:15yeah how about you make it in motivation
- 8:41:18okay so you make it a motivation and
- 8:41:20you're using an example and that example
- 8:41:22is designed to motivate the the problem
- 8:41:26and actually it needs to be to the point
- 8:41:28like it needs to be very clear you need
- 8:41:30to prep the problem statement and the
- 8:41:31problem statement needs to be clear and
- 8:41:33concise and you you might even write it
- 8:41:35out our problem is and then text yeah
- 8:41:39something short not a really long not
- 8:41:41the but a short concise statement that
- 8:41:44would be great so instead of the
- 8:41:46physical prototypes digital prototypes
- 8:41:48and then the demonstration we're going
- 8:41:51to do the demonstration next right after
- 8:41:53the motivation I've just MO the problem
- 8:41:55and here is what we have done and now
- 8:41:58what would be super cool is if you gave
- 8:42:00a live demo right run that thing maybe
- 8:42:03using mixed reality capture so that
- 8:42:05other people can see better what's going
- 8:42:07on in the world in the virtual world
- 8:42:09around you as you're like stepping into
- 8:42:11this virtual world if you don't know
- 8:42:13exactly what mixed reality capture is
- 8:42:15well very briefly it's like basically a
- 8:42:17view on you from the outside but we can
- 8:42:20see how the virtual reality or augmented
- 8:42:23reality content actually relates to you
- 8:42:25we basically see it from the perspective
- 8:42:27of the camera where we see both you and
- 8:42:29the virtual content around you very cool
- 8:42:31way to capture this kind of things and
- 8:42:33we have done this in the what is XR
- 8:42:35lecture in the very first course in the
- 8:42:38very first week and I've used these
- 8:42:40techniques throughout the moo and so
- 8:42:42maybe you thought this was actually
- 8:42:44pretty cool turns out it's not too hard
- 8:42:46to do okay your backup is a record
- 8:42:49presentation and you should always have
- 8:42:50that backup it's very important have a
- 8:42:53backup okay and have it recorded So on
- 8:42:56the day when usually everything goes
- 8:42:58wrong on the day of the demonstration
- 8:43:00and you're trying to do this live demo
- 8:43:02if something goes wrong if you're like
- 8:43:04anything like me you probably get a
- 8:43:06little nervous and maybe even angry at
- 8:43:08yourself and that's not good so you have
- 8:43:11to have that knowledge that comfort that
- 8:43:13you have this backup video this backup
- 8:43:15recording and then you just use it to
- 8:43:17switch it then you just use it and you
- 8:43:19switch to it and you don't apologize too
- 8:43:21often and this is more like a no to self
- 8:43:23because I keep apologizing all the time
- 8:43:26but it's not a good use of your time
- 8:43:28okay so instead of physical prototypes
- 8:43:30and digital prototypes you structure
- 8:43:32this around design Evolution because
- 8:43:35that's why we did those prototypes okay
- 8:43:36and then you talk about the prototypes
- 8:43:38but only a select few just a key
- 8:43:40iterations the most important ones not
- 8:43:42like what I see a lot in presentations
- 8:43:45is like people are trying to tell me how
- 8:43:46much work they did so they're showing me
- 8:43:48all the prototypes they have done and
- 8:43:50it's it's definitely impressive it's
- 8:43:51cool all the sketches and blah but it's
- 8:43:54really difficult to follow and actually
- 8:43:55extract really how did this thing
- 8:43:58progress how did the design evolve and
- 8:44:02so it's very important to structure your
- 8:44:04presentation around a select few
- 8:44:06prototypes and then really spell out the
- 8:44:07decisions so the the creating the so you
- 8:44:11know you do the prototypes to create
- 8:44:13choices and then you make choices and as
- 8:44:16you're making those choices you need to
- 8:44:17provide a good design rational for those
- 8:44:20choices and those are the three key
- 8:44:22things that I want to see the prototypes
- 8:44:24the decisions
- 8:44:25and the rationale very
- 8:44:28important and now we have done
- 8:44:30motivation demonstration design
- 8:44:32Evolution and then we're going to do the
- 8:44:33summary and now on to the last part
- 8:44:36instead of summary focus on the Lessons
- 8:44:38Learned really how you have grown right
- 8:44:41we've just discussed all the things that
- 8:44:43go into the design portfolio and I said
- 8:44:44Lessons Learned and skills and those
- 8:44:46things are really important you need to
- 8:44:47spell it out so this is where this goes
- 8:44:50Lessons Learned and then the limitations
- 8:44:53so the compromises you have to make and
- 8:44:56basically the assumptions you decided to
- 8:44:58make and the limitations that result
- 8:45:01from this and then comes the really key
- 8:45:03part future work and again future work
- 8:45:05is not like things you have to do in the
- 8:45:07future no what can others do building on
- 8:45:12the knowledge of your work that is
- 8:45:14you're basically telling me what I can
- 8:45:16do with the knowledge what could others
- 8:45:18do in the future or what might you do in
- 8:45:20the future I mean that's fine but the
- 8:45:22most important thing is don't talk about
- 8:45:24all the little things you need to fix to
- 8:45:25make it better that doesn't help anybody
- 8:45:28right so you're so deep down in your
- 8:45:30project and I understand how this
- 8:45:31happens you just finished it you're
- 8:45:33excited to give this presentation you
- 8:45:35didn't have enough time to actually zoom
- 8:45:36out but as part of the presentation that
- 8:45:39project presentation you really have to
- 8:45:41zoom out and you have to tell us this
- 8:45:43bigger story and um and then there might
- 8:45:48be a questions part in your presentation
- 8:45:50and the way you navigate the questions
- 8:45:52and how you you're demonstrating this
- 8:45:54ability to go down into the detail
- 8:45:56picking this design rational bringing it
- 8:45:58up maybe even questioning it yourself
- 8:46:01considering the other idea that the
- 8:46:03person that critiqued you had and then
- 8:46:06not being too defensive but like
- 8:46:08embracing that idea and providing an
- 8:46:10opinion about that idea maybe suggesting
- 8:46:13another issue while that idea sounds
- 8:46:15really cool and I admit we haven't
- 8:46:18looked at it there could be these other
- 8:46:20problems coming from this because in my
- 8:46:22experience what I've learned from this
- 8:46:24project
- 8:46:25we had this problem and sorry I forgot
- 8:46:28to tell you this no you don't do this
- 8:46:29sorry we don't apologize we don't do we
- 8:46:31don't we don't apologize okay now we
- 8:46:33should have all the things we need to do
- 8:46:35really cool design and then also tell
- 8:46:38the story about those designs okay so
- 8:46:41good luck um if you're using the
- 8:46:43materials from this course especially if
- 8:46:45you're doing the honors track stuff so I
- 8:46:47think there should be a lot of little
- 8:46:49things that you can add to your
- 8:46:50portfolio and now combined with this
- 8:46:52lecture you also can use it as a
- 8:46:54guideline or a setup guidelines to give
- 8:46:55a nice little presentation about it let
- 8:46:58me know how it goes I'm always eager to
- 8:47:00hear how it's going with my
- 8:47:15students welcome so I'm going to have a
- 8:47:18conversation with Katie Lewis Katie
- 8:47:20Lewis used to work in my lab U we've
- 8:47:23actually worked together for two years I
- 8:47:25got to know her in a design Jam in fact
- 8:47:27and then uh well liked her a lot she's
- 8:47:29really great student and I and now she's
- 8:47:31out there in the world gred and so I
- 8:47:34thought hey Katie can we chat uh you and
- 8:47:37I had lots of discussions around
- 8:47:38portfolios and you were so experienced
- 8:47:40so um we've done this actually before
- 8:47:42I've invited her to a few of my classes
- 8:47:44so um I'm looking forward to having a
- 8:47:46conversation with Katie about the design
- 8:47:49portfolios and how it's out there uh
- 8:47:52working a little bit in the XR space so
- 8:47:55Katie how's it going it's going well so
- 8:47:58uh right now I work at IBM as a ux
- 8:48:01designer um but I also was working
- 8:48:04recently on a team uh working in XR uh
- 8:48:08for data visualizations and so uh I've
- 8:48:11gotten some real world experience to
- 8:48:14apply uh my uh academic education
- 8:48:17towards uh but everything uh yeah is
- 8:48:22good okay that's that's great so I mean
- 8:48:26you know you didn't have the traditional
- 8:48:28kind of like I just do my bachelor and
- 8:48:30then I do my masters and then I I don't
- 8:48:33even know whether that's traditional but
- 8:48:35I remember your uh CV was a little
- 8:48:38unique so can you tell us a little bit
- 8:48:39more about your background even before
- 8:48:41you joined
- 8:48:43Michigan yeah absolutely um so uh I came
- 8:48:47from the Fine Arts so my bachelor's is
- 8:48:49actually in painting and print making
- 8:48:51and uh after school I explored the world
- 8:48:54of uh being a fine artist and uh
- 8:48:58gradually adapted more of a digital
- 8:49:01approach to creating uh things
- 8:49:03interfaces websites and so I kind of
- 8:49:07stumbled upon uh HCI and fell in love
- 8:49:11with the idea of using psychology to
- 8:49:14create um interesting experiences with
- 8:49:18technology and so I realized that um I
- 8:49:21had 10 years of actual experience but I
- 8:49:24really wanted a strong foundation in
- 8:49:26understanding all of those principles of
- 8:49:28HCI so that's kind of what brought me
- 8:49:30back to uh grad school cool all right so
- 8:49:34then we've worked together on a few
- 8:49:36projects uh I mean what have you done so
- 8:49:39a few research papers together I think
- 8:49:41um you did a master thesis you obviously
- 8:49:43graduated from the program and you took
- 8:49:47um at least one of my courses uh or did
- 8:49:49you take both of them I don't remember
- 8:49:50no it was a advanced um AR okay so the
- 8:49:54more technical
- 8:49:55so that would translate to the
- 8:49:57development oriented course in our moo
- 8:49:59um so yeah that's great and you said
- 8:50:02origal originally you a designer uh and
- 8:50:04how would you describe yourself today
- 8:50:06are you a designer or a
- 8:50:08developer uh I would say I'm a designer
- 8:50:11but uh having development skills has
- 8:50:14been very helpful for you know being
- 8:50:16able to ideate on Concepts and create
- 8:50:20something that's um functional to show
- 8:50:23people my ideas is so um I would say I'm
- 8:50:26a designer that uses all the tools that
- 8:50:29I can get my hands on that's great okay
- 8:50:33and uh well so today we're going to talk
- 8:50:36a little bit about your portfolio and I
- 8:50:38thought we could uh bring it up and
- 8:50:41share it and then we now we kept it like
- 8:50:45at a version that is almost like when
- 8:50:48you gradated uh but your CV is updated
- 8:50:52right so this is like what we're going
- 8:50:53to look at today that um so Katie you
- 8:50:56have worked now at IBM for like several
- 8:50:59months is it already a year I don't a
- 8:51:01year it's been a year oh my God okay
- 8:51:03time passes quickly all right so I'm
- 8:51:05going to bring up your portfolio ktie so
- 8:51:07this is the first thing we'll see when
- 8:51:09we go to your portfolio did you submit
