What will make your AR Experience? Describe a meaningful AR Experience
Presenter
Presentation Notes
Rusty During our AR Proof of Concepts we’ve learned that with AR you have to tell a story and guide the user through the experience As opposed to the linear nature of a normal book, it is similar to a child’s “choose your own adventure book.” Whenever possible give them options and guide them through the experience. A good AR experience guides a user through the story. This presentation sets the framework for how to do that.
liveworx.com # L I V E W O R X
AUGMENTED REALITY: FIVE STEPS TO SUCCESS Rusty Abernathy
6/2/16
Director, Global Services Rob Brisman Senior Director, Global Services
Presenter
Presentation Notes
Rusty I’m Rusty Abernathy. I’m a Director in Global Services and my current role is as the SME for AR in Global Services. Rob I’m Robert Brisman. I’m a Senior Director in Global Services. I lead the PTC North America Consulting Community.
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Sequence to Creating Meaningful AR
What Makes or Breaks an AR Experience
Q & A
AGENDA
Presenter
Presentation Notes
Rob Today we will discuss: The steps to creating a meaningful AR experience What makes or breaks an AR experience And we will leave time for Q&A
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SEQUENCING CREATES MEANINGFUL AR EXPERIENCES
Answering Framing Questions
Storyboarding & Design
Gather Data Mock-up Application Styling
Presenter
Presentation Notes
Rob The steps that we will discuss are: The list of framing question that will define the experience that will be created Storyboarding the experience and design considerations Gathering data to use in developing the experience Developing a mock-up Improving the user experience through application styling
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STEP #1 – ANSWER FRAMING QUESTIONS
Maturity Model
Who, What,
Where...
Presenter
Presentation Notes
Rusty The framing questions are the initial: Who What Where and How that describes the experience The answers to those questions guide you to a type of experience in the maturity model Repeat this step until you have determined the initial direction for the experience.
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Maturity Model
Who, What,
Where...
• “Who” is the target user?
• “Why” is this experience interesting and useful?
• “What” is the goal of the experience?
• “What” are the source data required for this experience?
• “How” will the user interact with the experience?
• “How” does the experience change after being used multiple times? (by the same user? Different users? Other factors?)
• “How” does the experience adapt itself in response to the user’s knowledge, background & experience?
• “Where” would someone be using the experience?
Presenter
Presentation Notes
The base framing questions guide identifying Who the user of the experience will be Why the experience is interesting to the business What the business goal of the experience is What source data is required How the user is going interact with the AR experience Do you need to let the user take a different path depending on their familiarity with the experience Where would someone be using the experience
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MATURITY MODEL
Determine Determine
Sensor Overlay
3D CAD Standalone
2D Overlay
3D CAD Augmentation
Application
Graphics and information overlaid on camera view
3D Model is projected from ThingMark Sensor data
overlaid on camera view
3D Model augmentation interacting with physical part
2D landing page links to AR view
Maturity Model
Who, What,
Where...
Presenter
Presentation Notes
Rusty The types of experiences that can be created are 2D Overlay – this is the easiest entry point to AR. A use case is using AR for user manuals the 2nd type is SENSOR OVERLAYs. This is where sensor data is overlaid on the physical product in a camera view. This type of experience is part of what was shown in the Flowserve demo. The 3rd type is 3D CAD STANDALONE. In this experience a 3D model is projected after scanning a ThingMark. This is the type of experience used in the Welcome Experience in the Vuforia View Enterprise App The 4th type of experience is 3D CAD AUGMENTATION. This experience has a 3D augmented model interacting with a physical part. This was the CAT demo during the Key Note address. The 5th type of experience is developing an Application where a 2D landing page in the app links to an AR view. This type of experience was leveraged for the PTC travel agency experience where you scanned a ThingMark on the bright green shirts. These experiences are not standalone. They can build on each other.
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STEP #2 – STORYBOARD & DESIGN
• Starting questions
• Create a storyboard
• Design considerations
Presenter
Presentation Notes
Rob Step 2 in the sequence is developing a storyboard of the experience and design considerations for improving the user experience.
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STEP #2A – DETAILED QUESTIONS
User Experience
What are the business needs for the experience(s)?
What type of experience?
What is the experience level of
the target user?
What is role of the target user?
Are multiple experiences needed?
Presenter
Presentation Notes
Rob Some of these questions were already mentioned in the framing questions. Before starting the storyboard you should validate those answers and answer a more detailed set of questions that describe the experience that you will create. For USER Experience additional questions are: What is the experience level of the user Are multiple experiences needed. For example: one for a customer. Another for a technician.
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STEP #2A – DETAILED QUESTIONS
Device
What device will target user be
using?
What orientation will experience be used
in?
Does experience need to be operated
with one hand?
Presenter
Presentation Notes
Rob For device selection Will the user be using a phone or tablet Will the experience support landscape, portrait or both Will 1 or 2 hands be needed on the device
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STEP #2A – DETAILED QUESTIONS
Data
If CAD data, what program is the
source?
Will a sequence need to be created?
Will experience need to display sensor
data?
Presenter
Presentation Notes
Rob For DATA: Is sensor data required If there is CAD data then what is the source Does the CAD data need to be sequenced to show process steps
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STEP #2A – DETAILED QUESTIONS
AR Experience
Will experience need to display text information?
