CSE 165: 3D User Interaction. Lecture #14: 3D UI Design

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CSE 165: 3D User Interaction Lecture #14: 3D UI Design

2 Announcements Homework 3 due tomorrow 2pm Monday: midterm discussion Next Thursday: midterm exam

3D UI Design Strategies 3

4 Thus far 3DUI hardware Output Input Universal 3DUI tasks Selection Manipulation Navigation System control Symbolic input But: The combination of techniques and devices alone does not guarantee an enjoyable experience!

5 3DUI Design Microlevel: implementation 3D interaction programming: hard! Testing: difficult and hard to automate Tweaking UI parameters: important but time consuming Macrolevel: guidelines Strengths and limitations of human psychology/physiology Common sense Rules of thumb Example: people naturally use 2 hands, so using 2 hands in a 3D UI might improve usability/performance

6 3DUI Design Two main strategies Designing for humans Match design to human strengths Inventing 3D interaction techniques Creative exploration of 3D UIs

7 Designing for Humans - Feedback Feedback is critical to usable 3D interfaces User feedback is any information conveyed to the user to help understand system state result of operation status of task Feedback control mechanism Example: turning a knob produces feedback by External sources: the knob Internal sources: user s body Want to have appropriate feedback levels Ensure compliance (agreement) between different levels/types of feedback

8 Designing for Humans Feedback in Multiple Dimensions Sensory dimensions Visual, auditory, tactile, olfactory Proprioceptive: relative position of neighboring parts of the body Kinesthetic: bodily motion Want to try to give multi-dimensional feedback Can be difficult due to technology (e.g., haptic devices) Sensory feedback substitution Example: visual/audio cues compensate for missing haptic feedback System-based feedback Reactive from sensory dimensions Instrumental generated by devices Operational changes in virtual world

9 Designing for Humans Compliance Main principle in design feedback Want different feedback dimensions in sync Maintain spatial and temporal correspondence between multiple feedback dimensions Feedback displacement is bad! Example: hand and virtual object move in different directions

10 Designing for Humans Spatial Compliance Directional compliance virtual object should move in the same direction as manipulated by input device Nulling compliance when user returns device to initial pose, virtual object returns to corresponding initial pose Instrumental and operational feedback also require spatial compliance Example: real and virtual hand should be aligned

11 Designing for Humans Temporal Compliance Latency typical problem Temporal delay between user input and sensory feedback Incompliance with internal feedback Variable latency can be even more problematic Solutions? Reduce scene complexity Faster hardware Predictive tracking

12 Designing for Humans Feedback Substitution Cannot always support all sensory feedback dimensions Typical approach is to substitute Highlighting object about to be selected Spring Manipulation Tools, Michal Koutek, TU Delft

13 Designing for Humans Passive Haptics Match shape and appearance of virtual object with physical prop User both sees and feels Advantages Inexpensive haptic/tactile feedback Establish perceptual frame of reference Disadvantages Scalability Performance improvements have not yet been measured

14 Designing for Humans Constraints Constraints: Are a relation between variables that must be satisfied Example: a line should stay horizontal Define geometrical coherence of scene Can make interaction simpler and improve accuracy

15 Designing for Humans Constraint Types Physically realistic constraints Collision detection and avoidance Gravity Application dependent DOF reduction Simplify interaction (example: constrain travel to ground) Dynamic alignment tools Grids and snapping, guiding surfaces Intelligent constraints Deal with semantics Example: lamp can only stand on horizontal surfaces

16 Designing for Humans Two Handed Control Also known as bimanual input Transfer everyday manipulation experiences to 3DUI Can increase user performance on certain tasks Active topic of research

17 Designing for Humans Guiard s Framework Tasks are Unimanual: throwing darts Bimanual symmetric Synchronous: pulling a rope Asynchronous: typing on keyboard Bimanual asymmetric (cooperative): holding a cell phone with one hand, operating it with the other Division of labor (hand roles) for asymmetric scenario: Nondominant hand dynamically adjusts spatial frame of reference for dominant hand Dominant hand produces precision movements, nondominant hand performs gross manipulation Manipulation is initiated by nondominant hand

18 Designing for Different User Groups Age Prior 3DUI experience Physical characteristics: arm length, etc. Perceptual, cognitive, motor capabilities Color recognition Stereo vision Spatial abilities

19 Designing for User Comfort Weight of equipment Keep users in proper physical space Hygiene and public installations Keep sessions short (30-45min max) to prevent sickness, fatigue

20 3DUI Design Strategies Designing for humans Match design to human strengths Inventing 3D interaction techniques Creative exploration of 3D UIs

21 Inventing 3D User Interfaces Realistic (or isomorphic) Borrowing from real world Magical (or non-isomorphic) Deviating from the real world and introducing artificial, magical techniques Continuum between realistic and magical

22 Inventing 3DUIs Simulating Reality Tried and true approach: replicate real world as closely as possible bring in certain elements Important for simulation applications flight simulators medical training phobia treatment Dependent on application Advantages User can utilize everyday experience Uses system designer s intuition Disadvantages Limitations of technology do not allow exact realism Introduces limitations of the physical world into the virtual world

23 Inventing 3DUIs Adopting from the Real World Adopt artifacts, ideas, philosophies, domains Architecture and movies Real-world metaphors Examples virtual vehicle flashlight shadows

24 Inventing 3DUIs Adapting from 2D 2D UIs studied extensively Most people fluent with 2D interaction Can be easier to use than 3D menus Approaches 2D overlay 2D widgets in 3D environment 2D interaction with 3D objects UI on separate device (eg, tablet)

25 Inventing 3DUIs Magic and Aesthetics Real power of 3DUIs better reality alternate reality Overcome human limitations Reduces effects of technological limitations http://www.cantonmagicrafters.com/images/rabbit.jpg

26 Magic: Using Cultural Clichés & Metaphors Examples: Flying carpet, Go-Go, WIM Advantages: easy to understand if you know the metaphor usually very enjoyable many metaphors are available need not to be learned Disadvantages: metaphors can be misleading metaphors are often rooted in culture difficult to come up with good magic metaphors