- 8:51:11this uh this is the website that you
- 8:51:13usually use to submit uh with your
- 8:51:16applications yes all right cool so then
- 8:51:19you say ux designer and researcher here
- 8:51:21at the time and have a little bit of a
- 8:51:24statement about yourself and so I'm kind
- 8:51:27of like functioning as a reviewer a
- 8:51:28little bit and um I'm basically seeing a
- 8:51:31number of really cool projects you seem
- 8:51:34to have paid attention to you know
- 8:51:36choosing some representative screenshots
- 8:51:38but tell us a little bit about how you
- 8:51:40went about designing this
- 8:51:42portfolio so I wanted to pick uh a
- 8:51:46variety of projects that kind of spoke
- 8:51:49to my different disciplines so I wanted
- 8:51:52to really focus on XR here because when
- 8:51:55I was doing the job hunt I was really
- 8:51:58looking to work in that space and so I
- 8:52:00wanted people that came here to see that
- 8:52:03you know I have experience uh ideating
- 8:52:06on you know AR VR work um and I also
- 8:52:09wanted to show that I have strong ux
- 8:52:12design skills um because I was hoping to
- 8:52:15translate those into the you know XR
- 8:52:18space and so I've got um development
- 8:52:21projects I have uh uh XR projects but I
- 8:52:25also have straight up ux uh research and
- 8:52:29design projects as well so I really
- 8:52:31wanted to focus on those kind of three
- 8:52:33domains yeah so these are all projects
- 8:52:35that I actually remember mostly from
- 8:52:38your time here so you made a decision
- 8:52:39not to include a lot of your your
- 8:52:42earlier work um why why why did you make
- 8:52:45that
- 8:52:46decision so I wanted to um really focus
- 8:52:50on those three domains and I felt like
- 8:52:54the language that you create during um
- 8:52:58the master's program really kind of uh
- 8:53:03is standard across the jobs I was
- 8:53:05applying to where my research
- 8:53:07methodologies and my development
- 8:53:10capabilities they were just not as
- 8:53:12strong because I didn't have the
- 8:53:14foundation that you know the education
- 8:53:17kind of gave me so um I felt like well I
- 8:53:20could create a story out of my previous
- 8:53:22projects they didn't reson as well as
- 8:53:25what I was able to do during um during
- 8:53:28the
- 8:53:29courses okay yeah I I understand okay so
- 8:53:33that makes sense and so it is I mean
- 8:53:35still impressive right this is two years
- 8:53:36of work and we've actually done even
- 8:53:39additional projects so if you you've
- 8:53:40picked you've picked some but uh yeah so
- 8:53:44this hasn't been updated in a year so
- 8:53:46need need a few more pages now okay
- 8:53:48you've been busy okay now so let's look
- 8:53:50at this uh kind of like at the time of
- 8:53:52your graduation I think this is very
- 8:53:54relevant to our Learners so um which one
- 8:53:57should we talk a little bit more about
- 8:53:58in depth I think this is something that
- 8:54:00also happens in in interviews they let
- 8:54:02you pick or I mean you you can tell us
- 8:54:05what it was like for you when you
- 8:54:06applied but which one would you want to
- 8:54:08talk about yeah absolutely I would love
- 8:54:10to talk about AR kitchen all right so
- 8:54:12walk us a little bit through it and I I
- 8:54:14can scroll down a little bit as you're
- 8:54:15talking about it absolutely so this
- 8:54:18project um when I was putting this
- 8:54:21together in this portfolio I really
- 8:54:23wanted to stick to um the storytelling
- 8:54:27aspect that you know kind of Lent itself
- 8:54:29to this project really well uh so I was
- 8:54:32working Michael's lab and uh a kitchen
- 8:54:35manufacturer came to us to create a uh
- 8:54:39showroom experience that leveraged AR
- 8:54:42and VR technology and so uh with that
- 8:54:46problem space we uh had the opportunity
- 8:54:48to ideate around a few um different
- 8:54:52concepts um which you know involved like
- 8:54:55a lot of sketching at first um and then
- 8:54:59we kind of iterated into the digital
- 8:55:02space where we created several
- 8:55:04prototypes and so uh yeah so you'll see
- 8:55:07some kind of initial Concepts where we
- 8:55:09were looking into projected AR
- 8:55:11experiences and so this was a really
- 8:55:14great opportunity for um our team to
- 8:55:17explore research associated with
- 8:55:20projected augmented reality as well as
- 8:55:23some like kind of commercial ideas uh
- 8:55:25and so yes so there was lots of
- 8:55:27cardboard and lots of um using the lab
- 8:55:30to kind of mimic what a kitchen showroom
- 8:55:33might look like uh and we were even even
- 8:55:35able to leverage some of our uh paper
- 8:55:37prototyping skills um that I'm sure
- 8:55:40Michael has talked about before uh and
- 8:55:43so preaching still preaching I still I
- 8:55:46still believe this is the way to go but
- 8:55:48yes P prototyping cool but it helped us
- 8:55:51it helped us really iterate through a
- 8:55:53lot of ideas Qui L um to see what you
- 8:55:56know like uh what kind of uh interfaces
- 8:55:59we wanted to develop and so if you
- 8:56:01scroll down a little bit um this is kind
- 8:56:05of where we landed on prototypes uh so
- 8:56:09we uh defined that having a controller
- 8:56:12for a showroom host um to then uh be
- 8:56:16able to operate and customize a kitchen
- 8:56:19cabinet projection for a customer was
- 8:56:22kind of the the realm we wanted to stay
- 8:56:24in and so we developed a VR version that
- 8:56:28um could uh provide a 360 view of the
- 8:56:32cabinets as well as a an AR version that
- 8:56:35could show the Cabinetry uh within the
- 8:56:38the space for the customer but then uh
- 8:56:41they also control the projected screens
- 8:56:44um and so with this we developed like
- 8:56:46four different prototypes to then show
- 8:56:48the cabinet manufacturer like the
- 8:56:50possibilities that XR could provide yeah
- 8:56:53so for you said Okay so let's talk about
- 8:56:56so tablet you talked us through mobile
- 8:56:58AR so that's cool and then here we have
- 8:57:03the
- 8:57:04projection and here we have a mini
- 8:57:08kitchen projection and we we we did a
- 8:57:10good job right we involved the
- 8:57:11stakeholders and everything throughout
- 8:57:12the project and there was even a fifth
- 8:57:15prototype which is like crazy custom
- 8:57:17display prototype oh yes mhm that nobody
- 8:57:21nobody liked but okay the hologram the
- 8:57:24Hologram yeah I was very passionate
- 8:57:26about that building my custom screen and
- 8:57:29trying to uh you know uh convey that
- 8:57:32idea but okay so then you demos and
- 8:57:34interviews cool so we have essentially
- 8:57:37okay so from a portfolio perspective it
- 8:57:39seems like you're like picking really
- 8:57:42prominent prominent uh screenshots and
- 8:57:45like photos uh have a little bit of a
- 8:57:47teaser image um story who is
- 8:57:51involved uh maybe what kinds of tools
- 8:57:53you use what kinds of skills and
- 8:57:55experience you gained um that's
- 8:57:57something I'll read when I read across
- 8:57:59your portfolio as well and then it's
- 8:58:01very visual so I really like I really
- 8:58:03like uh how how you made it Visual and
- 8:58:05and uh very appealing actually so uh
- 8:58:10what is so from your experience um is
- 8:58:12this a project that you usually talked
- 8:58:14about uh at the time in some of your
- 8:58:17interviews yes it usually came up
- 8:58:19because it it definitely leveraged all
- 8:58:23of the skills that I really wanted to
- 8:58:26show to potential employers so it showed
- 8:58:29um creative thinking it showed using low
- 8:58:32Fidelity to High Fidelity prototyping
- 8:58:35which is incredibly valuable in the
- 8:58:37workspace when you know resources are
- 8:58:39really expensive um it also showed my
- 8:58:43development capabilities uh as well as
- 8:58:46um being able to like craft you know uh
- 8:58:49pieces for customers and then being able
- 8:58:52to demo those back to uh executive
- 8:58:55stakeholders so uh I felt like it was a
- 8:58:57really like um thorough project that
- 8:59:01that helped leverage everything that I
- 8:59:02have cool all right let's go back to
- 8:59:05your um portfolio overview um is there
- 8:59:10what what else should we talk about well
- 8:59:12um what do you feel what what else would
- 8:59:14you like to share about your
- 8:59:16portfolio let's see um
- 8:59:19I I believe that uh I could show a
- 8:59:24little bit more uh ux research work um
- 8:59:28and so maybe together Chicago is a good
- 8:59:32um uh example of that
- 8:59:35okay uh and this is a traditional like
- 8:59:39ux research and development work I
- 8:59:41worked with a team from the University
- 8:59:44of Michigan engineering um uh department
- 8:59:48and uh yeah and so we were again
- 8:59:52provided with a problem um by a
- 8:59:54stakeholder which was a nonprofit called
- 8:59:57together Chicago and uh they were
- 9:00:01looking to develop a mapping interface
- 9:00:04to help provide resources to the people
- 9:00:07of Chicago um uh connect resources that
- 9:00:11other nonprofits were providing to
- 9:00:14people that needed them and so with this
- 9:00:17mapping interface again we like were
- 9:00:18able to start at a very low Fidelity and
- 9:00:22have many rounds of iteration and
- 9:00:24testing uh and then we were able to
- 9:00:26develop uh you know different levels of
- 9:00:29fidelity and provide that testing back
- 9:00:31to the stakeholders to users uh and so
- 9:00:34we were able to gather a lot of data and
- 9:00:36then provide iterations on that and so
- 9:00:39um with this project I really wanted to
- 9:00:42show uh my capabilities of not only
- 9:00:46development but also being able to
- 9:00:49iterate and test on you know those
- 9:00:51developed
- 9:00:52interfaces well thanks SK for that
- 9:00:54review and letting us see some of your
- 9:00:57uh portfolio items and and pieces and
- 9:00:59there's a lot of love in each of these
- 9:01:01projects so I can see that and great
- 9:01:02care um so I wanted to so one thing that
- 9:01:05came through is like you wanted to um
- 9:01:08build a solid foundation this is my ex
- 9:01:10skills and then here's some of my more
- 9:01:13experimental uh the research that you
- 9:01:15did and um XR oriented projects um did
- 9:01:19you think uh you have to aim for that
- 9:01:22kind of like mix of
- 9:01:24uh projects like striving some balance
- 9:01:26between the crazy XR and the
- 9:01:27foundational uxx um what what when in
- 9:01:30your thinking when you put that Prof
- 9:01:31portfolio together I don't think it's
- 9:01:34entirely necessary um I think it really
- 9:01:37just depends on you know showcasing your
- 9:01:40experiences that you've had and being
- 9:01:42able to uh use all the skills that
- 9:01:45you've created to then you know get the
- 9:01:48jobs that you want um that just happened
- 9:01:51to be an experience that I had that
- 9:01:53really impacted the way I work with
- 9:01:56development the way I work with
- 9:01:58stakeholders and so I felt like that was
- 9:02:00a really representative project but if
- 9:02:02that project had been XR then that would
- 9:02:04have been the story I would be telling
- 9:02:06but it was more around the experience of
- 9:02:08working on a multi-disciplinary team
- 9:02:10that I really wanted to talk about okay
- 9:02:13so and then uh how did the the
- 9:02:16interviews go did any any kind of
- 9:02:19experience you want to share there with
