IRIS: Augmented Reality in Rapid Prototyping D ZAMPELIS, G LOUDON, S GILL and D WALKER Cardiff Metropolitan University, Cardiff, UK dizampelis@cardiffmet.ac.uk, gloudon@cardiffmet.ac.uk, sjgill@cardiffmet.ac.uk, dwalker@uwic.ac.uk ABSTRACT This paper tests a new method for producing rapid, tangible prototypes for information appliances using a system called IRIS. The system allows designers to effectively integrate both the Graphical User Interface (GUI) and other input and output functionality into early stage prototypes. IRIS combines augmented reality techniques with a new viewing solution so that early stage prototypes appear to have screens embedded within the device without the complexity of embedding an actual screen. The initial study tested the performance of a real BT Equinox phone against the performance of a BT Equinox prototype that used the IRIS 1.0 system. The study highlighted certain challenges which were addressed and tested in a second study measuring performance against the same indicators using the improved system. IRIS 2.0 outperformed IRIS 1.0 and almost matched the performance indicators of the BT Equinox prototype. However, further opportunities were identified to improve the user-experience. KEYWORDS: Augmented Reality, Rapid Prototyping, Physicality, Information Appliances 1. INTRODUCTION 1.1 Rapid prototyping Using rapid prototyping solutions, product designers can generate physical objects in prototype form with sufficient accuracy. Such techniques enable designers to test, evaluate and verify the physicality and functionality of a product at an early stage of production and manage risk. Through testing prototypes with user focus groups, inefficiencies can be identified and rectified prior to bringing the product to market. Prototyping can form a critical stage in the development of a product, as each prototype usually marks a completion of a particular development phase and therefore has a significant impact on the overall development schedule [1]. Prototyping techniques like the Wizard of Oz simulations Experience Prototyping [3], Phidgets [4], Buck Method [5], Switcheroos [6], iStuff [7], Paper Prototyping [8], Calder Toolkit [9], DTools [10] and Exemplar [11] have successfully improved product development by verifying product design at an early stage. However, there can be problems associated with computer embedded products. Most significantly, the screen can be separate from the prototype [12]. In industry a laptop is often used and the interface is tested as software only from the laptop screen. In parallel, a block model, i.e. a physical model that does nothing but key input, allows the users to interact with the software interface on computer screen. Gill et al. [12] demonstrated that this method was introducing major delay and usability problems. The rationale for this study is based on the premise that there is no user-friendly procedure for integrating the software into the hardware at an early stage of the design process. Studies from Culverhouse et al. and Wooley et al. [13] have demonstrated that it is crucial for companies to be able to easily alter the components of a prototype (especially the screen) during the rapid prototyping procedure. Furthermore, embedding real screens of varying sizes into products at prototyping stage is expensive and time consuming. Another major detriment is that prototypes created with rapid prototyping techniques, do not fully meet the requirements of functional prototypes, as neither the serial material nor the serial production processes are used [14]. In other words, the internal modification of the prototypes, in order to utilize the prototyping stage electronics such as screens and buttons, requires a different internal modification of the device than the one needed in the final product. This paper examines a rapid prototyping technique that employs augmented reality to eliminate the need for internal modification for data output purposes by providing a virtual interactive screen layered on the prototype device. 1.2 Augmented reality on information appliances prototyping The use of augmented reality as a prototyping tool is gaining momentum, as it provides a means of blending a prototype model in an early stage of implementation with virtual functionalities, creating an integrated prototype. A prominent augmented reality technique for rapid prototyping is Spatial Augmented Reality (SAR). In SAR a virtual element is projected on a real object using a projector. An early example of SAR is the CAVE [15]. Studies of SAR as a rapid prototyping technique by Itzstein [16] and Verlinden [17] have proved that although prototyping is possible with SAR, significant shortcomings remain for large-scale application as a commercial tool. Crucially, there are several key problems that render these methods suboptimal for commercial prototype testing. These limitations include the complexity that the setup as extra assistive devices may require (e.g. head tracking devices), the modeling form and features (the location of the buttons on the prototype device) and the support for tracking layout modifications. [17] 2. THE IRIS RAPID PROTOTYPING SYSTEM Our approach makes use of a transparent display that uses a screen-based video. This approach provides a window to the world [18] solution. There is no need for head tracking as the screen is placed in a fixed position and angle. Figure 1 demonstrates the concept of using a prototyping device with a marker and how when placed behind the screen, an interactive interface appears on the device. This research seeks to forward the debate on the utilisation of augmented reality for rapid prototyping by approaching the technological shortcomings from which these devices and approaches have previously suffered and so explore the application of augmented reality rapid prototyping (ARRP) for commercial purposes. Figure 1: Left a prototype device with a marker. Right the device and marker behind the screen demonstrating the interactive interface. 