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Google Mirror API
Don’t Make Fragile Glassware
Principles
Glass is fundamentally different than existing mobile platforms in both design and
use.
Review following Principles when building Glassware to give users the best
experience
Design for Glass
For Glass its now or never

Google+ on Glass shows a single card for each post, with a simple layout
and most content behind a Read more menu item.
Don't get in the way
Glass is designed to be there when you need it and out of the way when you don't. Your
Glassware must function in the same way. Offer engaging functionality that supplements
the user's life without taking away from it.
Keep It relevant
Deliver information at the right place and time for each of your users. The most
relevant experiences are also the most magical and lead to increased engagement and
satisfaction
Avoid the Unexpected
Unexpected functionality and bad experiences on Glass are much worse than on other
devices, because Glass is so close to your users' senses.
Don't send content too frequently and at unexpected times. Always make it clear to users
what the intention of your Glassware is and never pretend to be something you're not.
Build for people
Design interfaces that use imagery, colloquial voice interactions, and natural gestures.
Focus on a fire-and-forget usage model where users can start actions quickly and continue
with what they're doing.
The timeline controls most of the user experience

https://www.youtube.com/watch?feature=player_embedded&v=4EvNxWhskf8
Immersions can momentarily take over for the timeline
Timeline
The Glass user interface is a virtual timeline that is comprised of 640 × 360 pixel
cards.
Users scroll through the timeline to reveal cards in the past, present, and future.

The most recent items reside in the center of the timeline, closest to the user
experience.
Timeline sections
Standard sections in the timeline define where cards reside based on the card's temporality.
Settings

 Present/Future

Home

Past 
Live Cards
Live cards appear within the timeline and contain content that is important at the
current time.
They constantly update to keep the information fresh and relevant.
Live Cards - Types
You can only create live cards with the GDK, because they
require access to lower-level functionality that the Mirror API
does not have. There are two types of live cards that you can
create.
High frequency
This type renders many times a second and can show rich 3D or
2D content. If you require fast rendering and a wide variety of
UI rendering options, this type of live card works best.
Low frequency
This type renders the card once every few seconds and can only
show a limited amount of UI components (mainly text and
images). A good use for this type of live card is to display status
or information updates that don't require real-time updates.
Static Cards
Static cards appear within the history section of the timeline.
Each card focuses on one thing, is visually clear, and is simple to read.
Characteristics
The simplest static card consists of one card that is displayed in the history section of the
timeline. A card can also take on characteristics that affect its behavior and structure.
Paginated
Paginated cards spread content across many cards, because the content is too long. The
content would otherwise make sense on one card. Examples include a single news story or a
single email.
Tapping the card reveals a Read more action that reveals the rest of the content that users
can swipe through.
Bundled
Bundles group together similar but distinct cards. Each card can stand on its own but bundles
allow logical groupings of cards based on similiarity or creation time.
Bundles have a page curl at the top right corner notifying users more information is available.
Tapping on a bundle reveals a sub-timeline of cards that users can swipe through.
Periodic notifications
This pattern describes inserting static cards in the timeline without an invocation
model.
Notifications leverage Mirror services or background services on Glass to push
notifications to the timeline.
Ongoing task
Ongoing tasks are long-running live cards that users leave and come back to frequently.
For example, the Stopwatch sample that is shipped with the GDK starts the stopwatch
with an ok glass command.
Users can view the stopwatch for some time, navigate through the timeline to check
other cards, and come back to the stopwatch. If the display sleeps, the stopwatch is the
default card that displays when the display wakes up (as long as it had focus when the
display went to sleep).Users can stop the stopwatch by tapping on a Stop menu item.
Another example of an ongoing task is Strava.
Strava inserts a live card that contains a timer for a current run or bike ride.
Tapping on the live card reveals menus to carry out a wide array of options.

A finish menu item removes the live card from the timeline when users are finished with
their run or bike ride.
Card regions
Glass defines dimensions for a set of common regions to make it easy to design
and display different cards consistently.
Main layout
Full bleed with text
Left image or column

List
Glassware Installation Icons
Writing
You have limited space for text, so follow these guidelines when writing text for your
Glassware.
Keep it brief. Be concise, simple and precise. Look for alternatives to long text such as
reading the content aloud, showing images or video, or removing features.
Keep it simple. Pretend you're speaking to someone who's smart and competent, but
doesn't know technical jargon and may not speak English very well. Use short words,
active verbs, and common nouns.

Be friendly. Use contractions. Talk directly to the reader using second person ("you"). If
your text doesn't read the way you'd say it in casual conversation, it's probably not the
way you should write it.
Put the most important thing first. The first two words (around 11 characters, including
spaces) should include at least a taste of the most important information in the string. If
they don't, start over. Describe only what's necessary, and no more. Don't try to explain
subtle differences. They will be lost on most users.
Avoid repetition. If a significant term gets repeated within a screen or block of text, find
a way to use it just once.
Glass Development Kit

The Glass Development Kit (GDK) is an add-on to the Android SDK that lets you build
Glassware that runs directly on Glass.
Work in the Android environment
We designed the Glass platform to make the existing Android SDK just work on
Glass. This lets you code in a familiar environment, but for a uniquely novel device.
In addition, you can use all of the existing Android development tools, and your
Glassware is even delivered as a standard Android package (APK).
Look out for My next Presentation
Google Mirror API – Developer Guide
Courtesy
Great Old www.google.com

Reach me : utpalbetai@yahoo.com

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Google Mirror API Principles Design Glassware