- 9:02:20us did it go like was the portfolio
- 9:02:23really helpful were you able to drive
- 9:02:25the conversations um how do you think
- 9:02:27about those
- 9:02:28things so I think the portfolio is just
- 9:02:31a visual representation of how you tell
- 9:02:33your story uh so it helped me to Define
- 9:02:38what those stories are uh so that when I
- 9:02:40walk into the interview I'm able to talk
- 9:02:43about in depth things that worked things
- 9:02:45that didn't work um I'm able to recall
- 9:02:47those stories really well because I
- 9:02:50crafted them you know in this in this
- 9:02:52place that Vier can go and look and and
- 9:02:56be able to also get that experience um I
- 9:02:59feel like it's a great exercise to help
- 9:03:03you you be able to tell those stories
- 9:03:05easier when you're under under the
- 9:03:08pressure of an interview yeah okay which
- 9:03:11I hope you're not at the moment but you
- 9:03:13know no
- 9:03:15no all right cool Katie so uh well
- 9:03:18there's this other thing I wanted to ask
- 9:03:19you so right now you've been working at
- 9:03:22IBM as a ex researcher and designer for
- 9:03:26uh a year you said and so um how did you
- 9:03:30translate or take some of these exr
- 9:03:32things you've you youve you've learned
- 9:03:34and into that job can you tell us a
- 9:03:36little bit about that yeah so you're
- 9:03:39right so I'm currently working as a ux
- 9:03:41designer on a product that is not XR um
- 9:03:44but I have found a way uh to manage all
- 9:03:49of my interests in XR while still being
- 9:03:52a part of IBM uh so I helped uh with a
- 9:03:56coworker I helped found the IBM reality
- 9:03:58lab which is an interest group at IBM
- 9:04:01and kind of like a club where we meet
- 9:04:04and we uh talk about XR we do
- 9:04:08development demos we're kind of like a
- 9:04:10make lab but within the IBM space so uh
- 9:04:15even though you don't necessarily have a
- 9:04:17role of XR you can still impact the
- 9:04:20company you work in um with your
- 9:04:23interest
- 9:04:24so I I found you know being able to do
- 9:04:26that has really helped kind of balance
- 9:04:29my uh passions at work um and has also
- 9:04:32opened opportunities for me to be able
- 9:04:34to do XR on other projects um with other
- 9:04:38people at IBM which has been really
- 9:04:39great so are there any last thoughts you
- 9:04:42know our Learners are like learning all
- 9:04:45this XR stuff at the moment kind of like
- 9:04:47the way you did it uh as well obviously
- 9:04:49you have everybody's unique you have you
- 9:04:51had a very professional background in in
- 9:04:53design you could always catch better
- 9:04:55than me in fact I show some of the
- 9:04:57things you've done like the Star Trek I
- 9:04:59show that and I say it's KD so this is
- 9:05:02actually the KD but yeah so uh you know
- 9:05:05if a learner ask you uh what shall I do
- 9:05:08uh do you have some kind of advice for
- 9:05:10me um should I pursue XR more or should
- 9:05:14I do something else any any last
- 9:05:17thoughts you have for our Learners yeah
- 9:05:20well I mean it seems like you're in the
- 9:05:21right place so you know
- 9:05:24the internet has so many resources
- 9:05:25available and you know right now is like
- 9:05:28a wonderful time to explore and dive
- 9:05:30into all these new technologies uh and
- 9:05:33so I feel like you know just grab a hold
- 9:05:35of anything that you can find online
- 9:05:37like this book and you know uh learn as
- 9:05:40much as you can and and any employer
- 9:05:43that you go after with you know this
- 9:05:45educational experience will be uh really
- 9:05:48excited that they found someone that can
- 9:05:51teach themselves new skills yeah that's
- 9:05:54uh actually yeah that's a really good
- 9:05:56point uh cool all right so well thanks
- 9:05:59Katie for um spending some time with us
- 9:06:01today and looking at your portfolio
- 9:06:04together and uh allowing me to look at
- 9:06:06the older version rather than the latest
- 9:06:09so that was that was very nice so so we
- 9:06:12have a snapshot of Katie in well from a
- 9:06:15year ago so but we also had the Katie
- 9:06:17here so thanks Katie again for speaking
- 9:06:19with us and um yeah hope to see you soon
- 9:06:22again okay stay stay healthy and
- 9:06:40safe congratulations you've reached the
- 9:06:43end of the course the second course is
- 9:06:46part of the xam the course focused on
- 9:06:49design and uh well I hope you've enjoyed
- 9:06:53it
- 9:06:54I feel like we've covered a lot of
- 9:06:55ground and I hope you feel like you've
- 9:06:57learned something um so let's review a
- 9:07:00little bit of what this course was about
- 9:07:02and what should be the main
- 9:07:04takeaways so well we started out with
- 9:07:08this overview and you have probably
- 9:07:10finished the four quizzes uh to assess
- 9:07:12your learning the first quiz focused on
- 9:07:15some of the what doing XR involves and
- 9:07:19how to get started and XR process
- 9:07:23questions
- 9:07:24so I hope you finished some of the
- 9:07:25quizzes and learned a lot through doing
- 9:07:28the quizzes as well but in terms of
- 9:07:31topics we've covered what doing XR
- 9:07:33involves how to get started and finding
- 9:07:36your XR process and then we've uh
- 9:07:40covered quite a bit on design thinking
- 9:07:42so really starting out with the original
- 9:07:44method and then adapting it to XR and
- 9:07:46then thinking about all the issues
- 9:07:49around design ethics design guidelines
- 9:07:52that we did design critiques
- 9:07:54and we also talked about design jams as
- 9:07:57a way of collaboratively solving
- 9:07:59problems uh through participatory or
- 9:08:02codesign with various stakeholders and
- 9:08:05so that's like here and that was only
- 9:08:08the first half of the course and then we
- 9:08:10focused the second half of the course on
- 9:08:13physical and digital prototyping and so
- 9:08:15we started with storyboarding first then
- 9:08:18created paper then physical prototypes
- 9:08:21and we went into digital prototyping
- 9:08:23tools for AR and for VR and also talked
- 9:08:26about immersive prototyping actually
- 9:08:27using AR and VR for
- 9:08:30prototyping so quite a lot of stuff and
- 9:08:34so with those methods and tools in your
- 9:08:37toolbox you should feel equipped for
- 9:08:40xile design uh we haven't talked so much
- 9:08:42about the actual development so
- 9:08:44programming with these Technologies but
- 9:08:46we have really well set our minds uh so
- 9:08:50that we can actually think about
- 9:08:52designing and actually doing uh the
- 9:08:55heavy lifting in terms of prototyping uh
- 9:08:58already testing with users to some
- 9:09:00extent and and then prototyping both
- 9:09:02physically and digitally and so that is
- 9:09:07really really an important part of the
- 9:09:09process this is not the entire XR
- 9:09:11process we obviously still need to
- 9:09:13implement things and that's where the
- 9:09:15other courses uh connect to this course
- 9:09:17but before I get to that let's quickly
- 9:09:19review uh obviously there was the honors
- 9:09:22track and maybe you chose it and that
- 9:09:24means you have completed all these
- 9:09:27exercises here and these are important
- 9:09:29assignments
- 9:09:31so uh from a design critique looking
- 9:09:34looking at both the guidelines and the
- 9:09:37ethics uh of XR and then storyboarding
- 9:09:41your paper prototype your digital
- 9:09:43prototype and then also if you had the
- 9:09:46opportunity to do an immersive
- 9:09:49prototype again as a reminder immersive
- 9:09:51prototype means you're using actually a
- 9:09:53and VR Technologies and why you are
- 9:09:56designing and so it's concurrent design
- 9:09:59and testing as opposed to what happens a
- 9:10:01lot in development is like you're
- 9:10:04programming against these Technologies
- 9:10:06but on your computer usually a desktop
- 9:10:09PC and then you deploy and I'll also
- 9:10:12tell you how to rapidly preview things
- 9:10:14how to do quick deploys and and how to
- 9:10:17even avoid this by building on web
- 9:10:18Technologies in uh some of the other
- 9:10:20courses as part of the xmook
- 9:10:23so let us review a little bit of what I
- 9:10:26think should be the key takeaways from
- 9:10:28this
- 9:10:30course so if you remember I started out
- 9:10:33with making an analogy to film making I
- 9:10:35talked about these various roles here on
- 9:10:36the left director Director of
- 9:10:39Photography uh made the point that
- 9:10:41actually the person in charge of the
- 9:10:42camera as the XL user talked about
- 9:10:45various aspects of design and who other
- 9:10:47the people involved and then went into
- 9:10:50some of the more difficult topics where
- 9:10:51I think uh when it com to creating new
- 9:10:54kinds of interactions we still need to
- 9:10:56rely on
- 9:10:57developers and people who are okay with
- 9:11:00programming because what you can do in
- 9:11:02in existing tools is pretty
- 9:11:04Limited in existing prototyping tools I
- 9:11:07mean because what you can do in existing
- 9:11:10prototyping tools is so far pretty
- 9:11:13limited we talked about these different
- 9:11:16paths to being an EXA Creator basically
- 9:11:18depending on your background whether you
- 9:11:20are into web game or mobile development
- 9:11:24you should have an easier or more direct
- 9:11:26path and then if you are on the mobile
- 9:11:29development side you can also continue
- 9:11:31developing against and if you have a
- 9:11:33mobile development background you can
- 9:11:35continue developing natively against the
- 9:11:39uh Android and iOS sdks but then also
- 9:11:42pick up specific uh AR uh versions AR
- 9:11:46kit and AR core for Apple and Google so
- 9:11:48for Apple for IOS and
- 9:11:50Android can develop for arcade and a cor
- 9:11:53so for IOS and Android and then can also
- 9:11:56develop natively against some of the
- 9:11:58virtual reality tool kits and then we
- 9:12:00also have uh some kind of crossplatform
- 9:12:04approach through Unity nonre we talked
- 9:12:06about that which I think speaks
- 9:12:08relatively nicely to game developers and
- 9:12:11then also mobile developers who are used
- 9:12:13to doing crossplatform
- 9:12:15development uh through phone Gap uh and
- 9:12:18things like that and then the web and
- 9:12:21the role of the web uh which I think is
- 9:12:23going to be even more in the next few
- 9:12:26years but for now we have a basic stack
- 9:12:29and set of things we can do in browsers
- 9:12:31and we are relatively well equipped on
- 9:12:33the VR side and we're getting better on
- 9:12:35the AR side as
- 9:12:38well and then I talked a lot about
- 9:12:40process need finding brainstorming
- 9:12:43storyboarding and prototyping and then
- 9:12:46we talked about development and testing
- 9:12:47but we didn't cover that much in this
- 9:12:50course but still part of it's still part
- 9:12:52of the overall process
- 9:12:53and uh together with deployment
- 9:12:55analytics that's something that we'll
- 9:12:57expand more in the third course as part
- 9:12:59of the
- 9:13:00exam so the process was really actually
- 9:13:04one of the most important things for me
- 9:13:06to take away from this course obviously
- 9:13:08we we don't we we were looking a lot
- 9:13:10obviously we were looking a lot into
- 9:13:12different kinds of methods for design
- 9:13:14and then also tools but what is
