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A touch that moves

GWA Junior Agency Award
winning campaign for the new BlackBerry Storm.
For one of Germany's most renowned student competitions hosted by the GWA, the europeanschoolofdesign teamed up with FH Frankfurt and Leo Burnett Frankfurt to create an integrated campaign to attract a younger audience to the new BlackBerry Storm. The first BlackBerry with a touch screen.

Because of the fingerprint being the connecting link between the user and his BlackBerry Storm we chose it to be our key visual and built the whole campaign around this one-of-a-kind little thing.


TV Spot - the hero of the campaign.


PRINT Ads


ONLINE


EVENT


AUGMENTED REALITY


Credits:

Client: RIM / BlackBerry
Creation -
europeanschoolofdesign, Frankfurt
Assisting agency - Leo Burnett, Frankfurt
Accounting - FH Frankfurt
Production - cineteam
Audio - FunDeMental

Awards: GWA Junior Agency 2010 Silver

Team: Michaela Aulbach, Anne Klakow, Christopher Koster, Stefan Mildner, Carine Thielen, Annette Woiczyk, Ralph Thamm, Detlef Wildermuth, Dominique Winkel
source Behance Network - A touch that moves
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outernet

요즘 아이폰의 등장으��� 우리 사회에는 여�� 분야에서 새로�� 변화가 싹트��� 있습니��. �� 중 하나로, 물��� 스���트폰에서만 가능한 기술은 아니지만 스���트폰�� �� 중 특히 아이폰에서 ‘증강현실’이라는 새로�� 분야의 기술�� 떠오르고 있습니��.

증강현실은 ‘Augmented Reality’�� 우리말로 번역한 용어인��, 사�� 처음 들어서는 이해하기��� 쉽��� 않은 것 같습니��. ‘augment’는 늘리��, 증가시키�� 라는 뜻의 단어���, 여기에 ‘-ed’�� 붙�� 형용사를 만든 것입니��.

아이폰을 구매하신 분들은 아마 증강현�� 관�� 어플리���이션을 하나쯤은 사용�� 보셨을 겁니��. 아이�� 카���라��� 길거리를 촬영하였을 때 �� 곳에 있는 커피숍을 보여주고 �� �� 정보도 카����� 화면에 띄워주는 어플리���이션도 있지요.

�� 기술�� 요즘 기술의 발전�� 가져�� 폭����� 때문에 많은 관심을 받고 있는 중입니��. 가�� 쉽��� 상상�� 보건대, 앞으��� 내���게이션은 모두 스���트폰으��� 대체될 것으��� 보입니��.

영�� 단어의 앞자만을 따서 요즘은 증강현실을 AR이라���도 표기합니��. �� AR에 대한 글들�� �� 많�� 쏟아지고 있고요. �� 신기함을 보여주는 동영상들도 많�� 등장하고 있습니��.

그�� 동영상 중 하나�� 트위터에서 소개받아 얼���전 보��� 되었습니��.

�� 내용은 미래 AR 기술로 인�� 어�� 것�� 가능�� 질 것인����� 초반에 보여주고 있는데요. 앞으���는 콘택�� 렌즈�� 끼��� �� 렌즈에 �� 기술�� 응용되�� 잠에서 깨�� 우리가 보는 모든 것에 정보��� 함��� 눈앞에 나타나는 세상�� 된다는 것입니��.

잠에서 깨�� 눈을 뜨면 눈앞에 시간을 알려주는 정보와 날씨를 알려주는 정보��� 뜨���, 부엌에 가서 요리를 할 때 쳐다보는 음식 재���들은 칼����� 정보��� 보여���고, 뭐 이�� 식 입니��. 이거 뭐 어���러워서 살��� 어렵��� 않을까 하는 생각도 드네요.

그런�� 사�� �� 동영상의 이�� 내용보�� 제 눈을 사���잡은 것은 바로 �� 동영상에서 나타난 영어단어였습니��.

‘아우터넷’(Outernet)이라��� 쓰여��� 단어를 보면서, 아 저 단어��� ‘증강현실’이라는 말보다도 더 쉽��� 미래의 인터�� 모습을 설���할 수 있겠구나 하는 것이었죠.

