2017 - Design Guidelines For User Interface For AR - DISERTATION
2017 - Design Guidelines For User Interface For AR - DISERTATION
Faculty of Informatics
Master’s Thesis
Jakub Blokša
Master’s Thesis
Jakub Blokša
Jakub Blokša
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Acknowledgement
I would like to express my gratitude to my advisor Ing. RNDr. Barbora
Bühnová, Ph.D. for the support of my study and research, for the guid-
ance and expertise. Accordingly, I would like to thank my consultant
Ing. Michal Košík, M.Sc from Honeywell for the continuous collabora-
tion, great advice, and beneficial ideas. Also, thanks to my family and
friends for the support.
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Abstract
The paper analyzes user interfaces and guidelines for augmented
reality, reviews already existing interfaces for virtual reality and other
devices to determine the plausible application in augmented reality
with the addition of auctorial ideas and guidelines. The research ex-
tracts practical parts of the analysis, like the control types and the pre-
sentation elements suitable for the augmented reality devices in order
to suggest the right application within the guidelines.
The creation of the set of the guidelines for the user interface
designing is the purpose of this paper. Besides that, it describes po-
tential application of the guidelines, the main outcome of the work,
for the augmented reality technology in the industrial environment,
especially for the instructions and assembly tasks. The utilization
of the guidelines for the user interface creation focused on natural
human-machine interaction is another important part of the research.
It is hoped that this study and the guideline creation will help with
the future augmented reality application designing. Either to help
with the real application or with the further research of this field of
study to progress with more normalized techniques and approaches.
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Keywords
Augmented reality, user interface, user interaction, design, guidelines,
control
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Contents
1 Introduction 3
1.1 Definition of the problem . . . . . . . . . . . . . . . . . . . 3
2 Problem analysis 5
2.1 Comparison — augmented reality vs. virtual reality . . . . . 5
2.1.1 Purpose . . . . . . . . . . . . . . . . . . . . . . . 5
2.1.2 Delivery method . . . . . . . . . . . . . . . . . . 7
2.1.3 Advantages and limitations . . . . . . . . . . . . 9
2.2 Variation of user interface design . . . . . . . . . . . . . . . 10
2.2.1 2D vs. 3D interfaces . . . . . . . . . . . . . . . . 10
2.2.2 Existing graphic user interfaces for AR and VR . 11
2.3 Input interfaces . . . . . . . . . . . . . . . . . . . . . . . . 15
2.3.1 Voice control . . . . . . . . . . . . . . . . . . . . 15
2.3.2 Gesture control . . . . . . . . . . . . . . . . . . . 16
2.3.3 Input devices . . . . . . . . . . . . . . . . . . . . 17
2.3.4 Eye tracking . . . . . . . . . . . . . . . . . . . . . 18
4 Design guidelines 25
4.1 Design guideline for the present technology . . . . . . . . . 25
4.1.1 Presentation . . . . . . . . . . . . . . . . . . . . . 25
4.1.2 Control . . . . . . . . . . . . . . . . . . . . . . . . 33
4.1.3 Showing instructions . . . . . . . . . . . . . . . . 39
4.1.4 Navigation . . . . . . . . . . . . . . . . . . . . . . 43
4.1.5 Notifications . . . . . . . . . . . . . . . . . . . . . 46
4.2 Design guideline change for the future technology . . . . . . 51
5 Evaluation 53
5.1 Application of design guidelines on the use case . . . . . . . 53
5.2 Evaluation table . . . . . . . . . . . . . . . . . . . . . . . . 55
5.3 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . 58
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6 Conclusion 59
Bibliography 61
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List of Tables
4.1 Control types table 34
4.2 Command response table 37
5.1 Evaluation table, part one 56
5.2 Evaluation table, part two 57
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List of Figures
2.1 Comparison of reality, AR, and VR [3]. 6
2.2 Reality-virtuality continuum [2]. 6
2.3 Example of an UI overlay in FPS game [13]. 11
2.4 The map and GPS device in Far Cry 2 [14]. 12
2.5 GUI in Microsoft HoloLens UWP app [16]. 13
2.6 Graphic user interface in Google Glass [17]. 13
2.7 Comparison of AR devices [18]. 14
2.8 Menu in HTC Vive virtual reality [19]. 15
2.9 Screenshot of golf club selection in VR. 16
3.1 A concept map of key elements for AR interface
design. 22
4.1 Diagram of user viewing zones [33]. 26
4.2 Optimal zone for hologram placement for Microsoft
HoloLens [34]. 27
4.3 Content and workspace zones rendering (left) and zones
applicability testing (right) [33]. 28
4.4 Types of range selection sliders [33]. 29
4.5 Button animations to evoke the real-life effect [33]. 30
4.6 Example of UI elements placement on a hand [33]. 31
4.7 Hovercast menu placed around the fingertips [39]. 32
4.8 Technique of color harmonization. [42]. 32
4.9 Keyboard input for virtual reality applications [46]. 38
