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Wrist-Worn Interaction: Design Challenges and Opportunities

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Wrist-Worn Interaction Design Challenges and Opportunities Vivian Genaro Motti, Kelly Caine School of Computing Clemson University This material is based upon work supported by the National Science Foundation under Grant No. 1314342. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. WRIST WORN APPLICATIONS Medical: for sensing vital signs and for emergency response Fitness: for tracking and analyzing physical activities and raising users’ awareness Authentication: to identify and authenticate users based on their biometrics Interaction: for sensing, recognizing and interpreting arm and hand gestures DESIGN IMPLICATIONS Prioritize conflicting quality factors (ergonomics, privacy, accessibility) Optimize interruptions and avoid excessive alerts Design interfaces for efficiency, based on microinteractions REFERENCE LOWENS, B.; MOTTI, V. G.; Caine, K. 2015. Design Recommendations to Improve the User Interaction with Wrist Worn Devices. WristSense: Workshop on Sensing Systems and Applications Using Wrist Worn Smart Devices. amulet-project.org CONTEXTS OF USE The interaction with WWDs occurs in multiple contexts. Users’ activities vary (exercising, driving, sleeping) Devices should adapt to users’ dimensions and events Environmental constraints must be considered LIMITATIONS Physical surface: to place controllers for the user interaction Processing: to recognize and interpret users’ input entries Memory: to store content and data Power: to continuously sense users’ input and display contents Resources: to sense multimodal input entries OPPORTUNITIES Accessibility: to enable quick access and responses Responsiveness: to quickly alert and notify users Unobtrusiveness: enabling users to move naturally Versatility: to integrate diverse sensors and actuators Customization: to adjust the size and look, to fit different sizes and styles AUDIO Preferable for quick interactions (short commands), and public contents Suitable for silent environments and quick responses GESTURE Unsuitable for crowded environments or during intense physical activities Prefer simple moves for precision and recall GRAPHIC Provide enough contrast to ensure readability Mind the limited dimensions VIBRO TACTILE Simple gestures (tap, touch) are preferred Suitable for quick alerts and notifications Ensure subtle and private responses, however it is not always intuitive Garmin Foreruner 620 Thalmic Myo Samsung Gear S Jawbone Up Amulet Bracelet Prototypes
Transcript

Wrist-Worn Interaction Design Challenges and Opportunities

Vivian Genaro Motti, Kelly Caine School of Computing Clemson University

This material is based upon work supported by the National Science Foundat ion under Grant No. 1314342. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.

WRIST WORN APPLICATIONS Medical: for sensing vital signs and for emergency response Fitness: for tracking and analyzing physical activities and raising users’ awareness Authentication: to identify and authenticate users based on their biometrics Interaction: for sensing, recognizing and interpreting arm and hand gestures

DESIGN IMPLICATIONS •  Prioritize conflicting quality

factors (ergonomics, privacy, accessibility)

•  Optimize interruptions and avoid excessive alerts

•  D e s i g n i n t e r f a c e s f o r e f f i c i e n c y, b a s e d o n microinteractions

REFERENCE LOWENS, B.; MOTTI, V. G.; C a i n e , K . 2 0 1 5 . D e s i g n Recommendations to Improve the User Interaction with Wrist Worn Devices. WristSense: Workshop on Sensing Systems and Applications Using Wrist Worn Smart Devices.

amulet-project.org

CONTEXTS OF USE The interaction with WWDs occurs in multiple contexts. •  U s e r s ’ a c t i v i t i e s v a r y

(exercising, driving, sleeping) •  Devices should adapt to

users’ dimensions and events •  Environmental constraints

must be considered

LIMITATIONS Physical surface: to place controllers for the user interaction Processing: to recognize and interpret users’ input entries Memory: to store content and data Power: to continuously sense users’ input and display contents R e s o u r c e s : t o s e n s e multimodal input entries

OPPORTUNITIES Accessibility: to enable quick access and responses Responsiveness: to quickly alert and notify users Unobtrusiveness: enabling users to move naturally Versatility: to integrate diverse sensors and actuators Customization: to adjust the s i z e a n d l o o k , t o f i t different sizes and styles

AUDIO

Preferable for quick interactions (short commands), and public contents Suitable for silent environments and quick responses

GESTURE

Unsuitable for crowded environments or during intense physical activities Prefer simple moves for precision and recall

GRAPHIC Provide enough contrast to ensure readability Mind the limited dimensions

VIBRO TACTILE

Simple gestures (tap, touch) are preferred Suitable for quick alerts and notifications Ensure subtle and private responses, however it is not always intuitive

Garmin    Foreruner  620  

Thalmic  Myo  

Samsung  Gear  S  

Jawbone  Up  

Amulet  Bracelet  Prototypes  

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