미래의 인터넷은 이제 컴퓨�� 안에 갇혀 있는 사이��� 세상�� 아니�� 우리의 현�� 세����� 더�� 윤택하게  만들�� 주��� 될 거라는 겁니��. 길거리��� 게임의 배경�� 되�� 길거리를 다니면서 우주 괴물�� 전투를 벌이는 게임도 나타날 것이���, 사���을 찍�� 위해서 그저 원하는 곳에 손으��� 표시�� 하�� 사����� 찍히게 되는 것도 가능해���니��. �� 손바닥에 글을 쓰면 �� 문장�� 자동으��� 컴퓨터에 저장되고, 외국인과 대화�� 할 때 실시간 번역도 가능해���니��. 그동안 컴퓨�� 안에서만 가능했던 일�� 현�� 세���에서도 가능�� 지는 것�� 바로 AR이며, 그����� 바로 ‘아우터넷’입니��.

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스���트폰�� 확산되면서 증강현�� 서비스에 대한 관심도 덩달아 증폭되고 있��. 하지만 삼성전자와 LG전자 �� 국�� 휴대�� 제조업체사들�� 국내에 출시한 스���트폰에는 디지�� 지구자기센서�� 탑재하지 않아 위치 기���(LBS) 증강현�� 애플리���이션을 구현하기��� 쉽��� 않은 것으��� 확인됐��.

디지�� 지구자기센서는 휴대폰에서 방위�� 감지하는�� 사용하는 센서로, 주��� 디지�� 나침��� 기능을 구현하는�� 사용된��. GPS와 지자�� 센서가 결합�� 위치기���의 핵�� 서비스들을 구현하는 �� 필요한 핵�� 부품이��.  최�� 들�� 디지�� 지구자기센서의 탑�� 여���가 중요해��� 이유는 디지�� 자기센서가 센서인식 기���의 증강현�� 애플리���이션을 구현하는�� 중요한 역할을 하�� 때문이��.

최근에 선보이��� 있는 증강현�� 애플리���이션은 크��� 두 가지 유형으��� 분류할 수 있��.

첫����� 유형은 영상인식 기��� 증강현실���, 카���라에 포착된 사물이나 표식, 바코드 등을 인식해서 �� 위에 다양한 증강현�� 정보를 서비스하는 기술이��. 대표적�� 영상인식 기��� 증강현�� 애플리���이션으���는 아이폰�� 바코드 인식 애플리���이션 쿠루���루나 2월 말 출시될 iKat 등�� 있��.

iKat

영상인식 기��� 증강현��,  iKat

두번째는 센서인식 기��� 증강현실���, GPS, 가속도센서, 디지�� 자기센서의 정보를 조합�� 카����� 화�� �� 증강현�� 환경에서 위치기��� 서비스를 제공하는 기술이��. 해외에서 �� 인기�� 모은 LayAR이나 국내에 선보�� iNeedCoffee, Odiyar, 지하철AR 등의 아이�� 애플리���이션�� 대표적이��.

odiyar_compass

아이�� 디지�� 나침���(왼쪽)�� 지하철 출구를 찾아주는 증강현�� 애플리���이션 Odiyar(오른��)

디지�� 자기센서는 센서인식 기��� 증강현실을 구현할 때 카���라��� 정확히 어느 방향을 향하고 있는지�� 감지하는 역할을 한��. 따라서 디지�� 자기센서가 탑재되지 않은 스���트폰에서는 센서인식 기��� 증강현실을 구현하는 것�� 매�� 어렵���, 설�� 개발한�� 하더라도 방�� 감지의 정확도가 매�� 떨어�����.

스���트�� 애플리���이션을 개발하는 한 개발자는 “자기센서가 빠진 경우에도 GPS�� 활용�� 방위�� 포착할 수 있는 방����� 있�� 하��. 그러나 �� 경�� 사용자가 수 미�� 이상 이동한 후 이동 경����� GPS로 포착�� 방위�� 계산해내�� 하�� 때문에, �� 방���을 통�� 애플리���이션을 구현하기는 현실적으��� 어렵다”고 말했��.

그런�� 놀랍게도 국�� 제조업체��� 국내에 출시한 스���트�� 가운�� 디지�� 자기센서�� 탑재한 제품은없는 것으��� 확인됐��.