- 9:13:16important is that you put the picture
- 9:13:18together the puzzle pieces fit into a
- 9:13:20larger process now that process is
- 9:13:23relatively standard it's just an
- 9:13:25expansion from interaction design so
- 9:13:27it's standard if used to user experience
- 9:13:29interaction design but some of the
- 9:13:30methods actually need to change and
- 9:13:32adapt which has to do with the fact that
- 9:13:34traditional need finding methods for
- 9:13:35example don't really work because we
- 9:13:38don't actually have a lot of XR users at
- 9:13:40this stage and we don't have a lot of
- 9:13:42problems directly in XR we are more like
- 9:13:44figuring figuring out which of these
- 9:13:46problems that we know from the world
- 9:13:48could actually benefit from a solution
- 9:13:49in XR and that requires a slightly
- 9:13:51different approach and so we talked a
- 9:13:53lot about that we also spend time
- 9:13:56covering design thinking so going
- 9:13:58through the six-step method empathize
- 9:14:00Define id8 prototype test and Implement
- 9:14:03so we covered all that and again I
- 9:14:05highlighted some of the things if you
- 9:14:07remember from this lecture um that we
- 9:14:10cannot directly expect and translate so
- 9:14:14because XR is different we need to think
- 9:14:16about XR and design thinking for XR also
- 9:14:19a little bit
- 9:14:20differently we talked about ethics which
- 9:14:23I think was very very important and I
- 9:14:26tried to share a few techniques here and
- 9:14:29an approach a design ethics review of XR
- 9:14:31applications we did this in a scenario
- 9:14:33based way uh we looked at issues such as
- 9:14:36the context and situation the sensory
- 9:14:38information and data that is being
- 9:14:40collected and processed actually then
- 9:14:42the processing pipeline which I think is
- 9:14:44really important to consider and then
- 9:14:46also once you have collected the data
- 9:14:47how do you communicate first of all and
- 9:14:49get informed consent but then also uh
- 9:14:51how do you maintain and even future use
- 9:14:54of this data is a very very important
- 9:14:55topic so we talked about all these kinds
- 9:14:57of ethical
- 9:14:59considerations the one thing I want to
- 9:15:01say here is that this ethics topic is
- 9:15:03still evolving it's very important and
- 9:15:06not enough people actually embrace it in
- 9:15:08their approach and so for me it was very
- 9:15:10important that we get this right into
- 9:15:12the design course that we don't have it
- 9:15:14like a future issue or some I don't know
- 9:15:17issue uh afterthought no it has to be
- 9:15:20incorporated somehow now when you teach
- 9:15:23this stuff it's difficult to to do both
- 9:15:26the ethical stuff and the guidelines and
- 9:15:28then learning about the methods and the
- 9:15:31tools and and you know elevating the
- 9:15:34ethics and the ethics standards um but I
- 9:15:37hope that having a dedicated lecture
- 9:15:39relatively early in this course raised
- 9:15:41at least your awareness and encouraged
- 9:15:43you to think about this more and uh well
- 9:15:46we will see what what happens in the
- 9:15:48projects I'll I'll I'll keep monitoring
- 9:15:50I I keep taking a look I'm curious what
- 9:15:52kind of projects you are designing as
- 9:15:54part of the Honest track and to which
- 9:15:57extent we raise interesting ethical
- 9:15:59issues we are in this together we are
- 9:16:01figuring this out together so even if we
- 9:16:03make a mistake well we can still learn
- 9:16:06from it so that is really really
- 9:16:07important and then I covered another
- 9:16:09important topic to me which is ideation
- 9:16:11because XR is really the space where we
- 9:16:13seem to be trying out a lot of things
- 9:16:15and not always in a very Progressive Way
- 9:16:18so I tried to cover seven techniques to
- 9:16:19help you innovate I talked about uh I
- 9:16:23drew parallels from research um I talked
- 9:16:26about for example that everything has to
- 9:16:29start from an idea and that even the
- 9:16:32prototyping out of that idea that helps
- 9:16:33you better understand the problem
- 9:16:35normally probably think about
- 9:16:37prototyping as learning more about the
- 9:16:39solution but that's that's that's only
- 9:16:41partially true it's true but really
- 9:16:43prototyping to better understand the
- 9:16:45problem because you can try out these
- 9:16:46prototypes with users and obviously this
- 9:16:48is already you're already starting in
- 9:16:50the design process so so we looked at
- 9:16:53all these seven techniques ideate
- 9:16:54Implement inspect iterate a design cycle
- 9:16:57you know the killer app problem and you
- 9:16:59know novelty versus creativity they're
- 9:17:01not the same and I talked about this
- 9:17:03quite a bit the problem promise premise
- 9:17:05approach emphasizing obviously the
- 9:17:08promise of XR Technologies and then also
- 9:17:09the assumptions that you're making one
- 9:17:12that is more inspired from research but
- 9:17:13I think it helps this idea of writing
- 9:17:15the intro first like before you write
- 9:17:18the rest of the paper before you do the
- 9:17:19rest of your project figure out what
- 9:17:21this project is about what do you
- 9:17:22contribution is and that way um you you
- 9:17:26get to motivate the problem better and
- 9:17:27understand the problem better as well we
- 9:17:29did talk about the idea hexagon that's
- 9:17:31really something from rahish resca that
- 9:17:33came out of one of his talks and I
- 9:17:36really like it and I wanted to cover it
- 9:17:38here because I do think it's a it's a
- 9:17:40cool idea to think about how to take
- 9:17:42existing ideas further as I said
- 9:17:44everything starts from an idea and then
- 9:17:46we talked a little bit more about some
- 9:17:48of the more interaction design oriented
- 9:17:50object control design Matrix this idea
- 9:17:52of rapidly break brain storming
- 9:17:53different kinds of ideas around objects
- 9:17:56and how to control them we did the snow
- 9:17:58boots example or the ice scraper uh that
- 9:18:02can be shaken example for example so
- 9:18:05here we had really from the Obscure to
- 9:18:08the really futuristic kinds of ideas
- 9:18:11that can come out that way and I think
- 9:18:13it's an interesting way to innovate and
- 9:18:16finally we also talked about threshold
- 9:18:17and seating and Tool design because a
- 9:18:19lot of us are thinking about creating
- 9:18:21tools in the XR space and so I think it
- 9:18:24helps actually to have some metrics uh
- 9:18:27you know talking about the threshold the
- 9:18:29barrier to entry and then the ceiling
- 9:18:31what you can accomplish with that tool
- 9:18:33um which I think like you really want to
- 9:18:35set these uh nicely and not everything
- 9:18:38should be like Unity or unreal which
- 9:18:41actually both have relatively High
- 9:18:43barriers to entry which we haven't
- 9:18:45explored so much in this course but
- 9:18:47that's what the third course focused on
- 9:18:48development is really dedicated to so
- 9:18:51you'll feel the pain that's what I
- 9:18:54usually
- 9:18:55say all right and throughout this course
- 9:18:58I heavily emphasized storyboarding and
- 9:19:00prototyping so a lot of storyboarding
- 9:19:02and wireframing physical prototypes and
- 9:19:05digital
- 9:19:05prototypes and then I drew out these
- 9:19:09different quadrants and how do we
- 9:19:11actually increase the Fidelity so
- 9:19:14increasing Fidelity and which of these
- 9:19:16methods are easy and which of these
- 9:19:17methods are hard and I did this for
- 9:19:19storyboarding but I talked about
- 9:19:21traditional paper based storyboard 360
- 9:19:23story boards a 360 photo story and then
- 9:19:26also 3D story boarding still which is
- 9:19:29which is immersive prototyping
- 9:19:31essentially but you're doing it for this
- 9:19:33purpose of storyboarding and I think
- 9:19:35this is one of my favorite new
- 9:19:37techniques that I definitely want to
- 9:19:40increase uh the usage and that's one of
- 9:19:43my new favorite techniques that I
- 9:19:45definitely want to get better at
- 9:19:47myself talked about physical prototyping
- 9:19:49how we can still start from paper but
- 9:19:51then how we incorp other media like clay
- 9:19:55like playdoh for 3D modeling and how we
- 9:19:58become more physical and build a diarama
- 9:20:00to actually you know create these scenes
- 9:20:03that you have in mind not just Envision
- 9:20:05them but actually prototype them out
- 9:20:07physically and we also talked about a
- 9:20:09specific set of techniques that
- 9:20:10developed in my research but also um a
- 9:20:13lot of practitioners are looking at this
- 9:20:15which is 360 paper
- 9:20:19prototyping and then we went into
- 9:20:21digital prototyping and here I talked
- 9:20:23about the different techniques
- 9:20:25distinguished between digital and
- 9:20:26immersive authoring digital authoring
- 9:20:28usually happening on a desktop computer
- 9:20:30it's like desktop publishing and then
- 9:20:32immersive authoring usually happens in
- 9:20:34AR or VR so basically on a tablet or on
- 9:20:37a phone for AR and then usually in a
- 9:20:40headset for VR and then also specific
- 9:20:42versions of mixed reality also on a
- 9:20:44headset we then also talked about some
- 9:20:47of the higher Fidelity harder to do but
- 9:20:50really good approaches web-based
- 9:20:52development crossplatform development
- 9:20:54and Native development so these
- 9:20:57approaches do however require
- 9:21:00programming skills and we will focus and
- 9:21:03as I said the third course will be
- 9:21:05dedicated to taking the digital
- 9:21:07prototyping ideas further and really
- 9:21:09learning more about development using
- 9:21:11these three
- 9:21:15approaches so I think throughout the
- 9:21:17course I wanted to make it clear how
- 9:21:19important prototyping really is it does
- 9:21:22does help us uh ask a lot of questions
- 9:21:25and find some answers in the process of
- 9:21:28finding some answers we even create
- 9:21:30things like we establish requirements
- 9:21:32for sensing tracking for displays and we
- 9:21:36produce assets even though they might
- 9:21:38not be the final assets they might
- 9:21:40already be early placeholders uh early
- 9:21:42props that we might use later in in our
- 9:21:45prototypes and refine throughout and we
- 9:21:47learn about user needs and skills which
- 9:21:49is really really important because we
- 9:21:51can test these prototypes already and
- 9:21:53that's really also the last topic that I
- 9:21:55covered which was designing a usability
- 9:21:58test or user study so we talked a lot
- 9:22:00about evaluation we talked about what
- 9:22:02goes into designing these kinds of
- 9:22:04things and preparing things in terms of
- 9:22:06goals so what are the goals of your
- 9:22:07evaluation kinds of tasks who do you
- 9:22:10recruit how do you recruit what kinds of
- 9:22:12devices do you want to use any kind of
- 9:22:14metrics and how do you actually do the
- 9:22:17analysis so definitely quite a lot of
- 9:22:20stuff and I feel like you should be well
- 9:22:22prepared to with this knowledge to
- 9:22:25approach your next Exile design project
- 9:22:28again uh I hope you did participate in
- 9:22:31the honors track and actually chose to
- 9:22:33do some of the exercises I think you'll
- 9:22:35learn a lot there as well and what I do
- 9:22:37now in the last part is just telling you