  • 1. Google Mirror API Don’t Make Fragile Glassware
  • 2. Principles Glass is fundamentally different than existing mobile platforms in both design and use. Review following Principles when building Glassware to give users the best experience
  • 4. For Glass its now or never Google+ on Glass shows a single card for each post, with a simple layout and most content behind a Read more menu item.
  • 5. Don't get in the way Glass is designed to be there when you need it and out of the way when you don't. Your Glassware must function in the same way. Offer engaging functionality that supplements the user's life without taking away from it.
  • 6. Keep It relevant Deliver information at the right place and time for each of your users. The most relevant experiences are also the most magical and lead to increased engagement and satisfaction
  • 7. Avoid the Unexpected Unexpected functionality and bad experiences on Glass are much worse than on other devices, because Glass is so close to your users' senses. Don't send content too frequently and at unexpected times. Always make it clear to users what the intention of your Glassware is and never pretend to be something you're not.
  • 8. Build for people Design interfaces that use imagery, colloquial voice interactions, and natural gestures. Focus on a fire-and-forget usage model where users can start actions quickly and continue with what they're doing.
  • 9. The timeline controls most of the user experience https://www.youtube.com/watch?feature=player_embedded&v=4EvNxWhskf8
  • 10. Immersions can momentarily take over for the timeline
  • 11. Timeline The Glass user interface is a virtual timeline that is comprised of 640 × 360 pixel cards. Users scroll through the timeline to reveal cards in the past, present, and future. The most recent items reside in the center of the timeline, closest to the user experience.
  • 12. Timeline sections Standard sections in the timeline define where cards reside based on the card's temporality. Settings  Present/Future Home Past 
  • 13. Live Cards Live cards appear within the timeline and contain content that is important at the current time. They constantly update to keep the information fresh and relevant.
  • 14. Live Cards - Types You can only create live cards with the GDK, because they require access to lower-level functionality that the Mirror API does not have. There are two types of live cards that you can create. High frequency This type renders many times a second and can show rich 3D or 2D content. If you require fast rendering and a wide variety of UI rendering options, this type of live card works best. Low frequency This type renders the card once every few seconds and can only show a limited amount of UI components (mainly text and images). A good use for this type of live card is to display status or information updates that don't require real-time updates.
  • 15. Static Cards Static cards appear within the history section of the timeline. Each card focuses on one thing, is visually clear, and is simple to read.
  • 16. Characteristics The simplest static card consists of one card that is displayed in the history section of the timeline. A card can also take on characteristics that affect its behavior and structure. Paginated Paginated cards spread content across many cards, because the content is too long. The content would otherwise make sense on one card. Examples include a single news story or a single email. Tapping the card reveals a Read more action that reveals the rest of the content that users can swipe through. Bundled Bundles group together similar but distinct cards. Each card can stand on its own but bundles allow logical groupings of cards based on similiarity or creation time. Bundles have a page curl at the top right corner notifying users more information is available. Tapping on a bundle reveals a sub-timeline of cards that users can swipe through.
  • 17. Periodic notifications This pattern describes inserting static cards in the timeline without an invocation model. Notifications leverage Mirror services or background services on Glass to push notifications to the timeline.
  • 18. Ongoing task Ongoing tasks are long-running live cards that users leave and come back to frequently. For example, the Stopwatch sample that is shipped with the GDK starts the stopwatch with an ok glass command. Users can view the stopwatch for some time, navigate through the timeline to check other cards, and come back to the stopwatch. If the display sleeps, the stopwatch is the default card that displays when the display wakes up (as long as it had focus when the display went to sleep).Users can stop the stopwatch by tapping on a Stop menu item.
  • 19. Another example of an ongoing task is Strava. Strava inserts a live card that contains a timer for a current run or bike ride. Tapping on the live card reveals menus to carry out a wide array of options. A finish menu item removes the live card from the timeline when users are finished with their run or bike ride.
  • 20. Card regions Glass defines dimensions for a set of common regions to make it easy to design and display different cards consistently.
  • 23. Left image or column List
  • 25.
  • 26. Writing You have limited space for text, so follow these guidelines when writing text for your Glassware. Keep it brief. Be concise, simple and precise. Look for alternatives to long text such as reading the content aloud, showing images or video, or removing features. Keep it simple. Pretend you're speaking to someone who's smart and competent, but doesn't know technical jargon and may not speak English very well. Use short words, active verbs, and common nouns. Be friendly. Use contractions. Talk directly to the reader using second person ("you"). If your text doesn't read the way you'd say it in casual conversation, it's probably not the way you should write it. Put the most important thing first. The first two words (around 11 characters, including spaces) should include at least a taste of the most important information in the string. If they don't, start over. Describe only what's necessary, and no more. Don't try to explain subtle differences. They will be lost on most users. Avoid repetition. If a significant term gets repeated within a screen or block of text, find a way to use it just once.
  • 27. Glass Development Kit The Glass Development Kit (GDK) is an add-on to the Android SDK that lets you build Glassware that runs directly on Glass.
  • 28. Work in the Android environment We designed the Glass platform to make the existing Android SDK just work on Glass. This lets you code in a familiar environment, but for a uniquely novel device. In addition, you can use all of the existing Android development tools, and your Glassware is even delivered as a standard Android package (APK).
  • 29. Look out for My next Presentation Google Mirror API – Developer Guide
  • 30. Courtesy Great Old www.google.com Reach me : utpalbetai@yahoo.com