LG전자의 경��, 2009년에 출시한 200 시리���는 물���, 최근에 선보�� 210 시리���에도 자기센서�� 탑재하지 않았��. 이는 국�� 스���트�� 시장을 이끌어�� 삼성전자도 마찬���지��. 삼성전자는 SK텔레콤�� 옴니아2, KT�� 쇼옴니아, 통��LG텔레콤�� 오���옴니아�� 선보이면서 애플 아이폰과 경쟁하고 있지만 이곳에도 관�� 센서가 탑재�� 있지 않��. 특히 옴니아2의 경�� 해외에 출시된 모델은 디지�� 자기센서�� 탑재하고 있��. 대표적�� 스펙다�� 사���라��� �� 수 있��.

이에 대�� 삼성전자 측은 “국내에 출시된 옴니아2 시리���의 경�� 해외에 출시된 모델과 비교�� DMB �� 다른 여�� 가지 기능�� 추가되면서 자기센서가 빠지게 됐다”고 설���했��. 또한 “조���간 출시 예정�� 안드로이드��(SHW-M100S)에는 자기센서가 탑재될 예정”이라��� 전했��.

아이러니하게도 삼성전자 스스��� 윈도�� �� 기���에서는 위치기��� 증강현�� 애플리���이션의 활성화에 걸림돌을 제공하고 있는 것.

국�� 스���트�� 제조사들과는 다르게 국내에 출시된 애플의 아이폰과 모토로라의 모토로이에는 디지�� 자기센서�� 탑재했��.  유일하게 디지�� 자기센서�� 탑재한 국�� 휴대폰은 팬택 계열�� 2005년 출시한 PH-S6500으���, �� 휴대폰은 증강현�� 애플리���이션을 설���할 수 없는 피���폰이��.

지난 17�� SK텔레콤은 키위플�� 공동으��� 안드로이드�� 증강현�� 애플리���이션�� ‘오���제(Ovjet)’�� 출시했다��� 발표했��.  T옴니아2�� 30만 대 넘게 팔았다면서, SK텔레콤�� T옴니아2에서 사용할 수 있는 증강현�� 애플리���이션을 내놓지 않고, 안드로이드�� 증강현�� 애플리���이션을 먼저 선보인데는 �� 이유가 있었다는 얘기��.

지난�� 말 삼성전자는 전세��� 애플리���이션 개발자�� 대상으��� ‘삼�� 애플리���이션 스토�� 개발자 챌린��� 2009′를 개최한 바 있��. 당시 대상 수상작은 국�� 업체��� 개발한 증강현�� 나침����� ‘옴파�� 월드 시티���’였��.

당시 삼성전자는 보도자료�� 통�� “(수상작들은) 국내에서도 �� 2월 내��� T스토어에 입점한 삼�� 애플리���이션 스토어를 통�� 무���로 이용�� 가능하다”고 밝혔지만, 정작 대상 수상작의 경�� T옴니아2 �� 국�� 삼성전자 스���트�� 사용자들에게는 그림의 떡�� 셈이��.

국�� 스���트�� 업체들은 콘텐츠와 애플리���이션�� 태부족�� 외�� 스���트폰에 비�� 경쟁력�� 떨어���다는 자성의 목소리를 내��� 있��. 개발자들�� 뛰어놀 수 있는 기본적�� 기능도 제공하지 않으면서 새로�� 돌파구를 찾���다는 이들의 말에 누가 지지 의사를 밝힐 수 있을지 우려되는 대목이��. 관�� 업체�� 스스��� 아이폰이나 모토로�� 같은 외�� 단����� 애플리���이션�� 쏟아지도록 방���하고 있다는 점에서 여전히 국�� 스���트�� 업체들의 갈길은 멀�� 보인��.


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Inside Out: Interaction Design for Augmented Reality

By Joe Lamantia

Published: August 17, 2009

“With almost daily announcements about new AR applications, products, services, companies, and tools, the pace of innovation in augmented reality is torrid.”

Many people enter the inside-out world of augmented reality (AR) by doing something as ordinary as visiting a major city like New York and trying to get to a local friend’s favorite pizza shop, somewhere deep in Brooklyn, via public transportation. Standing in Times Square on a summer evening, they might hold up a new smart phone and pan it slowly around the Square to see a pointer to the nearest subway entrance overlaid on their phone’s video display of the buildings around them.

While ubiquitous computing remains an unpleasant mouthful of techno-babble to most people who know the term, and everyware is still an essentially unknown idea, the visibility of augmented reality has surged in the last twelve months. In addition to the spate of mobile applications—including Augmented ID, Wikitude, Layar, Nearest Tube, and the still unreleased TwittARound—augmented reality is increasingly visible in popular cross-media experiences. For example, Mattel is releasing new toys in conjunction with the James Cameron film Avatar that invoke online content when users scan them with a Web cam, and LEGO in-store kiosks have used augmented reality. With baseball cards from Topps and Pokemon cards, even the venerable trading-cards experience now includes augmented reality.