4.10 Inventory UI and interaction in Unreal Engine Daydream
dungeon VR project [50]. 42
4.11 Skype application call in Microsoft HoloLens [52]. 43
4.12 Landing a plane using Aero Glass [53][54]. 44
4.13 Example of overloaded car navigation UI [55]. 45
4.14 Simple and comprendious car navigation UI [56]. 46
4.15 Highlighted geometric elements to ease the navigation in
a virtual game [13]. 47
4.16 A way to highlight objects in the game Mirror’s Edge
Catalyst. [58]. 47
4.17 Overloaded UI example [65][66]. 50
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List of Abbreviations
6DOF Six Degrees of Freedom
AR Augmented Reality
UI User Interface
UX User Experience
VR Virtual Reality
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1 Introduction
How to design the user interface for an augmented reality application?
From the title of this work, it is clear that with the potential usage
of the design guideline, the designer should be able to create a user-
friendly application for augmented reality.
Although, in the meantime, there is no well-known generalized
collection of the design guidelines for the user interface for augmented
reality. The design guidelines could be applied in the industrial and
work environment to make the task completion easier and more effec-
tive for the employee.
The goal of this thesis is to analyze the problem of the UI (user in-
terface) design for the AR (augmented reality) application, to research
the existing approaches and guidelines for the topic then to suggest
the guideline solution for the problem and to evaluate the solution.
The collaboration with Honeywell team will ensure that the analysis
and the solution creation will stay functional and related to the appli-
cation in the industry.
This thesis consists of following tasks:
∙ problem analysis,
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1. Introduction
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2 Problem analysis
Augmented and virtual realities are nowadays becoming more avail-
able and common. Accordingly, it is needed to provide more complex
and user-friendly designs by UX (user experience) designers and devel-
opers. As this is a relatively new area of design, there stands a problem
of how to do so.
As there is no generalized collection of design guidelines for de-
signers of user interfaces for augmented reality. Already existing user
interfaces and guidelines are mostly focused on specific devices e.g. for
Google Glass, Microsoft HoloLens, etc. A key part of developer guide-
lines is limited to computer games and virtual reality (VR) games,
because of their massive popularity.
The objective of problem analysis will be to bring together informa-
tion about AR and VR, to compare these two concepts and to deduce
which elements of VR design are likely to be reusable in AR design,
indicate whether some of the VR use cases would be eventually more
suitable to be applied in AR.
2.1.1 Purpose
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2. Problem analysis
of the virtual world. The user can also explore the world by immersing
in the virtually simulated street views of foreign cities, and so on.
The usage of such devices can vary. It can be used for education
purposes, work, and entertainment. Both AR and VR are suitable for
different forms of education. QR code in a book can create an audio
library in a classroom [4]. This code can be easily scanned and AR
device will start audio guide or visualize some information with ani-
mation, hologram or video. By using AR instead of VR device the user
can maintain the attention to space around, in this instance maintain
the attention in the classroom. Though augmented reality can be used
also for the similar purposes as VR, the main purpose of the device of
this type is to extend living reality to ease the everyday life.
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2. Problem analysis
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2. Problem analysis
Ocularity
HMD device has two types of ocularity. The HMD device can be
monocular or binocular. Ocularity type makes difference in how man-
ual tasks are done with a wide AR image covering the foreground.
"Despite their significant advantages, there are some problems with
AR systems. AR systems of certain kinds involve widespread AR im-
ages covering a wide range of the visual field, thus rendering it difficult
for the observer to simultaneously view the real world. If the AR image
is sufficiently large to cover the entire field of view (FOV), it becomes
impossible for an observer to perform any task in the background." [9]
As a team of Japanese scientists mentions in their study — "Com-
parison between Binocular and Monocular Augmented Reality Presen-
tation in a Tracing Task" [9], they were examining superiority of monoc-
ular presentation over binocular presentation. They did experiments
where they compared the monocular condition with the binocular
condition of AR image presentation for tracing accuracy and the per-
ception of an AR image. They investigated information acquisition
from the AR image during the tracing task.
