The Glass Class: Designing Wearable Interfaces

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This was a course taught at the CHI 2014 conference on May 1st by Mark Billinghurst (HIT Lab NZ) and Hayes Raffle (Google). It teaches the fundamentals of designing wearable interfaces.

Text of The Glass Class: Designing Wearable Interfaces

  • The Glass Class Designing Wearable Interfaces May 1, CHI 2014 Mark Billinghurst HIT Lab NZ University of Canterbury Hayes Raffle Glass team Google [x]

1: Introduction Mark Billinghurst Director of HIT Lab NZ, University of Canterbury PhD Univ. Washington Research on AR, mobile HCI, Collaborative Interfaces More than 250 papers in AR, VR, interface design Sabbatical in Glass team at Google [x] in 2013 Hayes Raffle Interaction Research Lead, Google Glass PhD MIT Media Lab Ran a couple of companies Launched a few products Won a few awards Published many papers in HCI Major changes in computing How do you Design for this? Course Goals In this course you will learn Introduction to head mounted wearable computers Understanding of current wearable technology Key design principles/interface metaphors Relevant human perceptual principles Rapid prototyping tools Areas for future research Hands on experience with the technology What You Wont Learn Low level programming Glass Mirror API, GDK, Vuzix SDK, etc Designing for non-HMD based interfaces Watches, fitness bands, etc How to develop wearable hardware optics, sensor assembly, etc Evaluation methods Experimental design, statistics, etc Schedule 9:00 Introduction (Mark + Hayes) 9:05 Overview/History (Mark) 9:20 Evolution and Design Principles (Hayes) 9:45 Prototyping Tools + Best Practices (Mark / Hayes) 10:20 Break/Demo 10:30 Concept Design Exercise (Design group / Hayes) 10:50 Wearable Technologies (Lecture group / Mark) 11:20 Design Presentations (Design group / Hayes) 11:50 Research Directions (Mark + Hayes) 12:20 Finish Design Group (33 People) If your name is on this list you are in the Design Group Yang Wang Konstantino Kapetaneas Preethi Srinivas Tony James Kate Vogt Aneesh Tarun Josh Andres Maria Maim Bram Reurings Luke Mill Tuck-Voon How M Gill Janaki Kumar Melinda Knight M Calkins Mike Tissenbaum Samantha Tse Kal McDowd Adora Tam Oscar Meruvia Mike Chen Anita Hoechtl Merlin Stone Ashoomi Dohlakia Icy Zhu Zdenek Mikovec Cristina Manresa-Yee Christian Winkler Angela Noh Amyris Fernandez Deborah Ptak Arne Renkema-Padmos Thomas Fritz Display Demos You Can Try Google Glass Display Glass UI, AR demos, Games, multimedia capture Vuzix M-100 Display Monocular display Epson BT-100, Epson BT-200 See through displays, Junaio markerless tracking Brother AirScouter display Projected see-through image Recon Snow Micro-display integrated into ski goggles CHI Wearables Exhibit Online at 2: Overview/History A Brief History of Time Trend smaller, cheaper, more functions, more intimate Time pieces moved from public space onto the body 18th Century 20th Century 13th Century A Brief History of Computing Trend Smaller, cheaper, faster, more intimate Moving from fixed to handheld and onto body 1950s 1980s 1990s Room Desk Lap Hand Head What is a Wearable Computer ? A computer that is: Portable while operational Enables hands-free/hands-limited use Able to get the users attention Is always on, acting on behalf of the user Able to sense the users current context Rhodes, B. J. (1997). The wearable remembrance agent: A system for augmented memory. Personal Technologies, 1(4), 218-224. In Other Words .. A computer that is .. Eudaemonic: User considers it part of him/herself Existential: User has complete control of the system Ephemeral: System always operating at some level Mann, S. (1997). Wearable computing: A first step toward personal imaging. Computer, 30(2), 25-32. Wearable Computing Computer on the body that is: Always on Always accessible Always connected Other attributes Augmenting user actions Aware of user and surroundings Augmented Interaction Rekimoto, J., & Nagao, K. (1995, December). The world through the computer: Computer augmented interaction with real world environments. In Proceedings of the 8th annual ACM symposium on User interface and software technology (pp. 29-36). The Ideal Wearable Persists and Provides Constant Access: Designed for everyday and continuous user over a lifetime. Senses and Models Context: Observes and models the users environment, mental state, its own state. Augments and Mediates: Information support for the user in both the physical and virtual realities. Interacts Seamlessly: Adapts its input and output modalities to those most appropriate at the time. Starner, T. E. (1999). Wearable computing and contextual awareness (Doctoral dissertation, Massachusetts Institute of Technology). Wearable Attributes