With almost daily announcements about new AR applications, products, services, companies, and tools, the pace of innovation in augmented reality is torrid. CNN, the Wall Street Journal, The Guardian, Venture Beat, and The New York Times have recently reported on augmented reality. In fact, so much buzz has come so quickly, some journalists and industry analysts think augmented reality is over-hyped.

Reality Inside Out

“This blizzard of AR products offers a collection of prototypes that can help us understand and refine the basic interaction models and experience concepts that will underlay future generations of everyware.”

Though we should expect this for any new, immature technology with such potential for widespread impact and adoption, augmented reality is clearly in the spotlight right now. Augmented reality deserves special attention in this column, because it is one of the most successful ambassadors for ubiquitous computing to date. As Vernor Vinge said in 2006, “Cyberspace has leaked into the real world. ��what was inside the box in all eras up to ours ��is outside.” [1] We can see this happening in smart-phone applications like Layar and Wikitude, which make the intangible and conceptually challenging phenomenon of everyware easily perceptible. They make it possible to experience the new world of ubiquitous computing by reifying the digital layer that permeates our inside-out world.

The role of experience design in regard to the inside-out world of augmented reality is critical, because, as Vinge also pointed out, “Reality can be whatever the software people choose to make it, and the people operating in the outside, real world choose it to be.” [1] The UX community needs to find ways to participate in and shape this design probe into the experience of everyware. To UX designers of all stripes, this blizzard of AR products offers a collection of prototypes that can help us understand and refine the basic interaction models and experience concepts that will underlay future generations of everyware. UX professionals can offer an essential perspective—as well as substantial history and a critical set of methods and skills—for the creation of delightful, useful, and humane augmented experiences, expanding their relevance and value. This opportunity is upon us now and is ours to grasp—or miss!

Augmented Reality: A Thumbnail Sketch

“Throughout augmented reality’s evolution, continuous technology advancement has rapidly changed the range of possible interaction models and experience concepts.”

While researcher Tom Caudell coined the term augmented reality in 1992, the functional and experiential concept originated with the head-up instrument displays and targeting devices airplane manufacturers created for military pilots shortly after World War II. Since the 1970s and 1980s, many distinct, but complementary domains of academic computing research and commercial technological development have contributed to the evolution of augmented reality. In the 1990s, the first AR products addressed the needs of such specialties as medicine and engineering.

The convergence of mobile computing and wearable computing with augmented reality is naturally of great interest to interaction designers who are interested in the rise of everyware. Throughout augmented reality’s evolution, continuous technology advancement has rapidly changed the range of possible interaction models and experience concepts. As recently as 2003, for example, the hardware for wearable AR experiences—like the game Human Pacman, built in Singapore—was distressingly cumbersome, and the social, physical, and cognitive limitations it placed on interactions were quite stringent. Contrast the experience of wearing the heavy and unappealing equipment for Human Pacman with that of wearing the powerful video eyewear now available from Vuzix and other wearable computing devices just five years later, and the rate of change is easy to see. (For more information and a historical review of mobile augmented reality, see this “History of Mobile Augmented Reality.”)

Current definitions of augmented reality vary. Wikipedia describes it as “a field of computer research [that] deals with the combination of real-world and computer-generated data (virtual reality), where computer graphics objects are blended into real footage in real time.” [2] Robert Rice, Chairman of the newly launched Augmented Reality Consortium defines it more broadly, as follows:

“When I talk about AR, I try to expand the definition a little bit. Usually, when you talk to someone about augmented reality, the first thing that comes to mind is overlaying 3D graphics on a video stream. I think though, that it should more properly be any media that is specific to your location and the context of what you are doing (or want to do) ��augmenting or enhancing your specific reality.” [3]

The most important difference between these definitions is their frame of reference. Rice’s definition centers on the user experience, while the traditional definition centers on the elements that make up the medium of delivery. Rice’s definition also directly addresses locality and intentionality, two of the most important contextual aspects of any human experience. Locality and intentionality are critical factors in interaction design. I recommend UX practitioners use his broader definition when creating augmented experiences.

Remixing Reality

“Much of augmented reality’s unique character comes from its combination of reified elements—usually bits of context that serve as the augmentation—with a traditional focus such as an object, place, person, or photo.”