"In this study, we established the superiority of monocular AR pre-
sentation over binocular presentation when a wide AR image, which
is suitable for inspection or assembly tasks, covered the background.
In the monocular condition, the AR image was less visible, resulting in
more accurate performance in tracing task than in the binocular con-
dition. When participants were required to acquire information from
the AR image, as well, their information extraction performance in
the monocular condition was equivalent to that in the binocular condi-
tion. These results show the advantages of monocular AR presentation
for wide AR images. Previously, it has been shown that the monocular
AR presentation is feasible with use of a concave reflector to focus
light to one. Results obtained in this study show the advantage of
monocular AR over binocular AR, particularly for presenting wide
AR images." [9]
This advantage is relevant only when there is need of manual tasks
involving tracing accuracy and mixed contact of real world objects
with AR presentation. For example, binocular Microsoft HoloLens
uses other approaches to maintain accurate, not covering wide part of
FOV, projecting holograms in surrounding space.
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2. Problem analysis
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2. Problem analysis
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2. Problem analysis
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2. Problem analysis
Figure 2.4: The map and GPS device in Far Cry 2 [14].
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2. Problem analysis
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2. Problem analysis
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2. Problem analysis
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2. Problem analysis
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2. Problem analysis
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2. Problem analysis
hand and finger gestures. Leap Motion can be also paired with Oculus
Rift to control the virtual reality. It is possible to think about these
devices as extensional gesture tracking remotes to the AR and VR
equipment.
Another possibility is to track the whole body. Body tracking can
be useful for measuring fitness and health levels, improving sports
performance, film and game production and many others. One of
the noted devices of this type is Perception Neuron. "Perception Neu-
ron is an adaptive Motion Capture device that allows the user to track
the movement of his or her entire body." [28]
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3 Selection and justification of solution meth-
ods
How to present design guidelines correctly? Design guideline should
consider not just the "what" to do, but also the "why", "how", and
"when" to do. The guideline needs to be practical and well proven.
On the other hand, a guideline should not suggest the specific solu-
tion, but to direct a designer to the solution creation. It is possible
to write a guideline as a list of recommendations. This way it could
cause notional image. For that reason one of the solution methods
will be showcasing a guideline applied on use case scenario. Because
the topic is quite abstract, it will be appropriate to create the use case
scenario which shows the most important segments of AR usability
for the maintenance, instructions assembly or other types of the ap-
plication in the industrial environment. From this use case scenario
should stand out a set of key elements of the design guideline for AR.
Besides that, it will be helpful to visualize this set of key elements to
better understand the connections and relationships between each of
them. It will be decisive to section guidelines by these key elements.
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3. Selection and justification of solution methods
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3. Selection and justification of solution methods
this is an elementary job and such guide is not needed at that time.
Allow hiding/showing the manual. Thomas as an amateur will need exact
instructions and Cathrine will also need them for now because it is
the first time she will apply her theoretical knowledge. Vary the manual
according to the user experience level. How to show them tools needed for
the job, when some of them may be necessary only during late steps
of instruction process? What to do, when some of the tools need to
be reserved and are available only for a limited time? This is common
practice in various industries. Notifications could help with informing
the user about the availability.
As the instruction will start, it is questionable whether to show
instructions visually with animation, pure text manual, video or to use
voice instructions. This is up to the designer of such application, but
the variability of these approaches is wanted. In this use case scenario,
there will be holographic animation used to guide the users.
All of the personas are directed to detach part of the engine. As
mentioned before, for Jeffrey it is an easy job, therefore he chose to
hide his instruction manual layout for now. Thomas and Cathrine are
guided with holographic animation to do the task. How to highlight
objects and animate the instruction? Also, during this action, the users
are not able to use their hands in order to control the UI and they could
be easily limited another way in the industrial working environment.
Do not forget about extreme working conditions.
They have progressed to the state when the AR device diagnosed
the problem with a certain component of the engine. This was helpful
for all of them, as the AR device done the job on its own. It is nec-
essary to replace this component with a new one. They are able to
be navigated to a specific area of the warehouse, where they could
obtain the component. With the AR device, there is a possibility to
locate the component precisely and also to emphasize the object to
find the exact place. Different design methods should be used for var-
ious navigation interface utilizations. Navigation interface should vary
depending on the transport type.
