Published on November 24, 2016
1. Deep Dive Holographic Applications Clemente Giorio Matteo Valoriani Marco Dal Pino
2. Agenda HoloLens UX Demo Takeaways Shared holographic experiences Skype Demo Share Space Holo Remoting Player Q&A?
3. HoloLens UX
4. Objects Interaction
5. Move Objects
6. Rotate Objects
7. Small and Large Interaction
8. Object size / Interaction space
11. Maximize 3D Use
14. Looking Indicator / Target
15. Looking Indicator / Target
16. Incidental Interaction
17. Space Limits
21. Minimalize Fatigue Gestural interaction involves more muscles than keyboard interaction or speech. Gestural interactions must therefore be concise and quick, and minimize user’s effort and physical stress. Two types of muscular stress are known: static, the effort required maintaining a posture for a fixed amount of time; dynamic, related to the effort required to move a portion of the body through a trajectory.
22. Favor ease of learning (Learnability) 1/2 It must be easy for the user to learn how to perform and remember interaction, minimizing the mental load of recalling associated actions. The learning rate depends on tasks, user experience, skills, as well as the size of the gesture language (more gestures decrease the learnability rate).
23. Favor ease of learning (Learnability) 2/2 The interaction that are most natural, easy to learn and are immediately assimilated by the user are those that belong to everyday life, or involve the least physical effort. Complex interaction can be more expressive and give more control, but have a higher learnability burden. Hence there is clearly a tension between design requirements, among which a compromise must be made: naturalness of interaction, minimum size of the gesture language, expressiveness and completeness of the interaction.
24. Intentionality (Immersion Syndrome) Users can perform unintended gestures, i.e., movements that are not meant to communicate with the system they are interacting with. The “immersion syndrome” occurs if every movement is interpreted by the system, whether or not it was intended, and may determine interaction effects against the user’s will. Need to design reaction to unpredicted user interaction.
25. Not-self-revealing Appropriate feedback indicating the effects and correctness of the interaction performed is necessary for successful interaction, and to improve the user's confidence in the system.
26. Sharing space
27. Sharing scenarios How are they sharing? Presentation / Collaborarion /Guidance What is the group size? 1:1 / Small < 7 / Large > 7 Where is everyone located? Co-located / Remote When are they sharing? Sync / Async How similar are their physical environments? Similar or not What devices are they using? 3D (MR) / 3D (MR and VR) / 3D and 2D (MR/VR and phone or PC)
28. Demo Skype
29. Demo Holo Sharing
30. Demo Holo Remoting Player
31. Deep Dive Holographic Applications Clemente Giorio Matteo Valoriani Marco Dal Pino
32. @HoloLensDevelop HoloLens Developers Group https://www.linkedin.com/groups/8243800 Hololens Developers https://www.facebook.com/groups/6285882 10601469 HoloLens Developers https://plus.google.com/b/109053767376103420461/