Much of augmented reality’s unique character comes from its combination of reified elements—usually bits of context that serve as the augmentation—with a traditional focus such as an object, place, person, or photo. Today’s augmented interactions often represent contextual elements within the augmented experience—for example, using icons to indicate direction and the distance to nearby points of interest—rather than being directly present—to continue the same example, by showing live video of points of interest. The presence of these representative reifications mixed in with reality is what makes augmented reality inside out.

Designers should bear in mind that mixed reality is not natural. Design always shapes a mixed-reality experience in some way. Mixed Reality is a constructed experience, requiring AR creators to answer two very important questions when defining the particulars of any augmented experience. First, designers must decide, How inside out should this reality be? Second, How should this reality be inside out? The first question concerns degree; the second, form. I’ll begin by answering the first question.

Designers can better define and understand the possible combinations of real and virtual elements in user experiences within the context of Paul Milgram’s Virtuality Continuum, depicted in Figure 1. As this model shows, augmented reality and augmented virtuality are forms of Mixed Reality, which according to Paul Milgram and Fumio Kishino, blends the extreme points of fully real and fully virtual to some degree.

Figure 1—The Virtuality Continuum

Virtuality Continuum

Augmented-reality experiences supplement the real world with the virtual world by connecting people to informational elements that are present, but not otherwise accessible—assuming you don’t wear a lead helmet to keep out those troubling transmissions. Augmented virtuality refers to predominantly virtual spaces that dynamically integrate physical elements such as objects or people into the virtual world, letting users interact with them in real-time. [4] The holodeck from the Star Trek universe is a classic science fiction example of augmented virtuality.

For designers, the most important thing to note about the Virtuality Continuum is the absence of any clear boundary between the real environment and the augmented reality. Now that reality is inside out, these boundaries become blurry in many ways. As author Charlie Stross noted when addressing the LOGIN conference:

“��we’re going to end up with the Internet smearing itself all over the world around us, visible at first in glimpses through enchanted windows, and then possibly through glasses, or contact lenses, with embedded projection displays.” [5]

Augmented reality is just such a glimpse through an enchanted window, and user experience creators are privileged to help make these windows available to the rest of the world. This brings us to the second question AR designers must answer: How should reality be inside out?

The User Experience of Augmented Reality

“In its current experimental form, augmented reality inhabits the interzone between the defined cultural categories of technology, art, commerce, utility, science, play, and entertainment.”

In its current experimental form, augmented reality inhabits the interzone between the defined cultural categories of technology, art, commerce, utility, science, play, and entertainment. In time, this will change, as augmented reality moves from prototypes to finished concepts and reaches maturity in one or more of these cultural categories. For example, the geohacking William Gibson describes in his novel Spook Country shows augmented reality as it might progress toward a recognized art form.

While we wait for cultural processes to sort out the long-term place of augmented reality, reviewing some impressions of current AR efforts is a good way to learn from the in-progress design probe.

First Impressions of AR Microsites from AD LAB

Two potential business applications for new AR technologies are marketing and advertising. In May, the AD LAB blog posted a summary of author Ilya Vedrashko’s reactions to several AR advertising efforts current at that time. His five main points, which follow, accurately capture the problems with most of the augmented experiences for marketing, advertising, and communications concepts.

  1. “The good news: the wow factor is undeniable. I had colleagues standing over my shoulder commenting on how cool it was.
  2. “The bad news: it’s jaw-dropping only the first time you see it. After that it quickly regresses from ‘neat’ to ‘meh’.
  3. “The usability of most implementations is pretty horrendous. You have to hold up a letter-size piece of paper in front of your Web cam just so or the whole animation goes away, and then you have to peek around it to see what’s happening on the screen. I suspect it works better with smaller objects (I want to try one of those Topps cards next), or with mobile devices.
  4. “Only Eminem’s AR animation was interactive beyond simple rotation—you have to spray graffiti over it with your mouse. Not very easy either.
  5. “The biggest question I had was why. For all the trouble they make you go through (download, print, and in case of Star Treck, install a plug-in), you’d expect a somehow more rewarding payoff. From the ‘useful, usable, desirable’ list, most implementations check off only ‘desirable’ for, like, the first two minutes.” [6]

Vedrashko’s assessment is that these experiences remain skin-deep at best, offering little, if any, sort of reason to pay attention beyond the initial moment of interest.