Thomas, Cathrine, and Jeffrey have got the new component and
they will replace the old one. For Jeffrey, it is an easy task, but after fin-
ishing such replacement he has to inform his supervisor. Enable remote
cooperation. He uses his AR headset to contact the supervisor. Connect
AR and VR usage for cooperation. The supervisor will use VR headset
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3. Selection and justification of solution methods
The use case scenario has outlined the first set of guidelines and some
key elements of AR usage. Figure 3.1 represents concept map view
of the set of key elements. The nodes are connected to show their
mutual relationships. They are differentiated by color to represent
a distinct group. It is needed to settle a few main fragments of common
AR usage to focus on them in the development of design guidelines.
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3. Selection and justification of solution methods
The key elements can differ on each use case scenario, but some of
them maintain important.
From the use case scenario, it is clear, that one of the key elements
is to notify. Notifications are a huge part of the modern utilization
of IT devices such as smartphones, tablets, computers, etc. It is quite
complex problem to design proper UI for notification on AR device.
A lot of factors has to be included in process of designing. Almost
every application has its own form of notification. The most notorious
are notifications of social networks like Facebook, Twitter, Instagram
and so on. People use these social network applications on daily basis,
they want to be informed, but not to be bothered and distracted. On
the other side, a basic phone call can be presented as some form of
notification, at least the ringtone and vibration part of it. With many
various applications, phone calls, text messages and other notifications
from a native system of the device, it is necessary to set the priority
on each notification.
Another key element is to navigate. Navigation devices are used
in every mean of transport. The most common are GPS navigation
applications for smartphones, but GPS navigation is built-in standard
for modern vehicles. All transports need to be navigated, either it is
on the land, in the water or in the air. Driving a car, riding a bike or
going by foot could be much easier with navigation. As said before,
navigation in cars is the standard, however, to navigate bike rider is
more complicated. There is less space for the additional screen with
GPS navigation. For someone going by foot, it could be impractical to
stare into the mobile device with navigation while walking. A good
solution can be to use AR technology with navigation in the field of
view of a user. This type of navigation can be used practically in each
and every possible situation. For all that, navigation is a really needful
element of AR usability.
AR technology is efficient with visual presentation. This could
be helpful to show instructions of procedure in which user could be
variously experienced. Showing instructions of the task to a com-
pletely unexperienced user is tricky, but this user can do a job which
he would not be able to finish without a manual. Hence instruction
showing is yet another key element of AR usability. Proper visual-
ization of instructions, manual or any other guide could be useful in
business, industry and also for common daily users. Unschooled em-
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3. Selection and justification of solution methods
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4 Design guidelines
This chapter is the core part of the work. Design guidelines are the main
output of this work to help the future AR designers with major prob-
lems of UI creation for AR devices in the industrial application. Al-
though guidelines can not be used in every case, they are meant to be
as generally applicable as possible.
4.1.1 Presentation
Combination of 2D and 3D design paradigm
UI design is used to prefer 2D design paradigm. It is common, because
of flat screens on many information technology devices people are
using, from notebooks, tablets to smartphones and smart watches. On
the other side in VR this 2D UI can feel confusing or unnatural. There
is often used 3D paradigm or combination of those two.
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4. Design guidelines
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4. Design guidelines
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4. Design guidelines
Figure 4.3: Content and workspace zones rendering (left) and zones
applicability testing (right) [33].
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4. Design guidelines
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4. Design guidelines
This way is shown in figure 4.5 [33] Combining the animation with
the sound effect can immerse the user into the interaction. Therefore
it is useful to add sound effects to boost up the animation response
effect.
There are also other ways of doing so. To simulate the resistance it
is possible to use some input surface device. Such device can simulate
haptic feel with vibrations or other technique. Although there is no
separation from the user and the content as it is on the tablets and
smartphones (by the piece of glass), the feel of element responding to
the interaction is even less apparent. Animation can simulate the visual
feel coming with sound effect, but the feeling is not as satisfying as
the holistic effect of haptic response [38].
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4. Design guidelines
The color of UI elements can make the perception more natural and
visible. Recently, the design trend has favored minimalism and sim-
ple text or colored regions. A well-designed website will use color,
distance, and typography to clearly communicate a purpose and often
persuade some sort of action. Contrasting elements of sight like light,
color, and motion naturally draw users’ attention [33]. A huge varia-
tion of color schemes is possible to be designed for an AR application.