What types of controls will be
needed on experience?
Presenter
Presentation Notes
Rob For the TYPE of Experience Does it need to show text. For example, instructions or help information. What type of controls are required
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• Identify key “scenes”
• Identify any instructions to be displayed
• Identify all data sources
STEP #2B – CREATE STORYBOARD
Presenter
Presentation Notes
Rusty In developing the storyboard you should: Identify key scenes Identify instructions that will be displayed Identify all data sources
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STEP #2B – STORYBOARD SAMPLE
User presses Play button
•Turn remote over •Enable Next and
Precious buttons •Disable Play button
User presses Next button (press next between each step)
•Remove battery cover •Remove one battery •Remove other battery •Replace first battery •Replace second
battery •Replace battery cover •Turn remote back over •Disable Next and
Previous buttons
Presenter
Presentation Notes
Rusty The storyboard does not need to be complicated. This was our storyboard for the remote control demo that we will show. it’s a simple bulleted list of what would be done with the experience The storyboard could be more detailed but the experience will evolve with the mock-up and testing Don’t spend a lot of time on the storyboard. It’s a starting point.
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STEP #2C – DESIGN EASE OF USE
Source: LukeW Ideration and Design http://www.lukew.com/ff/entry.asp?1649 http://www.lukew.com/ff/entry.asp?1927
Presenter
Presentation Notes
Rusty After the storyboard but before creating a mock-up, think about ease of use. Some parts of the phone and tablet are easier or more difficult to reach than others. Consider this especially when determining the location of navigation controls.
Rusty Another design consideration is UI simplicity “NO UI is the new UI” Make the content the focal point of the display Consider text as part of the UI In this remote control experience all controls where done as text using Unicode text and CSS styling instead of images
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STEP #2C – UI DESIGN GUIDE
Information Display Toggles
Disassembly Sequence Play
• Keep user informed with good visuals
• Speak users’ language
• Be consistent
Presenter
Presentation Notes
Rusty Other design considerations are Keep the user informed. When a button is pressed it should change color to indicate that an action has occurred For instruction text use simple language that the user will understand. Don’t use jargon.
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STEP #2C – VUFORIA STUDIO - 2D OVERLAY UI
Top Panel
Left
Pane
l
Bottom Panel
Righ
t Pan
el
Center Panel
Presenter
Presentation Notes
Rusty This is Vuforia Studio. This is where you design the UI and this is where design for ease of use really comes into play. Have a plan for how you will leverage the space. Our recommendation is: Use the top panel for instructions or status information Use the left and right panel for toggling information on and off Use the bottom panel for the main action functions such as play back controls. This is the easiest area for the user to reach. The center panel is where the CAD model will be displayed. So UI components should be limited and have the ability to be toggled on and off
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• Physical Object
• CAD Models
• Graphics
• Input Sources (sensors)
STEP #3 – GATHER DATA
Presenter
Presentation Notes
Rob Step 3 in the sequence is gathering your data. The key in this step is that you may need to involve other groups from your company to pull the data together. For example marketing may need to provide company approved logos or graphics
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STEP #4 – MOCK-UP
Presenter
Presentation Notes
Rob Step 4 in the sequence is building a mock-up of the experience.
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STEP #4 – SAMPLE MOCKUP
Presenter
Presentation Notes
Rob In the remote control mock-up, For usability we considered: Allowing the user to select which hand they are holding the phone in. The UI then updates accordingly. Amount of controls were minimized. The controls are in the easy to reach area Instructions are at the top in the hard to reach area
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STEP #4 – SAMPLE MOCK-UP
Presenter
Presentation Notes
Rob Buttons change appearance while active as shown by the green play button When the play button is pressed the Play and Stop buttons are replaced with Rewind and Fast Forward buttons The dots are used to show the current step The instructions are updated with each step.
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STEP #4 – SAMPLE MOCK-UP
Presenter
Presentation Notes
Rob The buttons and instructions continue to update with each step.
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STEP #4 – SAMPLE MOCK-UP
Presenter
Presentation Notes
Rob When the final step is reached, the Fast Forward button changes back to a Stop button as shown in the left image. Pressing the stop button ends the sequence as shown in the right image. The middle 2 images show that the buttons change appropriately when Reversed or Fast Forwarded.
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• Use Cascading Style Sheets (CSS) to improve the look and “feel”
STEP #5 – APPLICATION STYLING
Presenter
Presentation Notes
Rusty Cascading Style Sheets (CSS) where used in the previous remote control mock-up and the CAT demo during the Key Note in order to improve the look and feel of the experience
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REVIEW AR STEPS
Answering Framing Questions
Storyboarding & Design
Gather Data Mock-up Application Styling
Presenter
Presentation Notes
Rusty Reviewing the AR creation steps again Answer the framing questions Build a storyboard and in the design remember it’s all about the user experience Gather your data Develop a mock-up Style the application for simplicity to improve the user experience
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LET’S DISCUSS AGAIN…
What do you think will make or break your AR Experience? Describe a meaningful AR Experience
Presenter
Presentation Notes
Rob There are 3 items that we want you to take away from the presentation it’s all about the user experience Tell a story with the experience and guide the user through the story There is an approach that you can follow to get started. Don’t get stuck in how to start. Follow the recommended steps.