Common Problems with AR Applications

Robert Rice—long-term industry advocate and CEO of Neogence, a company building tools and other offerings in the AR technology space—identifies three problems common to early-stage, browser-style AR applications such as Layar and Wikitude, as follows:

“One is that they are all trying to get people to build new applications for their browsers, when they should be trying to get people to create content that they can share and browse.

“Second, someone using Layar is not going to see anything that is designed for Sekai or Wikitude.

“Third the experiences are generally for one user. While I love all of these guys and think each of the teams has some real talent on it, the model is flawed until someone using Wikitude can see the same thing that someone using Layar or Sekai camera is seeing (provided they are in the same physical location).” [7]

Rice is primarily concerned about questions of interoperability—on several levels—the predominance of single-person user experience and interaction models, and the focus on the interface to augmented reality rather than content. I agree with his assessment of the limitations of the browser class of AR experiences, as well as his concerns about misplaced focus, longer-term ecosystem growth, and the value of content.

As for the mainstream perspective on the myriad of AR experiences, CNN observes, “People don’t necessarily want to walk around the world holding cell-phone screens in front of their faces.” [8] CNN’s assessment is overly reductive for an immature class of experiences. But it’s also exactly the sort of summary judgment that identifies a critical area for improvement in the overall value proposition for AR offerings.

Painting with a Limited Palette: Interaction Design Patterns

“The form an AR experience takes substantially determines the set of possible interactions with and within the mixed reality.”

Earlier, I observed that the answer to the second major question for AR designers—How should this reality be inside out?—primarily concerns form. In the same way that a design concept bridges two separate domains—the problem domain and the solution domain—a mixed-reality experience bridges the real and contextual domains. And just as a bridge’s form determines who and what can travel across it, the form an AR experience takes substantially determines the set of possible interactions with and within the mixed reality. The interactions built into and around a mixed reality set the stage for a complete user experience and thereby determine much of its potential value. The criticisms of current AR experiences show they offer little value beyond their material’s immediate novelty.

Many of the experiential problems AD LAB, Rice, and others identify have roots in the very small set of primary interaction patterns that provide the structure for a very large proportion of the recent wave of AR offerings—by my informal inventory, just four—or perhaps five. This means designers have a very limited set of options for framing the strategy, structure, interaction, user interface, and other design aspects of an AR or mixed-reality experience. To help designers better understand when to use these patterns, I’ll describe each pattern and provide examples. Then, I’ll suggest interactions the current set of patterns fails to address. Designers and AR creators should see these gaps as opportunities!

Head-Up Display

“Augmented experiences using the Head-Up Display pattern add information about the real objects in view into a complete mixed-reality experience��.”

The Head-Up Display interaction pattern echoes the targeting and navigation displays in military and other aircraft like that shown in Figure 2. This is the oldest of the AR interaction patterns. Augmented experiences using the Head-Up Display pattern add information about the real objects in view into a complete mixed-reality experience that built-in AR tools and devices generate. While many AR experiences rely on external devices—that is, external to the body—those using the Head-Up Display pattern commonly depend on hardware that is integral to a vehicle or cockpit-like physical setting.

Another very important attribute of the Head-Up Display pattern is integration with a fixed point of view—typically the focus of the user’s visual field. This pattern also applies to wearable systems such as the helmet-mounted displays modern infantries use.

The Terminator films and television franchise have used this interaction pattern to great effect to communicate the machinic state of mind of the cyborg Terminators.

Figure 2—Head-up display for a fighter plane

HUD

Examples of the Head-Up interaction pattern in augmented reality include games—like ARhrrrr, shown in action in Figure 3, and Doom Resurrection for the iPhone—and navigation systems for BMW and other cars, shown in the videos in Figures 4 and 5.

Figure 3—ARhrrrr, an augmented-reality shooter

Figure 4—Virtual Cable

Figure 5—BMW 530 head-up display

Interaction designers considering the Head-Up Display interaction pattern should keep in mind the tremendous influence of kinesthetic awareness and proprioception on such AR experiences, as well as the social effects of directed gazes.

Tricorder

“The essence of the Tricorder interaction pattern is that it adds pieces of information to an existing real-world experience, representing them directly within the combined, augmented-reality, or mixed-reality experience.”