Choosing a color palette could be tricky considering that it is meant
to be designed for applications and objects that are real-life alike.
Outdoor and indoor settings with the broad range of uncontrol-
lable environmental conditions that may be present especially change
in natural lighting and wide variations in backgrounds or objects in
the scene can create a challenge for AR interface design in present-
ing augmenting information. Active design styles that react to ambi-
ent illuminance and more complicated and structured backgrounds
will possibly resolve the issue [40]. "The designer must also consider
what colors can and can not be seen in extreme glare or light condi-
tions. Augmented reality applications have many moving and rotating
graphics. How does the movement and angle of the screen affect how
colors and contrasting items appear?" [41] How to choose right color
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4. Design guidelines
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4. Design guidelines
Do not forget about the lighting. As the lighting could create a chal-
lenge for AR interface design, including the lighting in the designing
process could be helpful, too. Virtual objects with specific lighting
seem more natural to the user because real objects are normally af-
fected by lighting. This illuminance could be used to highlight the UI
elements to make them more evident and visible.
The algorithm Elastic Fusion is capable of detecting multiple light
sources in its environment to construct the 3D object. It is possible to
gather information for projecting an augmented reality representation
with environment lights and including them in its model information.
The model information is then used to provide more realistic lighting
effects for augmented reality representations [43].
4.1.2 Control
General
Enable change of control type in different situations. As there is
a large scale of control types for AR, the designer has to take in mind
whether the control type is suitable for the specific situation. A worker
in a noisy environment is probably not going to use voice to control
AR instruction manual. To strictly have only one type of control will
limit AR device usage. Therefore, there should be an opportunity of
control type change. The user should be able to switch between control
types or to even use a combination of them at any time.
There is a list of the control types in the table 4.1. This table rep-
resents appropriate and inappropriate usage of each control type.
As there are many input devices for AR with different control tech-
niques, the view on the input device control type is really simplified.
So, the special and detailed control means that some of such devices
are useful only in certain situations because of their various purposes.
Multimodal interaction can improve basic control types, but often
inherits previous disadvantages of the simple control types. There are
more combinations of the control types than listed in the table 4.1.
Many of those are suitable only for specific use cases. The designers
should always allow change of control types with the possibility of
control types combining.
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Table 4.1: Control types table
Control type Appropriate use Inappropriate use Multimodal enhancement
Gestures Common control When hands interac-
tion needed
Voice Common control, In the noisy environ-
when hands interaction ment
needed
Input device Common control, spe- For some devices
4. Design guidelines
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4. Design guidelines
Command response
The user should be notified by command response. Command re-
sponse is tied with control elements presentation. The effect of com-
mand response should inform the user about the completion of the ac-
tion. When controlling with gestures or by virtual clicking, UI elements
should react to the user action either visually, with a sound effect or
with other types of response. Repeating the user demand could be
a potential response on voice commands. Asking about command
confirmation could be another form of response. Nevertheless, this
form could be bothering the user and should be used moderately with
the right reason.
In the table 4.2 are listed various commands and appropriate re-
sponses to create an image of a proper command reaction. There are
more types than listed with other response types suitable for the exact
UI design. The right form of the response differs due to the situation
and used control type.
User input
Use creative approach for user text input design. Translating user
input into text form could be an issue in AR technology to date. How
to write a simple text message or even more complex text? Of course, it
is possible to use an input device such as a keyboard. Additionally, con-
trollers used for VR could be suitable for this type of action. There are
a few of virtual keyboard input applications that work on drum-like
keyboard principle with sound effect response similar to typewriter
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4. Design guidelines
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4. Design guidelines
[46]. This type of virtual keyboard can be operated by hands, too. Al-
though, this in-air virtual typing might lead to writing errors. Future
technology advantage could solve this fault issue. Voice controlled text
input could be a possible solution for the future. Another approach
could be to digitize handwritten text with digital pen and contact
surface. The simple connection between mobile phone and AR could
work, too.
What about not to use text input at all? AR technology offers other
opportunities. Instead of a text message, the user could be able to
send a short video message. It is up to the designer to decide what
approach is suitable for the situation.
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4. Design guidelines
There are also gestures used for unlocking the smartphone or tablet.
This style of input can be applied in AR applications design. With
special in-air gesture, it could work similarly. Even though, the user
should be always able to choose what type of authentication to use.
