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The third lecture in the Glass Class, Google Glass programming course. Taught by Mark Billinghurst on February 17th 2014. This lecture provides an overview of the Google Glass user experience.
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The Glass Class Lecture 3 – Glass User Experience
Feb 17th – 21st 2014
Mark Billinghurst, Gun Lee HIT Lab NZ
University of Canterbury
THE GLASS CLASS
User Interface
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THE GLASS CLASS
Glass User Interface Evolution
THE GLASS CLASS
Early prototyping
THE GLASS CLASS
Early prototyping
THE GLASS CLASS
Concept video
THE GLASS CLASS
Reality
THE GLASS CLASS
THE GLASS CLASS
THE GLASS CLASS
Timeline Metaphor
THE GLASS CLASS
User Experience Truly Wearable Computing
Less than 46 ounces
Hands-free Information Access Voice interaction, Ego-vision camera
Intuitive User Interface Touch, Gesture, Speech, Head Motion
Access to all Google Services Map, Search, Location, Messaging, Email, etc
Glass Applications
THE GLASS CLASS
Living Heads Up vs. Heads Down
THE GLASS CLASS
THE GLASS CLASS
https://glass.google.com/glassware Glassware Applications
THE GLASS CLASS
Pla$orm
THE GLASS CLASS
THE GLASS CLASS
THE GLASS CLASS
THE GLASS CLASS
Virtual Exercise Companion
GlassFitGames http://www.glassfitgames.com
THE GLASS CLASS
GlassFitGames Video
THE GLASS CLASS
Medical Use Cases Teaching
Remote education
Remote assistance Surgery support
Hands free information Connecting to patient record
THE GLASS CLASS
Medical Examples Live stream patient data from accident site Surgeon live streams surgery for training Nurse scanning medication to confirm dose Viewing patient data during exam View patient vital information Residents exam streamed to attending physician Oncologist overlay MRI scan over a patient Electronic patient record shared with caregiver
THE GLASS CLASS
Example – Vipaar Telemedicine
Vipaar + UAB - http://www.vipaar.com Endoscopic view streamed remotely Remote expert adds hands – viewed in Glass
Design Principles
THE GLASS CLASS
Last year Last week Now Forever
The Now machine Focus on location, contextual and timely information, and communication.
THE GLASS CLASS
1. Design For Glass
Simple, relevant information Complement existing devices
THE GLASS CLASS
2. Don’t Get in the Way
Enhance, not replace, real world interaction
THE GLASS CLASS
3. Keep it Relevant
Information at the right time and place
THE GLASS CLASS
4. Avoid the Unexpected
Don’t send unexpected content at wrong times Make it clear to users what your glassware does
THE GLASS CLASS
5. Build for People
Use imagery, voice interaction, natural gestures Focus on fire and forget interaction model
THE GLASS CLASS
Micro Interac0ons
The posi0on of the display and limited input ability makes longer interac0ons less comfortable.
Using it shouldn’t take longer than taking out your phone.
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