The Tricorder interaction pattern became familiar to us in the original Star Trek TV series. Mr. Spock, in a landing party on the surface of some new planet, would use his Tricorder scanning device to explore the local area, as shown in Figure 6. Most of the time, interactions involved waving the Tricorder around in the air in the general direction of interest, while peering at the display screen. This is the dominant pattern of physical behavior when using AR browsers such as Wikitude demand.

The essence of the Tricorder interaction pattern is that it adds pieces of information to an existing real-world experience, representing them directly within the combined, augmented-reality, or mixed-reality experience.

Figure 6—Mr. Spock using a Tricorder

Tricorder

Examples of the Tricorder interaction pattern include the Nearest Tube, shown in Figure 7, Layar, and Wikitude applications for the iPhone.

Figure 7—Nearest Tube augmented-reality application

A key characteristic of the Tricorder interaction pattern is that it requires an external device—typically a hand-held device, though this is not essential—to access the augmented aspects of the mixed-reality environment. The Tricorder interaction pattern takes up a lot of the user’s available interaction bandwidth. It requires an external device, active focus on the part of the user, exclusive use of at least one hand, abnormal—at least until social conventions change—movements, and greatly expanded personal space. AR experiences that rely on the Tricorder pattern are not good in crowds, small spaces, or in areas with fast-moving objects or people.

Taken to an extreme, the Tricorder pattern leads to devices like the Canon hand-held unit shown in Figure 8.

Figure 8—DigInfo—mixed-reality design simulation

Holochess

“The Holochess interaction pattern adds new and wholly virtual objects directly into the augmented experience, combining them with existing, real objects.”

Named after the circular, chess-style game Chewbacca and R2-D2 played aboard the Millenium Falcon in Star Wars, shown in Figure 9, the Holochess interaction pattern adds new and wholly virtual objects directly into the augmented experience, combining them with existing, real objects. The virtual items in Holochess interaction patterns often interact with one another—and sometimes with the real elements of the mixed-reality experience.

Figure 9—R2-D2 lets the wookie win at holochess

Holochess

Recent examples of the Holochess interaction pattern include the games Invizimals, shown in Figure 10, and PIT Strategy, shown in Figure 11; the baseball and Pokemon trading cards; and the LEGO kiosks I mentioned earlier, shown in Figure 12.

Figure 10—Invizimals

Figure 11—PIT Strategy, AR board game

Figure 12—Animated Lego Digital Box at Downtown Disney Orlando

X-Ray Vision

“The X-ray Vision interaction pattern simulates seeing beneath the surface of objects, people, or places, showing their internal structure or contents.”

Superman used his powers of X-ray vision to look through walls and see concealed weapons—all in the name of stopping evil—as shown in Figure 13. In augmented reality, the X-ray Vision interaction pattern simulates seeing beneath the surface of objects, people, or places, showing their internal structure or contents. AR experiences using the X-ray Vision pattern often use a combination of projection and rendering—frequently, a schematic or abstracted rendering—of the object of interest, as in Medical Augmented Reality (MAR).

Figure 13—Superman prefigures medical augmented reality

Superman's X-ray vision

Examples of augmented reality using the X-Ray Vision pattern include BMW’s service assistant, shown in Figure 14, and many medical reference and imaging applications like that shown in Figure 15.

Figure 14—BMW service assistant

Figure 15—Medical AR: X-Ray Vision

Missing Patterns

“Only in the early stages of its evolution, augmented reality has the opportunity to refine and expand its range of interaction patterns without disrupting familiar models or incurring substantial costs.”

To reach its potential and avoid dismissal as a novelty technology, augmented reality needs new interaction patterns and experience concepts that address the weaknesses and gaps of this limited set of existing patterns. Only in the early stages of its evolution, augmented reality has the opportunity to refine and expand its range of interaction patterns without disrupting familiar models or incurring substantial costs.

Next, I’ll describe some of the more important gaps in the interactions current AR experiences support. In calling out these missing patterns, I’m speaking primarily to the UX community. The AR community is already hard at work on addressing some or all of these needs.

Loner

“One of the weakest aspects of the existing interaction patterns for augmented reality is their reliance on single-person, socially disconnected user experiences.”

One of the weakest aspects of the existing interaction patterns for augmented reality is their reliance on single-person, socially disconnected user experiences. The interaction patterns for augmented experience must become adept at creating valuable experiences for both individuals in social settings and groups participating in mixed-reality experiences together. The micro/pico projectors emerging now offer potential for expanding the social envelope of augmented reality, by extending mixed realities directly into the real world. Compact projectors could allow group interactions and experiences without multiple hardware devices. Projecting mixed realities into public, common, or social spaces makes them social by default.