Vary the manual according to the user experience level. As the use
case scenario drew out, instruction manual should be suitable for
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4. Design guidelines
Ensure that the AR will be helpful. The user has to feel that it is
worth using the AR system in order to complete the assembling task
because of its complexity. Ideally, the task should be so complex that
it is very complicated to finish without the AR system, at least for
an unexperienced operator.
Also, it should be tested and possibly proved that the AR system
makes the user more efficient in such task. Otherwise, the user would
not see the meaning in the AR usage. Quality training of new AR
users is really important in order to make sure that the system is used
efficiently [49].
Specific
Emphasize parts of an object to be moved. It is necessary to identify
which part or object has to be moved when there are objects used to
instruct. Besides that, this is important to inform the user about which
part of the body must be moved [48].
How to highlight the objects which are used in instruction manual
process? There are many forms of highlighting, e.g. with arrows, text
and depicted color, shape or object as a whole. Different patterns and
styles can be used, it depends on the purpose of the instruction manual.
One of the approaches is to highlight with polygon grid. This type
of highlighting is used in Microsoft HoloLens spatial mapping. In
this case, there are used triangles to provide a detailed representation
of the surfaces in the environment around the user. Such technique
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4. Design guidelines
Show the user work tools before needed. The standard manual
has a list of tools necessary for the work. Such instruction manual is
usually in the detailed booklet of written instruction steps. How to
practically show the user of AR the tools that are required to do one
of the instruction steps? It can be shown before the user starts the job.
However, there can be a huge set of work tools for the job and under
some working conditions, the tool can be reserved for another worker.
What to do if the user has only limited access to some of the tools
needed for the job? Inventory of the user with reservation detail of
the tool can be added to the work progress of instruction manual.
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4. Design guidelines
with the task. It is better to split the step of a task into multiple simple
steps, to make the animation more obvious.
Cooperation
Enable remote cooperation. In the instructions assembly, it is useful
to create an opportunity for the user to remotely cooperate with some-
one more experienced if there is a problem with the task completion.
This communication style could be also helpful for the remote work
quality revision in the industry. It could make this type of a task easier
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4. Design guidelines
4.1.4 Navigation
General
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4. Design guidelines
the turns on the walls and other objects can help to specify the path.
As the figure 4.16 shows, with object highlighting it is possible to
visualize complicated path. It was used in the game Mirror’s Edge
Catalyst to guide the players along the route when using parkour and
speed run to pass the complex obstacles. It is a way to highlight objects
in front of players to give them a hint on where they’re going next.
Apart from highlighting there is used also a red trail to guide [57].
4.1.5 Notifications
General
Notifications should not be the primary communication channel.
There are a few bad practices how not to use notifications. For in-
stance, it is ineligible to use notifications for promotion or advertising.
An application that user have never opened should not create any no-
tifications. Operations that does not require user involvement should
not pop up.
Good notification is supposed to be personalized and well timed.
The notification itself has to show relevant information to the user, but
not to overwhelm. Diversity in notification forms and presentation is
also efficient [59].
Let the user set the notification preferences. User preferences may
be different. One user does not want to be bothered, another one
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4. Design guidelines
could want to stay updated in every moment. Let users quickly silence
or block an app’s notifications, it could give users relief from overly
interruptive notifications. Additionally, it is good to consider offering
layered settings, such as letting users choose notification sounds or
receiving specific notification types. Enable users to directly change
notification settings [60]
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4. Design guidelines
corner of FOV and high priority notification can be shown in the more
visible position to catch the users’ attention.
On the other side, it is practical for the user to choose whether
one or another notification tends to take part in low or high priority
category [60].
Do not cover the center of users’ FOV on the move. Showing noti-
fication in an inappropriate part of users’ FOV can be foul. In some
situations, it may cause the harm for the user. If the user is moving
from one place to another and notification window pops up in the cen-
ter of users’ field of view, covering his vision, the user can slip or even
trip up.
The designer needs to take in consideration if the user is in a sta-
tionary position or on the move.
Distraction
Visual notifications should be used moderately. "Another thing
to consider with AR displays is that whenever new information is
presented, or if there is something that requires our attention, that
information tends to get visualized as pop-ups that jump or slide
directly into our fields of view. While pop-ups in an AR display are
effective at grabbing our attention, it doesn’t require scientific studies
[62] to know that pop-up notifications disrupt our productivity, even
if we’ve come to accept them as part of our everyday workflows. So
how do we design a better notification system in AR?