- 9:22:40about some of the other courses and how
- 9:22:42this course relates to the other courses
- 9:22:44here we go we are in the exam Muk
- 9:22:47specialization you have just finished
- 9:22:50the second course on EXA
- 9:22:53design um and then in the first course
- 9:22:56which you probably took already but just
- 9:22:59a reminder um it's really an intro toxr
- 9:23:02so if you had some issues with some of
- 9:23:05the terminology in this course then the
- 9:23:07first course really sets all these
- 9:23:09Basics and fundamentals we talk about
- 9:23:11applications Concepts Technologies
- 9:23:14really how arvr Works behind the scenes
- 9:23:17what does it actually make a virtual
- 9:23:18reality and how does this really work
- 9:23:21and then also the issues
- 9:23:23and uh there are also Honest track uh
- 9:23:27exercises and a lot of content so for
- 9:23:30example you do classify applications
- 9:23:32along the reality virtuality Continuum
- 9:23:34so basically figuring out whether an app
- 9:23:36is AR VR Mr or XR and you should choose
- 9:23:40the most specific uh class and then we
- 9:23:43did uh or you would do an exercise on
- 9:23:46technology selection which I think is
- 9:23:48really cool going through some kind of
- 9:23:50XR decision tree uh that I have have a
- 9:23:53mental basically this XR decision tree
- 9:23:55is a mental model of all the kinds of XR
- 9:23:58options you have when it comes to
- 9:24:00Technologies devices and platforms and
- 9:24:02then we also talk in depth about the
- 9:24:04issues the ethical social privacy
- 9:24:06security accessibility and Equity issues
- 9:24:10so lots of issues to talk about and
- 9:24:12there are also exercises focused on that
- 9:24:15because it's important that you
- 9:24:16experience these things for yourself now
- 9:24:18if you have just finished the second
- 9:24:20course again congratulations and then
- 9:24:22the third course would focus on
- 9:24:23development so there you would learn
- 9:24:26more about development methods and tools
- 9:24:28you would actually create your first 3D
- 9:24:29scene so taking something existing from
- 9:24:32a book or a movie recreating it in 3D
- 9:24:34and that way learning about uh 3D and
- 9:24:38making that jump from 2D to 3D really
- 9:24:39really important and then we are
- 9:24:41expanding our knowledge into the VR
- 9:24:43space so we're learning how to create
- 9:24:45virtual reality scenes basically the
- 9:24:47environmental design but also things
- 9:24:49like physics and then obviously
- 9:24:51interactions
- 9:24:53and then we talk about AR both Mar based
- 9:24:55and Mar L AR and how to design for both
- 9:24:59and in each of these two last courses
- 9:25:02there will be a project throughout going
- 9:25:04through these stages and then they will
- 9:25:07end with a peer review in each of these
- 9:25:09courses and I think this peer review is
- 9:25:12really really cool really important you
- 9:25:14get to hear from other Learners what
- 9:25:16they think obviously I also chime in and
- 9:25:18give you some feedback and we do have
- 9:25:20some ideas in the future for actually
- 9:25:23coming together in some kind of
- 9:25:25exhibition there might still be
- 9:25:26something that we will add to this
- 9:25:28course and also to some of the other
- 9:25:30courses now this is a topic that I am
- 9:25:32very active in terms of research and
- 9:25:35also teaching so you can expect updates
- 9:25:38to this course there's always something
- 9:25:40going on and I will keep refining and
- 9:25:42revising some of the contents over the
- 9:25:44next few years and I hope we learn and
- 9:25:46continue to learn together more about XR
- 9:25:50so thanks for taking this course again I
- 9:25:53invite you to look at the other courses
- 9:25:55it would be great to see you again but
- 9:25:57otherwise well good luck with wherever
- 9:25:59you are and I wish you the best of
- 9:26:14luck welcome back to the Honest track so
- 9:26:17you are now actually towards the end
- 9:26:20congratulations from making it that that
- 9:26:22far and I hope you've been working on
- 9:26:24these exercises and not just like
- 9:26:26looking at ahead and uh you really want
- 9:26:29to see what's happening in digital
- 9:26:31prototyping well I understand digital
- 9:26:33prototyping is also very very exciting
- 9:26:36it can be challenging this is really the
- 9:26:38part where it becomes tricky it depends
- 9:26:40on a lot of factors like what kind of
- 9:26:43equipment do you have available uh is
- 9:26:45your for example if you have a
- 9:26:47smartphone is it compatible can you do
- 9:26:49AR with it um do you have any kind of VR
- 9:26:53equipment and so I uh I will treat this
- 9:26:57uh exercise as let's let's just do it
- 9:27:00broadly as long as we someh move
- 9:27:03digitally ideally this would work uh
- 9:27:06your prototype would work on an AR or VR
- 9:27:08device something that you would call XR
- 9:27:11device uh that would be perfect okay so
- 9:27:14that's where we want to get to and um
- 9:27:17why are we doing this well we are
- 9:27:20finishing up we are like on track to
- 9:27:22this minimum viable product the MVP uh
- 9:27:26our final prototype um it's like with
- 9:27:29everything in life there's a deadline
- 9:27:31and then um you know you have to be done
- 9:27:34and obviously you could iterate and go
- 9:27:36crazy and expand the main point here is
- 9:27:39to really just learn about the methods
- 9:27:41playing around with some of the tools
- 9:27:43along the way what comes out at the end
- 9:27:45well if you follow the methods it can't
- 9:27:48be that bad and um one thing I feel I
- 9:27:52should emphasize at this stage is we are
- 9:27:54entering the final stages of the honors
- 9:27:57track and the project that we are
- 9:27:58developing as part of the honors track
- 9:28:00and there will be a peer review so you
- 9:28:02will you will get to review other
- 9:28:04people's projects you've already been
- 9:28:06looking at some of them as part of the
- 9:28:08activities along the way if you're
- 9:28:10looking at various examples in the
- 9:28:12Galleries and but now we're actually
- 9:28:14formally going to review each other's
- 9:28:16prototypes not now that's after now
- 9:28:18we're going to do the digital prototype
- 9:28:20um but keep that in mind
- 9:28:22as we kind of like Get Ready um for this
- 9:28:26final stage of the Honest track so in
- 9:28:30this uh exercise the task is to create a
- 9:28:32digital prototype of an Expeditions like
- 9:28:34XR app okay so you know the rules I'm
- 9:28:37not going to repeat it we're still
- 9:28:38keeping with that app and uh you know
- 9:28:41usually in the residential program there
- 9:28:43are questions like can I change my
- 9:28:45project can I work on a different kind
- 9:28:48of um well solution or problem even and
- 9:28:51uh I normally say depending on where we
- 9:28:54are in the project um it's not a good
- 9:28:57idea so in when it comes to the digital
- 9:28:58prototype it is not a good idea to now
- 9:29:02kind of change it given the progress
- 9:29:04that you've made uh regarding
- 9:29:05storyboarding wi framing physical
- 9:29:07prototyping um so I feel like well why
- 9:29:10not just you know make it through maybe
- 9:29:13you come up with something cool here and
- 9:29:14you you like your idea again again as
- 9:29:18part of this uh of course the whole idea
- 9:29:20is to just have one new idea we got to
- 9:29:22mostly focus on what's existing it helps
- 9:29:25us also do aition prototype like kind of
- 9:29:27like recreating more or less and that
- 9:29:30Expeditions like XR app that we're using
- 9:29:32that we're modeling our work after so
- 9:29:35your goal is to prototype one of the key
- 9:29:36interactions of that existing app in a
- 9:29:40and I'm now going to be very flexible
- 9:29:42here 360 3D AR VR digital tool so
- 9:29:47there's a couple of key things here it
- 9:29:48should be digital okay we we moving away
- 9:29:50from paper yeah finally getting there
- 9:29:53and uh we are going to use uh tools
- 9:29:57there are tools focused on 360
- 9:30:00prototyping or you could even just do
- 9:30:02photoshop with a 360 template that would
- 9:30:04be acceptable um there are 3D uh
- 9:30:07modeling and authoring tools um and you
- 9:30:10would be digital but I think so don't do
- 9:30:13the just 3D modeling um but if you if
- 9:30:17that's what you want to learn and like
- 9:30:18you want a tool you want to use a tool
- 9:30:20like model viewer or sketch Fab that
- 9:30:23actually bring things into arvr that is
- 9:30:26also kind of still playing by the rules
- 9:30:29it's okay I'll show you what I had in
- 9:30:31mind uh I was working with A-frame
- 9:30:34actually uh so that required a little
- 9:30:36bit of development but I was also
- 9:30:37playing around with immersive authoring
- 9:30:39tools for VR and for AR so I'll show you
- 9:30:42what I've
- 9:30:43done um in the Second Step you should
- 9:30:45really sketch sculpt or model whatever
- 9:30:48the language is of the tool that you're
- 9:30:49using is a digital tool now to to three
- 9:30:52main characters so this will bring us
- 9:30:54closer to the story to a digital version
- 9:30:56of the story in step three I want you to
- 9:31:00think about that environment that we
- 9:31:02actually designing for and to which
- 9:31:03extent should that environment that
- 9:31:05physical environment should that be
- 9:31:07represented uh in our digital prototype
- 9:31:10so I'll say uh make a virtual copy of
- 9:31:13the target physical environment really
- 9:31:15capture the context don't just like
- 9:31:17sketch into like thin air and just focus
- 9:31:20on the virtual content no and make it
- 9:31:23clear even from your digital prototype
- 9:31:25what kind of experience is this supposed
- 9:31:27to be so in my AR prototypes that I'm
- 9:31:30doing in VR I'll actually sketch out the
- 9:31:32table to define the scale of my AR
- 9:31:34experience so then the next step is to
- 9:31:36actually record a video and narrate the
- 9:31:38interactions so I want you to as much as
- 9:31:42possible uh
- 9:31:44record your prototype and different
- 9:31:46tools have different means to do that a
- 9:31:49screenshot is usually not sufficient
- 9:31:51since you're focused on interactions a
- 9:31:53video would be good maybe you uh can
- 9:31:56learn how to do screen capture on
- 9:31:59whatever com type of operating system
- 9:32:01and computer you're using or you're
- 9:32:02getting one for your mobile phone um so
- 9:32:06I've used a number of different tools
- 9:32:08throughout this Muk um and um yeah I'm
- 9:32:12not here to make really the
- 9:32:14recommendations uh that's something we
- 9:32:15can figure out in the Forum but anyway
- 9:32:17the goal is to record a video and
- 9:32:18narrate the interactions uh within that
- 9:32:21digital
- 9:32:22uh or immersive uh tool in fact
- 9:32:25optionally I would like you to try out a
- 9:32:27different digital or immersive authoring
- 9:32:29tool I make this optional just for
- 9:32:31workload uh reasons but I do think
- 9:32:34actually you should you should really
- 9:32:36try out a few different digital tools so
- 9:32:38rather than go deep in one and like go
- 9:32:40crazy I'd rather have you try out two to
- 9:32:44three quickly and then choose the one
- 9:32:46that you like and then in this fifth
- 9:32:48step maybe come back to one of the other
- 9:32:49ones that you had previously well um not