Secondhand Smoke

“Another important social dimension is the indirect experience of augmented reality—that is, how other people around you experience your augmented or mixed-reality experience.”

Another important social dimension is the indirect experience of augmented reality—that is, how other people around you experience your augmented or mixed-reality experience. The spread of mobile phones, pagers, and other portable communications devices has disrupted or complicated basic social norms like attention, awareness, presence, and conversation. Everyone within environmental range of the guy talking too loudly about his medication, the pager someone has left unattended on a nearby desk buzzing with incoming messages, or the crackberry addict who never makes eye contact during meetings experiences this kind of disruption.

Pay No Attention to the Man Behind the Curtain

With tools like augmented ID on the way, what happens if your environmentally aware AR device, service, or application recognizes me and broadcasts my identity locally—or globally—when I want to remain incognito? At least until the advent of effective privacy management solutions—including hardware, software, standards, and legal frameworks—AR experiences that identify people by face, marker, or RFID tag could severely challenge our ability to do ordinary things like get lost in a crowd, sit quietly at the back of a room, or attend a surprise party for a friend.

The Invisible Man!

Alternatively, AR experiences might take active measures to reinforce social mechanisms such as privacy or anonymity by actively altering the mixed-reality environment to conceal or change our presence or identity. The scramble-suit that makes the main character of A Scanner Darkly unrecognizable to people around him is one example from science fiction.

Tunnel Vision

“Monocular vision makes it difficult to create mixed-reality experiences that mesh smoothly with the human viewpoint.”

Most AR systems are limited to one visual input such as the camera on a mobile phone. In practical terms, this means they can monitor only a single field of view, in monocular vision. Lacking the depth perception and breadth of human fields of view gives them tunnel vision, limiting their ability to react to stimuli beyond their narrow, monocular view. Additionally, monocular vision makes it difficult to create mixed-reality experiences that mesh smoothly with the human viewpoint.

AR for AR’s Sake

Easily and effectively executing the utilitarian tasks of digital life—such as reading, writing, or editing text, selecting items from a pile or list, and navigating information spaces—receives very little attention or support in the current AR interaction patterns . For mixed-reality experiences to offer any sort of broad, long-term value in the creative and information-driven economies of the future, developing interaction patterns that address these everyday activities is essential. Otherwise, augmented reality will remain a specialized form of experience that is suited only to niche applications.

A Future So Bright, We Need Enchanted Windows

“Despite the many missing interaction patterns and the acknowledged weaknesses of the current interactions and experience concepts, augmented reality has tremendous potential.”

Despite the many missing interaction patterns and the acknowledged weaknesses of the current interactions and experience concepts, augmented reality has tremendous potential.

The AR experiences the people behind Layar and all the other early-stage offerings have created—probing the form and materials of mixed reality—have another important purpose. They give us a view into the near future of ubiquitous computing and demonstrate clearly that designing for augmented reality—constructing enchanted windows into our newly inside-out reality—is designing for the world of everyware.

References

[1] Wallace, Mark. “AGC Keynote—Vernor Vinge on the Inside Out Cyberworld.” Gamasutra. September, 2006. Retrieved August 1, 2009.

[2] Wikipedia contributors. “Augmented Reality.” Wikipedia. Retrieved August 1, 2009.

[3] Shute, Tish. “Is It ‘OMG Finally’ for Augmented Reality? Interview with Robert Rice.” UgoTrade: Virtual Realities in “World 2.0.” Retrieved August 1, 2009.

[4] Wikipedia contributors. “Augmented Virtuality.” Wikipedia. Retrieved August 1, 2009.

[5] Stross, Charles. “LOGIN 2009 Keynote: Gaming in the World of 2030.” Charlie’s Diary. Retrieved August 1, 2009.

[6] Vedrashko, Ilya. “Augmented Reality Microsites: First Impressions.” AD LAB. May 28, 2009. Retrieved August 1, 2009.

[7] Shute, Tish. “Augmented Reality—Bigger Than the Web: Second Interview with Robert Rice from Neogence Enterprises.”UgoTrade: Virtual Realities in “World 2.0.” Retrieved August 1, 2009.

[8] Sutter, John D. “New Phone Apps Seek to ’Augment’ Reality.” CNN. August 5, 2009. Retrieved August 1, 2009.


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