fafds History of Wearables 1960-90: Early Exploration Custom build devices 1990 - 2000: Academic, Military Research MIT, CMU, Georgia Tech, EPFL, etc 1997: ISWC conference starts 1995 2005+: First Commercial Uses Niche industry applications, Military 2010 - : Second Wave of Wearables Consumer applications, Head Worn Thorp and Shannon (1961) Wearable timing device for roulette prediction Audio feedback, four button input Ed Thorp Thorp, E. O. (1998, October). The invention of the first wearable computer. In Wearable Computers, 1998. Second International Symposium on (pp. 4-8). IEEE. Keith Taft (1972) Wearable computer for blackjack card counting Toe input, LED in Glasses for feedback Belt computer Shoe Input Glasses Display Steve Mann (1980s - ) MIT Wearable Computing (1993-) Enabling Technologies (1989+) Private Eye Display (Reflection Technologies) 720 x 280 dipslay Red LED Vibrating mirror Twiddler (Handykey) Chording keypad Mouse emulation MIT Tin Lizzy (1993) General Purpose Wearable Doug Platt, Thad Starner 150 MHz Pentium CPU 32-64 Mb RAM 6 Gb hard disk VGA display 2 PCMCIA slots Cellular modem Thad Starner 1998 Early Wearable Computing Early Technology Computing Belt or Backpack Displays Head Mounted, LCD Panel, Audio Input Devices Chording Keyboard, Speech, Camera Networking Wireless LAN, Infra-Red, Cellular US Military Wearables (1989- ) Early experimentation 386 computer, VGA display GPS, mapping software Land Warrior (1991-) Integrated wearable system Camera, colour display, radio Navigation, reports, photos Zieniewicz, M. J., Johnson, D. C., Wong, C., & Flatt, J. D. (2002). The evolution of army wearable computers. IEEE Pervasive Computing, 1(4), 30-40. Wearables at CMU (19912000) Industry focused wearables Maintenance, repair Custom designed interface Dial/button input Rapid prototyping approach Industrial designed, ergonomic Early Commercial Systems Xybernaut (1996 - 2007) Belt worn, HMD, 200 MHz ViA (1996 2001) Belt worn, Audio Interface 700 MHz Crusoe Symbol (1998 2006) Wrist worn computer Finger scanner Prototype Applications Remembrance Agent Rhodes (97) Augmented Reality Feiner (97), Thomas (98) Remote Collaboration Garner (97), Kraut (96) Maintenance Feiner (93), Caudell (92) Factory Work Thompson (97) Mobile AR: Touring Machine (1997) University of Columbia Feiner, MacIntyre, Hllerer, Webster Combines See through head mounted display GPS tracking Orientation sensor Backpack PC (custom) Tablet input Feiner, S., MacIntyre, B., Hllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217. MARS View Virtual tags overlaid on the real world Information in place Backpack/Wearable Systems 1997 Backpack Wearables Feiners Touring Machine AR Quake (Thomas) Tinmith (Piekarski) MCAR (Reitmayr) Bulky, HMD based Piekarski, W., & Thomas, B. (2002). ARQuake: the outdoor augmented reality gaming system. Communications of the ACM, 45(1), 36-38. PCI 3D Graphics Board Hard Drive Serial Ports CPU PC104 Sound Card PC104 PCMCIA GPS Antenna RTK correction Antenna HMD Controller Tracker Controller DC to DC Converter Battery Wearable Computer GPS RTK correction Radio Example self-built working solution with PCI-based 3D graphics Columbia Touring Machine Mobile AR - Hardware HIT Lab NZ Wearable AR (2004) Highly accurate outdoor AR tracking system GPS, Inertial, RTK system HMD First prototype Laptop based Video see-through HMD 2-3 cm tracking accuracy 2008: Location Aware Phones Nokia NavigatorMotorola Droid 2009 - Layar ( Location based data GPS + compass location Map + camera view AR Layers on real world Customized data Audio, 3D, 2D content Easy authoring Android, iPhone Wearable Evolution Backpack+HMD: 10+ kg Handheld + HMD Separate sensors .... UMPC 1.1GHz 1.5kg still >$5K Scale it down more: Smartphone$500 Integrated 0.1kg billions of units 1997 2003 2007 Google Glass (2011 - ) Hardware CPU TI OMAP 4430 1 Ghz 16 GB SanDisk Flash,1 GB Ram 570mAh Battery Input 5 mp camera, 720p recording, microphone GPS, InvenSense MPU-9150 inertial sensor Output Bone conducting speaker 640x360 micro-projector display Google Glass Specs Other Wearables Vuzix M-100 $999, professional Recon Jet $600, more sensors, sports Opinvent 500 Euro, multi-view mode Motorola Golden-i Rugged, remote assistance Ex: Recon Instruments Snow Ski display/computer Location, speed, altitude, phone headset Projected Market dsfh Summary Wearables are a new class of computing Intimate, persistent, aware, accessible, connected Evolution over 50 year history Backpack to head worn Custom developed to consumer ready device Enables new applications Collaboration, memory, AR, industry, etc Many head worn wearables are coming Android based, sensor package, micro-display Evolution + Design Principles Last year Last week NowForever The Now machine Focus on location, c