One method that comes to mind is to have notifications be color-
coded – essentially using different visual cues, e.g., changing color
hues, to subtly draw users’ attention to the notification. Another
method is to have a designated notification area (read: notification
inbox) in an AR display where users can access the notifications when
they choose to do so. This would enable users to maintain their pro-
ductivity and concentration." [63]
49
4. Design guidelines
50
4. Design guidelines
51
5 Evaluation
This chapter is meant for a consideration and a review of the main
objective of the work — the design guidelines creation. It is desired to
evaluate whether the outcome of the work will mean the real applica-
tion of the design guidelines in the industry or the other field of use.
If the goals of the work set in the introduction were achieved, will be
the content of the discussion.
UI based on the aircraft engine repair use case The first key el-
ement which will inform the user about a potential problem with
the aircraft engine is the notification. This type of the notification is
important so it should be in high priority level based on the guideline
Create notification priority levels. The notification comes with the sound
effect and pops up in the top right corner of the users’ FOV in the des-
ignated area for the notifications to capture the attention of the user,
but not to distract the user. This notification will change the color
cue in the designated area to red to signal the important notification.
The guideline Visual notifications should be used moderately leads the de-
sign to not use the visual notifications excessively.
There are various approaches for the user to control the interface.
In the beginning of the repair use case, the user can control the inter-
face easily with gestures, but during the repair itself the user have to
use the hands for the task, so it is better to switch to the voice control.
The problem with the voice control is the noisy environment. Another
solution is to use the eye-blink as a form of the click or tap gesture. This
variability of control is based on the guideline Enable change of control
type in different situations. If the environment was not noisy, effective
control type for this situation would be the multimodal combination
of voice control with the visual gaze. The user would be able to look
at the object and control it with the voice. In the instruction assem-
53
5. Evaluation
bly showing there are needed the commands for next or previous
step, a pause of the animation, manipulation with holographic ob-
jects like rotation and size changes, etc. All of this could be done by
the multimodal control type of voice control and gaze.
Visualization of this manual depends on the experience level of
the user. Based on the guidelines Vary the manual according to the user
experience level and Allow hiding/showing the manual skilled user will
need only some specific parts from the manual, others can be hidden.
For such instance, the pure text manual would be a complement as
the experienced user would be able to scroll to the necessary parts of
the manual. Presentation type depends on the user preference. With
the voice commands like "Hide the manual" or "Show the manual"
there is an option to pop-up the animation or text representation of
the manual at any time.
The user will be navigated with simply outlined objects and pro-
jected trajectory as figure 4.16 shows. This navigation example follows
the guidelines Navigation needs to be understandable and Highlight real
life objects when navigating to the POI. Also, this depends on the type of
transport (the guideline Navigation interface should vary depending on
the transport type).
54
5. Evaluation
∙ Notifications:
∙ Navigation:
– object highlighting,
– tracing used to show the trajectory,
– turning points emphasized.
∙ Communication:
55
56
Table 5.1: Evaluation table, part one
Category Design guideline Field of use Origin Auctorial Future application Evaluation
Presentation
Immediate content should be shown only General Mike Alger + Microsoft No Less restrictions, FOV will expand Important
in natural viewing zones. HoloLens Guideline
Spacing is important in content to envi- Partly Samsung designers No Remains Relevant
ronment ratio. general
Use volumetric elements. Specific Mike Alger Partly Possible. Up to designers choice Relevant
5. Evaluation
UI elements responsiveness is the key. General Mike Alger + David Partly Will become more authentic Important
Birnbaum
Use human body for simple UI elements Specific Mike Alger + Zach Kin- Partly Up to user accustomization Specific
placement. ster
The color of UI elements can make the per- Partly Multiple sources No Remains Important
ception more natural and visible. general
Do not forget about the lighting. Specific ElasticFusion Partly Possible. Up to designers choice Specific
Control
Enable change of control type in different General Yes Remains Important
situations.
Avoid the misrepresentation of the com- Partly Lin Shao Yes Less, with technical progress Specific
mands. general
Combine various control types to achieve Partly Multiple sources Partly Remains Relevant
more control. general
The user should be notified by command Partly Games and common Yes Remains Important
response. general practice
Recognize significant commands. Specific Common practice Yes Remains Important
Use creative approach for user text input Specific Jonathan Ravasz Partly Possible. Up to designers choice Specific
design.