- 9:32:52discarded but like not focused on so
- 9:32:55what do we have at the end of this we
- 9:32:58should have a lot so we actually then
- 9:33:00have a final prototype that is an MVP a
- 9:33:03minimum viable product if you do it
- 9:33:04right so it's as close as possible to
- 9:33:06the real thing it might even be able we
- 9:33:09might even be able to test it with users
- 9:33:11um in a VR or ar headset so that could
- 9:33:14be interesting you went broad so you
- 9:33:18really have this understanding of the
- 9:33:19environment the 3D characters the
- 9:33:21interactions you prototype them multiple
- 9:33:23times in different fatalities now this
- 9:33:24is the last time you prototype them uh
- 9:33:27Now using digital tools and you went
- 9:33:30deep so uh you at this stage you will
- 9:33:33actually find out about arvr specific
- 9:33:35requirements and development needs so
- 9:33:37that is actually quite important so
- 9:33:39these digital prototypes can really be a
- 9:33:42function if they're done well function
- 9:33:44as a specification that you can give to
- 9:33:46a developer an arvr developer or if you
- 9:33:49have obviously the skills or if if you
- 9:33:51want to develop the skills I'll invite
- 9:33:53you to take the the development oriented
- 9:33:55xim moo course but um yeah so this is
- 9:33:59there could be a handoff and this uh if
- 9:34:01you if you don't do it yourself there
- 9:34:03could be this handoff and the digital
- 9:34:04prototype might actually very well
- 9:34:06provide this template uh for the
- 9:34:11developers so I'm still doing this solar
- 9:34:14system I never got bored I've actually
- 9:34:17been playing around quite a bit it's
- 9:34:19been fun um so this is is a little bit
- 9:34:22of you know going back in time when I
- 9:34:24started out doing the design critique
- 9:34:26you probably did a different Expedition
- 9:34:29or Expedition like app anyway let's
- 9:34:31stick with mine so I had the Prototype
- 9:34:34uh various prototypes from before so
- 9:34:36various physical prototypes I had a
- 9:34:38paper prototype that I was then playing
- 9:34:40around with I created the 3D models
- 9:34:43along the way using Play-Doh or some
- 9:34:46kind of clay and I played around with
- 9:34:49them so that was really important so
- 9:34:50playing with these 3D models in the
- 9:34:52physical world but then also capturing
- 9:34:54it a little bit digitally and getting
- 9:34:55some kind of sense for how this might
- 9:34:58feel in an AR or VR um experience so
- 9:35:01that was cool and then I uh did this
- 9:35:04diorama and I was actually playing
- 9:35:06around with uh more of these objects and
- 9:35:09composing them together and even using
- 9:35:12AR captures with my little AR camera and
- 9:35:16then bringing in uh even still some of
- 9:35:18the physical objects so really flexible
- 9:35:20use of both both physical captured
- 9:35:23virtually materials and then bringing
- 9:35:25back in physical so um yes I'm just
- 9:35:28advertising again for the physical
- 9:35:29prototyping Parts but now we are doing
- 9:35:31digital prototyping I don't know always
- 9:35:34get excited when I see physical
- 9:35:35prototypes but I'm also going to get
- 9:35:37excited about the digital prototypes if
- 9:35:39they are done well now the problem is
- 9:35:41you could actually spend a lot of time
- 9:35:43and it doesn't look like anything in the
- 9:35:44end so that is uh something that we
- 9:35:47should all be aware of so especially
- 9:35:49when you look at others um each other's
- 9:35:52Solutions don't judge just because it
- 9:35:55doesn't feel like wow you didn't do a
- 9:35:56lot or something um no maybe we
- 9:35:59struggled maybe we had technical issues
- 9:36:01maybe we just couldn't commit the time
- 9:36:03maybe we just wanted to learn
- 9:36:04superficially about um this process
- 9:36:08without going too deep like we wanted to
- 9:36:09have this overview and that's totally
- 9:36:11fine as well so we're going to do
- 9:36:12digital authoring we may do immersive
- 9:36:15authoring so digital as I explained in
- 9:36:18the lecture is really more like with 3D
- 9:36:20tools on a desktop and then uh you do
- 9:36:23previews deploy to device or you somehow
- 9:36:25stream to a device immersive authoring
- 9:36:28means you're actually doing it directly
- 9:36:29on the AI or VR device so I want you if
- 9:36:32possible if at all possible to try this
- 9:36:34out and then we can actually think about
- 9:36:38uh some of these uh platforms and
- 9:36:41approaches uh that are more development
- 9:36:43oriented uh we can also think of some of
- 9:36:46their tools for digital prototyping so
- 9:36:48A-frame has an inspector and I'm pretty
- 9:36:51pretty fast with HTML CSS and JavaScript
- 9:36:54so I think of A-frame as a prototyping
- 9:36:56tool not everybody may agree and and
- 9:36:59that's fine but Unity that I put here
- 9:37:02under crossplatform or unreal these are
- 9:37:05some of the examples I'll spend more
- 9:37:07time on later these are acceptable
- 9:37:11actually relatively High Fidelity even
- 9:37:14complex um AR VR platforms if you will I
- 9:37:19mean they have support for them they are
- 9:37:21traditionally game engines actually and
- 9:37:24in any case um what I'm aiming for is
- 9:37:27like we're picking something that maybe
- 9:37:30not as heavy as uh unity and unreal
- 9:37:33because in the third course focused on
- 9:37:34development you can spend more time in
- 9:37:37these tools so try something so here is
- 9:37:39me playing around with imersive ar on
- 9:37:42the iPad and I was using Adobe Arrow
- 9:37:47which I'm not sure uh whether it's free
- 9:37:49or not I have an education license
- 9:37:52and um I can just play with it um it was
- 9:37:56a little Limited in terms of how I could
- 9:37:58represent my Planet so I just had to
- 9:38:00choose from these
- 9:38:01predefined 3D objects and that's a
- 9:38:04limitation of the tool so just that just
- 9:38:06admit not admit it but just mention it
- 9:38:09if somebody is like hey you didn't do a
- 9:38:11proper sun earth or Moon well this is
- 9:38:15what I had to work with also working
- 9:38:17with these more abstract representations
- 9:38:19is fine as long as it helps you you
- 9:38:21learn something about for example the
- 9:38:24composition uh the scale of the
- 9:38:26experience or just like this mere fact
- 9:38:28of being in AR and doing an immersive
- 9:38:31authoring uh session is is just cool and
- 9:38:34the main thing is I want you to try it
- 9:38:36out and um well so I'm doing it with
- 9:38:39arrow here and then later in the video
- 9:38:41that I'm going to share with you I'll
- 9:38:43also play with reality composer and so
- 9:38:47reality composer obviously apple on the
- 9:38:50iPad um at least I could put in a few
- 9:38:54primitive shapes in there and it's just
- 9:38:57good enough for planets I really like
- 9:38:58that I chose the solar system and
- 9:39:00nothing more complicated this was hard
- 9:39:02enough okay so um don't make it too too
- 9:39:06difficult on yourselves um you just want
- 9:39:08to learn about the methods and the tools
- 9:39:10and um you can work on the complicated
- 9:39:13project that you've always wanted to
- 9:39:14solve and do you can do that later it
- 9:39:17doesn't have to be in this course H go
- 9:39:19through this course take everything uh
- 9:39:22with you along the way you know build
- 9:39:24your toolbox and and then uh apply it to
- 9:39:27your uh own project and if you do please
- 9:39:31let me know it would be cool if any of
- 9:39:34this was helpful in whatever you wanted
- 9:39:35to do um that would be that would make
- 9:39:38me proud in any case I was then also
- 9:39:41playing around with the immersive VR uh
- 9:39:43authoring tool here I'm using
- 9:39:46blocks and you know funny enough because
- 9:39:50I'm doing a solar system and most tools
- 9:39:52actually have these relatively basic
- 9:39:53shapes in there H you you just can play
- 9:39:57around here I have color so that was
- 9:39:59cool and um later in the video I'm going
- 9:40:01to go a little bit forward I'm grabbing
- 9:40:04the objects and playing around with them
- 9:40:07and trying out different compositions
- 9:40:10um and I hope I'm just taking the moon
- 9:40:13maybe we missed that part I like my
- 9:40:15little hand there it's really quite cute
- 9:40:18and zooming in and zooming out okay I'll
- 9:40:20show all that obviously but here
- 9:40:22maybe yeah this is the part that I
- 9:40:24wanted you to see and you check out the
- 9:40:26video later in more depth if you want
- 9:40:28but this is why it's cool because now in
- 9:40:30immersive authoring I can actually play
- 9:40:32around using my tiny little blocks hand
- 9:40:35there uh can't get over it and um you
- 9:40:38know do it uh experiment and play and
- 9:40:43that's uh well this you can't say that
- 9:40:46this is a final experience okay so I'm
- 9:40:48just doing immersive authoring uh it'll
- 9:40:51get a little better I'll I'll I'll I'll
- 9:40:53increase the Fidelity by one more bit um
- 9:40:56whatever the unit is and here is uh our
- 9:40:59one more bit so I'm showing you U and
- 9:41:02I'm going to share this whole video with
- 9:41:03you as well um proudly present to you
- 9:41:06our A-frame based um so web XR
- 9:41:11based solar system now this is something
- 9:41:15that uh I started and then I had a few
- 9:41:19students also contribute to it it it's
- 9:41:21also the kind of exercise and example
- 9:41:24code I will share with you and it's a
- 9:41:27also something that I share with my
- 9:41:28residential Learners and it's um you
- 9:41:31know it's not too complicated a few
- 9:41:34spheres in there they all textured
- 9:41:35nicely so we got the right NASA pictures
- 9:41:38public domain of the planets and then we
- 9:41:41added a little bit of interactions here
- 9:41:44and some text uh text doesn't work so
- 9:41:47well in AR or VR but whatever you know
- 9:41:48we're trying that out that's this is not
- 9:41:51supposed to be the final Design This is
- 9:41:52where you feel like okay if I write a
- 9:41:55lot of text above the planets that may
- 9:41:57not be the best experience um and and
- 9:42:00that's that's what this is for so that's
- 9:42:02okay um I'm going to jump ahead because
- 9:42:05I also later run it in AR oops that was
- 9:42:08like right in there and it is directly
- 9:42:11here in the studio and I was just like
- 9:42:14you know also talking a little about the
- 9:42:17tracking and how the tracking doesn't
- 9:42:18work so well sometimes but um this was
- 9:42:21pretty cool and um yeah so if you feel
- 9:42:25like it at the end I'll also show
- 9:42:27cardboard uh it feels like a step back
- 9:42:30but this is my target device if you want
- 9:42:32so I didn't do too much for the Oculus
- 9:42:35Rift I mean teleporting in space seems
- 9:42:37like an interesting concept um tele we
- 9:42:41are teleporting I know that in Star Trek
- 9:42:43they have so I I I know about Star Trek
- 9:42:47don't worry I know that they have
- 9:42:48beaming there but no teleporting in
- 9:42:50space just doesn't feel right uh but um
- 9:42:54I wanted to think about different
- 9:42:55Locomotion techniques again this is just
- 9:42:59our digital prototype so again when it
- 9:43:01comes to digital prototyping keep in
- 9:43:03mind we can also create multiple
- 9:43:05versions of our digital prototypes you
- 9:43:06don't have to you know cover everything
