Google Glass enables User Experience desgins that are personal, immediate, and contextual.
This talk was presented as a guest lecture for the course COMM-4965/6963 "Mobile AR Design" at RPI. The goal of this talk is to give designers the basics before entering a guiged Agile workshop focused on Glass development.
Google Glass is a wearable computer that includes a display, camera, microphone, speaker, touchpad, and other things. It can be worn with or without the included lenses. Pictured is the “Explorer Edition” public prototype. The manufacturer is expected to make a similar product available to the public soon.
Levin joined Google in 2009. Her recent book, “Designing Multi-Device Experiences: An Ecosystem Approach to User Experiences across Devices,” is available from O’Reilly Media.
“The proportion of cell owners who use their phone to go online has doubled since 2009.” According to Pew Internet, 91% of all Americans now own a cell phone and 57% of all American adults are now cell internet users.
According to Gallup, 71% of Americans 18+ need some type of corrective lens. 57% primarily wear glasses. 9% primarily wear contact lenses. 4% wear both equally.
90% of Americans 50+ need some type of corrective lens.
Contact Theo Pak with comments.
@theopak Feb 6, 2014
@theopak // [email protected]
Sage 2202 Fridays 6–8pm
1. Introduction to Google Glass
2. Design an Experience
3. Components for a User Story
4. Develop the Easy Way
5. Who Will Use Glass?
IS A WEARABLE
(in case you haven’t heard)
Availability: Over 10,000 “Glass Explorers” since August 2013.
Cost: $1,500 + tax
Specs: Android 4.0.4+, Wi-Fi (b/g), Bluetooth, 12 GB storage, 682MB
Inputs: HD camera, ambient light sensor + proximity sensor,
Outputs: 640x360 projector display, bone-conduction speaker,
external mono/stereo headset, USB port
TLDR it’s a cool screen for the cloud!
GLASS IS A NEW CONTEXT
How should we use it?
MICHAL LEVIN, SENIOR UX DESIGNER, GOOGLE [X]
“It’s not a device that
you can use for a long
time. It gets pretty
tiring pretty fast.”
FIVE PRINCIPLES OF
1. Design for Glass.
Don’t try to replace existing screens.
2. Don’t get in the way.
Don’t take away from the user’s life.
3. Keep it relevant.
Deliver information at the right time and place.
4. Avoid the unexpected.
Don’t spam the user.
5. Build for people.
Focus on a “fire and forget” model.
GLASS IS A SCREEN WITH
SENSORS AND INTERNET
Glass has Wi-Fi.
Glass connects to your Android or iOS smartphone to use the
cellular internet connection.
Glass is head-mounted. That’s the perspective of the
camera, positional sensors, audio, etc.
Glass is not a HUD! That’s different!
The most interesting AR applications are likely to be contextual,
not purely visual.
A USER STORY
“As a [user], I want to [task].”
Display is always available in the user’s periphery.
Primary UI: Cards in the Timeline.
Immersions are full-screen.
Do the least amount of work possible.
After you identify your UX Vision, create a mockup or
Google Glass apps are called “Glassware.” The Glassware store
is expected to open soon.
Prototype using tools like Glass Sim (glasssim.com), UX Pin,
HTML5, OAuth 2.0, JSON
Write Glassware using the Mirror API and your choice of:
Go, Java, .NET, PHP, Python, Ruby
Use the Mirror API if you need:
platform independence, tie-in to existing web apps,
GDK extends Android SDK
SDK == “Software Development Kit”
GDK == “Glass Development Kit”
ADT == “Android Development Toolkit”
Write native Glassware using:
Java and the ADT
Write native Glassware if you need:
offline functionality, realtime UI, hardware access
MIRROR API + GDK
Use the Mirror API whenever possible.
Native development is more expensive.
You can use the Mirror API to invoke your native Glassware!
cause atm it’s just us…
CELL INTERNET USERS:
57% OF AMERICAN ADULTS
Source: Pew Internet &
American Life Project
Spring Tracking Survey,
April 17-May 19, 2013.
N=2076 cell phone
owners ages 18+.
conducted in English
and Spanish and on
landline and cell phones.
The margin of error for
results based on call
phone owners is +/- 2.4