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Designing for Google Glass

Theo Pak
February 06, 2014

Designing for Google Glass

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.

Slide 5
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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.

Video: https://www.youtube.com/watch?v=4EvNxWhskf8

Image: http://www.google.com/glass/start/assets/img/what-it-does-how-to-get-one.jpg

Slide 8
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Image: http://images.ted.com/images/ted/142996e7349ef0bc181e7e637d4c9f70407aea02_1600x1200.jpg

Slide 9
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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.

Quote: http://socialtimes.com/wearing-google-glass-gets-pretty-tiring-pretty-fast-ux-designer-admits_b131629

Image: http://www.michallevin.com/

Slide 10
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Links:

- http://www.slideshare.net/marknb00/developing-for-google-glass
- http://dsky9.com/glassfaq/the-google-glass-psd-template/
- http://dsky9.com/glassfaq/wp-content/uploads/2013/03/Glass_App_Template_v001_GregRoberts.pdf

Slide 19
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Image: https://developers.google.com/glass/develop/index

Slide 21
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“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.

Report: http://pewinternet.org/Reports/2013/Cell-Internet/Summary-of-Findings.aspx

Infographic: https://infogr.am/historical-mobile-usage

Slide 22
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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.

Data: http://www.gallup.com/poll/3115/forty-percent-americans-who-use-glasses-would-consider-laser-eye-surgery.aspx

Image: http://www.google.com/glass/start/

Slide 23
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Contact Theo Pak with comments.

Theo Pak

February 06, 2014
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Transcript

  1. DESIGNING
    FOR GLASS
    @theopak Feb 6, 2014

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  2. THEO PAK
    @theopak // [email protected]
    Sage 2202 Fridays 6–8pm

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  3. OVERVIEW
    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?

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  4. INTRO:
    GOOGLE GLASS
    IS A WEARABLE
    (in case you haven’t heard)

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  5. Touchpad
    Speaker
    Display
    Camera

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  6. 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
    RAM
    Inputs: HD camera, ambient light sensor + proximity sensor,
    “9-axis” gyro/accelerometer/magnetometer
    Outputs: 640x360 projector display, bone-conduction speaker,
    external mono/stereo headset, USB port
    TLDR it’s a cool screen for the cloud!

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  7. DESIGN AN
    EXPERIENCE

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  8. GLASS IS A NEW CONTEXT
    How should we use it?

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  9. MICHAL LEVIN, SENIOR UX DESIGNER, GOOGLE [X]
    socialtimes.com/wearing-google-glass-gets-pretty-tiring-pretty-fast-ux-designer-admits_b131629
    “It’s not a device that
    you can use for a long
    time. It gets pretty
    tiring pretty fast.”

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  10. FIVE PRINCIPLES OF
    GLASS DEVELOPMENT
    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.

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  11. 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.

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  12. DESCRIBE THE
    EXPERIENCE IN
    A USER STORY
    “As a [user], I want to [task].”

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  13. BUILDING BLOCKS
    Display is always available in the user’s periphery.
    Primary UI: Cards in the Timeline.
    Immersions are full-screen.

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  15. DEVELOP THE
    EASY WAY
    Do the least amount of work possible.

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  16. DEVELOPMENT OPTIONS
    After you identify your UX Vision, create a mockup or
    prototype.
    Google Glass apps are called “Glassware.” The Glassware store
    is expected to open soon.
    Prototype using tools like Glass Sim (glasssim.com), UX Pin,
    and pen-and-paper.

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  17. MIRROR API
    REST API
    Platform-Independent
    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,
    off-the-shelf features

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  18. GDK (NATIVE)
    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

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  19. 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!

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  20. WHO WILL
    USE GLASS?
    cause atm it’s just us…

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  21. 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+.
    Interviews were
    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
    percentage points.

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  22. EYEGLASS
    USERS:
    57% OF
    AMERICAN
    ADULTS

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  23. ?

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