- 9:43:09that you had in mind I want you to be
- 9:43:10selective I said one key interaction and
- 9:43:13um yeah it should be important to your
- 9:43:16project not just the login or whatever
- 9:43:18uh no something key and you can do it in
- 9:43:21two versions and maybe add more to it um
- 9:43:24you don't have to go all the way I mean
- 9:43:26ideally we would get there at the end we
- 9:43:28would actually have our MVP but you know
- 9:43:30that doesn't have to be the scope of how
- 9:43:32you go through this exercise uh you can
- 9:43:34work with one tool and if it's too
- 9:43:36limited or you feel like you want to add
- 9:43:37a second tool you don't have to
- 9:43:39prototype the same thing with both tools
- 9:43:41I'll talk about prototyping strategies
- 9:43:42just as a reminder in a second but you
- 9:43:44could also just fit in another tool
- 9:43:46because it allows you to just create
- 9:43:47that 3D model that you need and then you
- 9:43:48can import it into that other authoring
- 9:43:50tool and so that would be cool too so
- 9:43:53here are the digital prototyping
- 9:43:54strategies I talked about in the lecture
- 9:43:57um so you can do uh parallel prototyping
- 9:44:00that's especially when you work in teams
- 9:44:02is very effective but even just you
- 9:44:04prototyping the same feature with
- 9:44:05different tools so if you like don't
- 9:44:09know which tools to use yet um you could
- 9:44:12uh choose a very simple feature or a
- 9:44:14particularly hard one and uh prototype
- 9:44:17it just a little with a few different
- 9:44:19tools uh you could prototype different
- 9:44:21different features with the same tool um
- 9:44:23so that's iterative prototyping because
- 9:44:24ultimately you create this entire set of
- 9:44:27features in one tool and that may
- 9:44:29actually then be your prototype um you
- 9:44:32could do the divide and conquer and
- 9:44:33actually prototype different features
- 9:44:35and different tools now now for this
- 9:44:38activity I would recommend uh strategy
- 9:44:41one or two probably go with um just
- 9:44:45iterative and just use one tool but then
- 9:44:48in a an optional fifth step I want you
- 9:44:51to try out a different um uh tool you
- 9:44:55don't have to you know prototype the
- 9:44:57same thing again so it could be that you
- 9:44:59parallel prototype or it could be that
- 9:45:01you divide and conquer at that stage if
- 9:45:02you make it to that fifth uh step in the
- 9:45:05in the in the current
- 9:45:07task so what that would mean is uh if
- 9:45:11you have followed through in the honors
- 9:45:14track you have done your design critique
- 9:45:16your storyboarding physical prototypes
- 9:45:18and now actually a digital prototype or
- 9:45:21with an immersive tool um with a digital
- 9:45:24or an immersive tool and um so that
- 9:45:27means you have some subset of all of
- 9:45:29these
- 9:45:30deliverables and I say deliverables
- 9:45:32because uh at the end of this um we will
- 9:45:35actually do a peer review um and that is
- 9:45:38something where both you will actually
- 9:45:41get feedback but also provide feedback
- 9:45:43to others and um so this peer review
- 9:45:48activity is uh requires a little bit
- 9:45:50more more explanation and um so I'll
- 9:45:53have a more information actually in
- 9:45:55depth in writing for you don't worry so
- 9:45:58much about the grading we're still here
- 9:46:00to learn and but we do need to establish
- 9:46:04some basic rules so that we treat each
- 9:46:06other fairly and with respect which is
- 9:46:08really important to me so I'll talk
- 9:46:10about that just getting ready for that
- 9:46:11part as you can tell no um at this stage
- 9:46:15um don't think too much about the peer
- 9:46:17review I just wanted to mention it I I
- 9:46:19didn't want to bother you before but you
- 9:46:21saw it in the syllabus it was mentioned
- 9:46:23um but it's not the main thing uh we
- 9:46:25don't do this to be graded we we do this
- 9:46:28to learn and so in this last step in the
- 9:46:32Honest track um the digital prototype I
- 9:46:35think you learn a lot um don't um don't
- 9:46:38just keep these other steps very short
- 9:46:40and then spend like forever on the
- 9:46:42digital prototypes or um spend too much
- 9:46:46time and running out of energy on these
- 9:46:47lower fality ones and then don't do
- 9:46:50anything almost
- 9:46:51no all of these are important um none of
- 9:46:54these replace each other they're all
- 9:46:56here to learn um I wouldn't skip too
- 9:46:58many of these steps a I wouldn't do
- 9:47:02every single type of storyboard or type
- 9:47:05of physical prototype or you know using
- 9:47:08all kinds of tools when it comes to the
- 9:47:10digital prototype I wouldn't do that in
- 9:47:13a project I usually have at this stage I
- 9:47:14have developed an intuition which which
- 9:47:16tool to use or I'm just stuck and do
- 9:47:18everything with A-frame or Unity just
- 9:47:21because I feel like I'm fast um which is
- 9:47:24not always true okay so don't get me
- 9:47:26wrong there but so the point of this was
- 9:47:29that we are developing this picture book
- 9:47:31style um you know approach to XR
- 9:47:36prototyping uh doing it by the book is
- 9:47:39fine first and then later you can cut
- 9:47:42corners but don't cut corners and not
- 9:47:44understand the whole thing that would be
- 9:47:47a bit um you know wouldn't wouldn't
- 9:47:49provide the right foundation so that's
- 9:47:51why we're doing it this way and I hope
- 9:47:53you will have some fun in this uh final
- 9:47:55week of our digital prototyping
- 9:47:58activities and uh I'm looking forward to
- 9:48:00seeing uh a lot of the prototypes coming
- 9:48:03together from this course and I'll see
- 9:48:05you again for the peer review
- 9:48:20again welcome to the honors track this
- 9:48:22is the Exile design critique this is the
- 9:48:25exercise that is going to get us started
- 9:48:27as part of the honors track so uh for
- 9:48:30every exercise I'll provide a little
- 9:48:32introduction video and The Specific
- 9:48:35Instructions regarding the exercise will
- 9:48:37be shared through uh the moo uh the
- 9:48:40readings that we have but this video
- 9:48:43provides an overview and talks about
- 9:48:45some of the main steps and why this
- 9:48:48exercise actually exists so design
- 9:48:51critiques are very important I'll talk
- 9:48:53about that in its dedicated lecture uh
- 9:48:55it's a ritual in fact in my course when
- 9:48:58I teaches residentially every student
- 9:49:00has to critique an existing arvr app and
- 9:49:03it's really cool because when you bring
- 9:49:04all bring together all these students
- 9:49:06and they critique these existing apps
- 9:49:09everybody learns about existing apps and
- 9:49:11also we practice our skills of doing a
- 9:49:14thoughtful productive uh but also with
- 9:49:18constructive criticism uh a rich
- 9:49:20critique uh something that we can learn
- 9:49:23from and so that's what we're trying to
- 9:49:25exercise here so I'm going to walk you
- 9:49:27through the main steps of this
- 9:49:29exercise so the task should you choose
- 9:49:32to accept it is to critique an existing
- 9:49:35Expedition like XR app in 360 VR or ar
- 9:49:40so I say um this so that we have maximum
- 9:49:43flexibility you don't necessarily have
- 9:49:45to have VR or ar you can just do it on a
- 9:49:49smartphone with 3 60 so and I say
- 9:49:52Expedition like XR app uh I'm thinking
- 9:49:54Google Expedition and I'll tell you a
- 9:49:56little bit more about Google expedition
- 9:49:57in a second but also it could be your
- 9:50:01favorite museum if it has an app or
- 9:50:03something for the city or something that
- 9:50:06feels like you can go on a tour um I
- 9:50:09want it to be not too complex an app but
- 9:50:11the activity is really to critique it
- 9:50:14and if it's too complex might probably
- 9:50:16be one of the main criticisms so what
- 9:50:19I'm thinking in the task should be to
- 9:50:21record yourself describing the XR
- 9:50:23experience using thinkaloud it's very
- 9:50:25important so the thinkaloud part is
- 9:50:28really important yeah you should you
- 9:50:29should play around with it and then you
- 9:50:31play around with it one more time and
- 9:50:32then you record uh what you're thinking
- 9:50:35even your most often the first time
- 9:50:37impressions are really the ones that are
- 9:50:39really really cool to capture in this
- 9:50:40think aloud but maybe we're not used to
- 9:50:43this idea of thinking aloud as we using
- 9:50:46something and that's something you have
- 9:50:48to practice and um so and I'll show you
- 9:50:51an example of me doing a thinkaloud
- 9:50:54while playing around with an existing
- 9:50:56Google Expedition uh I'll chose the
- 9:50:59solar uh system
- 9:51:01one I want you to describe the context
- 9:51:04of your XI experience so I want you to
- 9:51:06well basically share uh when you share
- 9:51:08the results of your critique uh whether
- 9:51:10you have operated this app in 360 in VR
- 9:51:12in AR have you been in a private or
- 9:51:15public setting um so if you were uh you
- 9:51:18don't have to be too specific but I
- 9:51:20think it may have impact on how you
- 9:51:22critique the app maybe it was not
- 9:51:24designed for the context in which you
- 9:51:25used it and so that's then uh something
- 9:51:28that we could also discuss as well I
- 9:51:31want you to critique the Expedition
- 9:51:33using the template the I like I wish
- 9:51:35what if template okay so I introduced it
- 9:51:38in the lecture and I'm going to briefly
- 9:51:41mention it again in the next few slides
- 9:51:43I want you to analyze the expedition in
- 9:51:45terms of guidelines so really design
- 9:51:47guidelines first and I provided some
- 9:51:49examples of guidelines I mean as you
- 9:51:51know from my lecture I'm never really
- 9:51:53happy with all the guidelines we have we
- 9:51:54don't have enough guidelines and those
- 9:51:56we have are not good enough so um anyway
- 9:52:00this a starting point I want you to also
- 9:52:03articulate ethical social or privacy
- 9:52:05concerns one might have I mean you you
- 9:52:07might have them you might not have them
- 9:52:10uh but users could have them and so I
- 9:52:12want you to think about that so the
- 9:52:14expected results of this activity and
- 9:52:17this exercise are that you have now
- 9:52:19provided a balance critique of positive
- 9:52:22and negative design aspects so really
- 9:52:24start with a positive keep
- 9:52:27remember you have developed initial
- 9:52:29ideas for how to change and improve the
- 9:52:30design that will be very helpful for you
- 9:52:33as you continuing to work on this and go
- 9:52:35into the next stage which is
- 9:52:36storyboarding and as part of
- 9:52:38storyboarding we do brainstorming and
- 9:52:41you also have a better sense of what to
- 9:52:42look for in terms of design guidelines
- 9:52:46so that would make me really happy if we
- 9:52:48achieved all these if these were really
- 9:52:50truly really truly the the results so
- 9:52:53that would be cool um but uh that's what
- 9:52:55I'm hoping we get out of this and if you
- 9:52:58practice critiques and uh you really
- 9:53:01think broadly about some of the concerns
- 9:53:03then I think this will be very valuable
- 9:53:06and uh might be a lot of fun to also
- 9:53:08discuss with your peer Learners here so
- 9:53:10please we'll have forums available and
- 9:53:12we can