Is standard login/unlock page design ob- Specific Yes Possible. Up to designers choice Specific
solete?
Instructions
Offer multiple instruction showing varia- General Multiple sources Partly Remains Important
tions.
Show the user work tools before needed. Partly Yes Possible. Up to designers choice Specific
general
Allow hiding/showing the manual. Partly Yes Remains Relevant
general
Vary the manual according to the user ex- General Yes Remains Relevant
perience level.
Give a feedback to the user. Partly Multiple sources No Remains Important
general
Ensure that the AR will be helpful. Specific Multiple sources No Remains Important
Emphasize parts of an object to be moved. Specific Games and other Yes Possible. Up to designers choice Specific
Tools inventory layout could be inspired Specific Multiple sources Yes Possible. Up to designers choice Specific
by RPG games.
Indicate the movement. Partly Gen- Multiple sources Partly Remains Relevant
eral
Do not forget about extreme working con- Specific Multiple sources Yes Remains Specific
ditions.
Enable remote cooperation. Specific Skype for Microsoft No Possible. Up to designers choice Specific
HoloLens
Connect AR and VR usage for coopera- Specific Yes Possible. Up to designers choice Specific
tion
Table 5.2: Evaluation table, part two
Category Design guideline Field of use Origin Auctorial Future application Evaluation
Navigation
Navigation interface should vary depend- General Yes Remains Important
ing on the transport type.
Navigation needs to be understandable. General Multiple sources Yes Remains Important
Highlight real life objects when navigat- Specific Games Yes Possible. Up to design- Relevant
ing to the POI. ers choice
Notifications
Notifications should not be the primary General Material design No Remains Important
communication channel.
Let the user set the notification prefer- General Material design Partly Remains Relevant
ences.
Form of presentation needs to be respon- Partly Multiple sources Partly Remains Important
sive. general
Create notification priority levels. Partly Material design No Remains Important
general
Do not cover the center of users’ FOV on Specific Yes Will be more auto- Relevant
the move. mated
Visual notifications should be used mod- Specific Multiple sources No Possible. Up to design- Specific
erately. ers choice
Use only relevant and necessary notifica- Partly Multiple sources No Remains Specific
tions. general
Do not overload users’ FOV with notifica- Partly Material design Partly Remains Relevant
tions. general
57
5. Evaluation
5. Evaluation
5.3 Discussion
Is there practical application of the main outcome of the work —
the design guidelines? If so, what could have been done to achieve
better functionality?
As the work was partly developed with Honeywell team, precisely
Michal Košík, several ideas, and guidelines are based on this collabo-
ration. Therefore, the practical usage remains at least in some fields
of application in the industry. Many of the guidelines are proven and
general enough to find the application in the work environment. De-
veloping some AR application with UI based on the guidelines would
probably help with proving the potential of the guideline outcome
itself, but it would limit the usage on a restricted use case. Although,
with this limit, the guidelines could be more detailed and exact. As ex-
pected, the subject itself is extensive and could not be covered precisely
on the every part of it.
The visualization of the guidelines could be better with a presenta-
tional web page or an application. Such project would be beneficial to
accomplish in the future. The topic of UX design for AR devices will
be growing with the increase of AR devices. Hence, the purpose of
the work remains. More precise design guidelines will be needed in
the future to make the work of the designers easier.
Various approaches could be applied for the successful completion
of the main tasks of the work. The creation of definite user interface
would not be sufficient for more general usability. As a consequence of
the chosen solution method, the guidelines may appear more general
which is not improper for such outline.
58
6 Conclusion
The problem was examined in order to obtain theoretical knowledge
about possible approaches for creating a user interface for augmented
reality and also how to control such interface. The analysis of the prob-
lem determined the main and key elements of the UI designing for
the AR devices and this research led to the creation of the design
guidelines. Preferably, they were inspired by the already existing user
interfaces and guidelines. The guidelines included the possible solu-
tion for the limitations which the analysis outlined.
The usage of the design guidelines is appropriate for the applica-
tion in the industrial instructions assembly. With further research, it
would be possible to establish an even more advanced set of the design
guidelines.
The assigned tasks of the work were fulfilled, but there is a space
for the further research and also practical testing. The detailed research
of the control types like voice, gesture and multimodal control would
help with more specific control related guidelines. The subject of
the design for new AR devices is relevant and really progressive.
There is a lot of potential in this type of technology in the future.
59
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