Human Interface Guidelines for Interaction Zones in AR
Open Access
Article
Conference Proceedings
Authors: Joelle Zimmermann, Karen Bredenkamp, John Hwong, Ketki Jadhav
Abstract: In Augmented, Virtual and Mixed Reality, users interact with content in 3D space. Currently, surprisingly little is known about where these user interfaces should be placed in 3D space for optimal comfort and productivity. In this presentation, we will discuss factors that affect content placement and put forward a set of best practices for interaction zones in 3D. The output of the project is a set of Human Interface Guidelines (HIG) for Interaction Zones in AR. The Guidelines can be thought of as an AR version of the original Human Interface Guidelines put forward by Macintosh in 1995. The purpose of the Guidelines is to help application designers and developers in AR to design user-centric content in AR. Given the limited research that exists on the range of factors affecting interaction zones in AR, this document will contribute towards growing shared knowledge on this topic. This project combined knowledge of human physiological capabilities and limitations, Anthropometric ranges of the American target population, and current ergonomics guidelines and principles, as well as functional capabilities of Magic Leap 2 mixed reality device in the establishment of the HIG. Specific focus areas of the Human Interface Guidelines (HIG) for Interaction Zones in AR include: Ergonomics and Visual Comfort, Direct vs Indirect Interactions (gesture, gaze, controller), Field of View, and UI Behavior. In Ergonomics and Visual Comfort, we provide recommendations on content placement based on natural human line of sight, ergonomically comfortable head movement, and natural range of eye rotation. In Direct vs Indirect Interactions, we describe that where content is presented relative to the user depends on the way in which the user is expected to interact with the content. For example, content placement for direct (i.e. touch) interactions may be dictated by arm length anthropometry, as well as the field of view of the gesture-perceiving cameras. In Field of View, we review the relationship between field of view and viewing distance, and provide some techniques that designers can use to mitigate the noticeability of cut-off content due to limited FOV. In UI Behavior, we put forward best practices for how the UI moves with the user to prevent discomfort. The methodology to create the Human Interface Guidelines for Interaction Zones in AR is a literature review of existing research and guidelines on ergonomics as well as primary research in AR. The Guidelines will provide functional instructions for Developers and Designers of Augmented, Virtual and Mixed Reality applications, informing the design of content that is comfortable, convenient and optimally placed for the user.
Keywords: 3D Interfaces, Mixed Reality, Augmented Reality, Virtual Reality, Interaction Zones, Ergonomics
DOI: 10.54941/ahfe1002742
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