- 9:53:14chat so I said the expedition that I had
- 9:53:17in mind um the actual app is Google
- 9:53:19Expedition so now Google Expeditions
- 9:53:21comes in VR and in AR and it's actually
- 9:53:24popular in classroom environments so
- 9:53:26Google is targeting education scenarios
- 9:53:29and I thought this is a good app for us
- 9:53:31but I say Expedition like um it could be
- 9:53:34really anything but I don't want it to
- 9:53:36be too complicated ideally it's publicly
- 9:53:39available so that others can actually
- 9:53:41also try it out so you should be clear
- 9:53:44um how you obtained uh the app if it
- 9:53:47wasn't Google
- 9:53:49expeditions so here's an example of me
- 9:53:51running the world cities Expedition and
- 9:53:54I've covered that in the lecture and
- 9:53:57here is a video of me trying it out um
- 9:54:01actually here in the studio the solar
- 9:54:04system uh app all right I'm going to do
- 9:54:07a design crit an exra design crit of the
- 9:54:12Google Expeditions uh the exploring the
- 9:54:15solar
- 9:54:16system and uh we're going to start it in
- 9:54:19AR so initially
- 9:54:21um I think this is this works quite well
- 9:54:24detects the surface surface okay and
- 9:54:27then the the problem is that the planet
- 9:54:31is like really really big that we're
- 9:54:33getting and any attempt to resize
- 9:54:38doesn't work I can just raise it but I
- 9:54:42cannot I have not figured out a way to
- 9:54:45resize or
- 9:54:47rotate and that is actually something
- 9:54:49that I would normally expect from an
- 9:54:53from an app then you can learn more
- 9:54:56about the Sun and what we're going to do
- 9:55:01instead is we're going to look at Earth
- 9:55:03so Earth is obviously smaller than uh
- 9:55:05the Sun but it's still definitely
- 9:55:08definitely definitely quite big and um
- 9:55:12same issue but I do like the inner
- 9:55:14planet so that's like kind of cool when
- 9:55:17they then appear above the keyboard here
- 9:55:20so there's
- 9:55:22Earth and we can look at some of the
- 9:55:27detail maybe even
- 9:55:31find parts
- 9:55:34um well maybe you can find where you
- 9:55:38live and um that could be
- 9:55:42interesting and tracking uh works it's
- 9:55:44tracking is really robust obviously so
- 9:55:46that's kind of nice and then the moon
- 9:55:49again a monster
- 9:55:52boom and it's just
- 9:55:56massive and we have the outer
- 9:56:00planet so that's also pretty
- 9:56:04cool and so it would be nice to have
- 9:56:07labels on
- 9:56:09these I really like the look of the
- 9:56:11planets but like having labels would be
- 9:56:13very
- 9:56:14useful and so that you're actually
- 9:56:17learning something I mean right now it's
- 9:56:18kind of cool the asteroid belt it kind
- 9:56:22of looks cool and nice the dwarf planets
- 9:56:25but then you would really want to learn
- 9:56:26a little bit more
- 9:56:29and um the interactions here are
- 9:56:33definitely pretty
- 9:56:34limited um it does look cool though um I
- 9:56:38must admit that so I would say I like
- 9:56:42the look of the planets uh that's pretty
- 9:56:46cool and I like how
- 9:56:51um I especially like the inner planets
- 9:56:55and I like how they have breaken down
- 9:56:58the solar
- 9:56:59system um although it's harder for me to
- 9:57:02build the relationships between the
- 9:57:04different kinds of views that I have on
- 9:57:05the different planets and the asterid
- 9:57:08belt and the moon normally obviously
- 9:57:10going around Earth so would have been
- 9:57:12nice to see that um I wished I were able
- 9:57:17to rescale resize
- 9:57:21um so this I just don't understand why I
- 9:57:24would want to raise it like crazy it
- 9:57:28does make sense when I put it
- 9:57:30on when I relocate it but I also can't
- 9:57:33relocate it so I don't know how to do
- 9:57:37that can send feedback
- 9:57:41um yeah so what
- 9:57:45if you
- 9:57:47were allowing me to scale it once
- 9:57:50ones and then also like I think the
- 9:57:53other thing is the distance when I then
- 9:57:56switch I'm sure it's going to just be
- 9:57:59again oh it does it does keep in mind
- 9:58:02what I wanted in terms of distance oh it
- 9:58:05does it does not rotate and
- 9:58:11scale um so that's really my biggest
- 9:58:14complaint
- 9:58:16here and so here is what you just saw
- 9:58:19and at least a subset of it and uh these
- 9:58:23are all the screens so this is the
- 9:58:25download screen obviously then you enter
- 9:58:27it you place it I didn't have a
- 9:58:29screenshot for the placing part and then
- 9:58:31once you have placed it you have like
- 9:58:32this card interface down there and uh
- 9:58:35this Edge is really really key it
- 9:58:37suggests that there is more so you swipe
- 9:58:39to the left and then you get to see
- 9:58:41Earth you can swipe up and you get to
- 9:58:43see some of the information about Earth
- 9:58:46and then you swipe to the left again you
- 9:58:48bring up this screen and so forth
- 9:58:51and uh this is how the Expedition works
- 9:58:54and I want you to critique uh the
- 9:58:56Expedition app the Expedition like app
- 9:58:58that you chose I wanted to use the I
- 9:59:00like I wish what if template so what you
- 9:59:03like about it important to start with
- 9:59:05something positive and there should be
- 9:59:07two positives okay uh what could be
- 9:59:09improved and here really try to be
- 9:59:11specific try to be objective uh not
- 9:59:14subjective and uh what could be approved
- 9:59:17as improved as one thing but how would
- 9:59:19you improve it how could it be improved
- 9:59:21this is really the hard part this is
- 9:59:23what we're after here this will help us
- 9:59:25develop some new ideas as we are going
- 9:59:28to improve upon the
- 9:59:30app so here are some examples the look
- 9:59:33of the planets that's pretty cool I
- 9:59:35think that's something I said in the
- 9:59:36video how they have broken down the
- 9:59:38solar system is something that I liked I
- 9:59:40could resize and rotate the planets I
- 9:59:42really wished I could and I could better
- 9:59:44understand the relationships between
- 9:59:45planets it was really just not enough uh
- 9:59:47like the scale was really unclear here I
- 9:59:50could adjust the scale and rotation
- 9:59:52using pinch to zoom yeah it was very
- 9:59:53confusing to me I remember um the going
- 9:59:56up and down part um that was weird like
- 10:00:00why does it only change around the Y and
- 10:00:03um so how would I improve it um well
- 10:00:05using pinch to zoom for example which is
- 10:00:07a very common gesture and how could I
- 10:00:10adjust the distance to the planets and
- 10:00:12then the other idea is to adjust the
- 10:00:14distance to the plane using drag and
- 10:00:16drop so that was referring to the fact
- 10:00:19that once the expedition was placed I
- 10:00:21basically had to restart the app I
- 10:00:23couldn't figure out how to move it to a
- 10:00:25different plane maybe it is somewhere in
- 10:00:27the app and I just didn't notice but
- 10:00:29then we need to improve upon that aspect
- 10:00:32that is called bad usability if people
- 10:00:35cannot discover what you can do with the
- 10:00:36app then yeah you have a problem so this
- 10:00:40was a review based on the design
- 10:00:42guidelines using the I like I wish what
- 10:00:44if template the next thing I want you to
- 10:00:46do is also to perform an Ethics review
- 10:00:48and I was talking about design ethics
- 10:00:50review as part of the XR design ethics
- 10:00:53lecture and I was describing these four
- 10:00:56main steps or considerations as part of
- 10:00:59the review so the context and situation
- 10:01:02the sensory information and data the
- 10:01:03processing pipeline as much as you
- 10:01:05understand it I mean clearly you will
- 10:01:07not have developed the app but um maybe
- 10:01:09you are developing intuition for what
- 10:01:10goes on behind the scenes or the app
- 10:01:12informs you and this informing part in
- 10:01:15terms of uh terms and what you consent
- 10:01:17to um this is also really key that we
- 10:01:20want to look at for data ownership and
- 10:01:22governance so in my example that would
- 10:01:25be that I was using the AR version uh in
- 10:01:28the studio here I was actually the only
- 10:01:31user in the device vicinity I mean my
- 10:01:33bunny was probably in the background but
- 10:01:36uh we don't know uh the sensory
- 10:01:39information well it sees mostly me it
- 10:01:40sees the furniture it does see expensive
- 10:01:43equipment here uh keep in mind that this
- 10:01:45equipment is on loan from the University
- 10:01:47of Michigan so this is not my own
- 10:01:49equipment
- 10:01:50um the surface area of the table and the
- 10:01:53floor um so alog together um you can
- 10:01:58obviously uh you can actually make some
- 10:02:00sense of this information both for
- 10:02:03tracking and registration but then also
- 10:02:06um maybe in a negative way and so that
- 10:02:08goes more under the ethics part
- 10:02:09obviously um the processing pipelines I
- 10:02:12think it's a pretty naive application it
- 10:02:14does standard surface detection doesn't
- 10:02:16do a lot with spatial mesh in fact it
- 10:02:19doesn't have a spatial mesh there's no
- 10:02:20scene understanding uh it may build
- 10:02:22Anonymous usage statistics I don't know
- 10:02:24about that but uh it keeps a library it
- 10:02:26keeps track of the the different kinds
- 10:02:29of expeditions I was downloading there
- 10:02:31is a teacher mode which I think is a bit
- 10:02:34more advanced and multi-user and that
- 10:02:37has potentially a more complex
- 10:02:39processing Pipeline and actually will
- 10:02:40raise additional
- 10:02:42concerns uh Expeditions app manages the
- 10:02:44downloads as I was just talking about
- 10:02:46this the SL tab so that's the kind of
- 10:02:48information that I know
- 10:02:50um I don't know what they collect and I
- 10:02:51also don't know because these
- 10:02:53Expeditions are actually developed
- 10:02:54independently so there are some Google
- 10:02:56ones but there are also ones developed
- 10:02:58by others H it would be interesting to
- 10:03:00understand that Expeditions framework a
- 10:03:02little bit better and understand what
- 10:03:04kind of data is actually being collected
- 10:03:05and shared with those uh third-party
- 10:03:09vendors that's it right so we're going
- 10:03:13to learn a lot about ethics um by
- 10:03:16actually thinking it through but we're
- 10:03:18also going to do a really a design
- 10:03:20critique uh more broadly thinking
- 10:03:22obviously also about the social and
- 10:03:24ethical concerns as I was just talking
- 10:03:26about but also thinking a lot about the
- 10:03:28design and design guidelines and so pay
- 10:03:30attention to whether you're doing an AR
- 10:03:32or VR Expedition or something in between
- 10:03:34like 360 share that with us and fellow
- 10:03:37Learners so that we actually understand
- 10:03:39your critique better uh let us know how
- 10:03:42and where you used it and what you found
- 10:03:44confusing and uh well we should get a
- 10:03:47first indication of the kinds of things
- 10:03:49you think you would be improving as you
- 10:03:51keep working in this Honest track on the
- 10:03:54next steps which would then be
- 10:03:55storyboarding and wireframing we need
- 10:03:58brainstorming new ideas and flashing
- 10:04:00them out
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