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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
  dfasdf
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 NowForever
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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The Glass Class Lecture 3: Glass User Experience