2.1 IRIS SYSTEM IMPLEMENTATION IRIS is based on a modified version of ARToolKit, an open source augmented reality framework written in C++ that makes use of visual markers in conjunction with USB cameras to place virtual elements on real devices [19]. ARToolKit was responsible for the augmented reality geometry metering and the FantastiqUI for the rendering and interaction of a Flash file on top of the AR marker. As depicted in Figure 2, the system was combined with FantastiqUI framework, a C++ implementation for low level access to Flash files in OpenGL environment. The integration of the system with a Flash interface allows designers to implement their software interface design (as Flash is a commonly used GUI design tool in industry) rather than needing software engineers to implement a design in a lower level computer language. 2.1.1 System Core Figure 2: The IRIS core Each time ARToolKit detects a marker in a video frame, it superimposes the Flash interface. The calculations for the interface placement are made by the ARToolKit core. The interaction and rendering process is handled from the FantastiqUI plugin. FantastiqUI also accesses the methods inside the Flash file and is able to interact with the elements displayed in the Flash movie. The system also supports sound output from the Flash movie. 2.1.2 Prototype - System interaction layer Figure 3: The IRIS system interaction layer As the marker is a physical element, and the interface layered over it is a virtual one, there is a need to combine the two. Responsible for this are the mathematical equations that take place in the core of ARToolKit - FantastiqUI. The core implementation of the system is able to interact with the Flash movie through a constant analysis of the shape and angle of the marker. An instance of the interface is layered on top of the marker at the same angle and size as the marker itself. The software part of the system interacts with the marker representation and translates the data into the system core. It is able to emulate accelerometer functionality by determining changes in the movement of the markers. The general keyboard/ rendering I/O handling and the accelerometer emulation is handled in the system’s Prototype Communication Interface (PCI). As illustrated in Figure 3, the combination of the PCI with the IRIS core forms the system interaction layer. 2.1.3 Human - Prototype interaction layer Figure 4: The IRIS prototype interaction layer The human-prototype interaction layer is responsible for the high level communication between user and prototype. Figure 4 demonstrates the parts the system consists of: the hardware elements of the system interact directly with the user, accepting data and providing output functionality. The accelerometer emulation of the system interaction layer receives data from the camera connected to the computer and constantly tracks the marker on the prototype. During the study, a regular web camera was used. For the I/O handling of the system, an IE3 Unit was used to translate key presses on the physical model into ASCII codes. An output device connected to the system displayed the layered interface on top of the marker. 3. EMPIRICAL TESTING In a previous study, Gill et al. [20] conducted a series of tests comparing the performance of a real BT Equinox phone, an Equinox / IE Unit prototype and a screen based prototype using a methodology developed by Molich and Dumas [21]. The main tasks chosen for our experiments are linked with common functions (turning the phone on and off) and more complicated ones (calling a number, changing the background wallpaper). The sequence which the users were asked to accomplish the aforementioned tasks was based on the task difficulty. This allowed the users to gradually get accustomed with the functions of the system. Each task was linked to a number of key performance indicators. 16 members of administrative staff from Cardiff Metropolitan University took part in each study (a total of 32). They ranged in age from 22 to 55 years. Experience of mobile phone interfaces was broadly similar to that described by Gill et al. [20] in their experiments. The specific tasks were intended to identify the effectiveness of IRIS implementation on tasks that users are accustomed to conducting in their everyday use of mobile phones. The results were compared with the previous implementation of the system, identifying usability improvements. The same tasks were used in previous studies from Gill et. al. to evaluate the effectiveness of a prototyping tool called IE Unit [13]. Conducting the same tasks facilitated the comparison and evaluation of usability effectiveness of the IE implementation with IRIS. 3.1 Procedure description In both studies, each participant was provided with a questionnaire and instructions. The questionnaire data, such as the user’s experience with mobile phones, their age, etc. form the qualitative analysis of the experiment. The users were provided with a basic description of the interface for the study and they were permitted to ask any questions to familiarize themselves. In each study, the users were asked to accomplish four tasks using four different devices. Devices: • Equinox: The real BT Equinox phone • IE Unit: The prototype phone using the IE Unit and the GUI displayed on a separate PC monitor • Software: The screen based prototype • 1st study: IRIS 1.0: The physical model using the augmented reality technology of the IRIS system • 2nd study: IRIS 2.0: The physical model using the upgraded version of the IRIS system. Tasks: • Turn the phone on • Call a given number • Change the background photo • Turn the phone off After experimentation an optimal distance was found between the system camera and the hand for the individual’s hand to appear the same size on-screen, as though the user was looking at it in real life. The performance of participants was converted to four different interval data per task. These intervals included 0 = success, 1 = minor, 2 = serious, 3 = catastrophe. 4.1 Study 1 The first study used the IRIS 1.0 system and participants were asked to hold the prototype device in front of a white background, behind the screen. The system used a regular web camera to track the device. Analysis of performance outcome and performance time used a 4 (device type) x 4 (phone task) mixed analysis of variance (ANOVA). Figure 5 shows the mean time taken to complete each of the four phone tasks as a function of device type. There was a significant main effect of device, F (3, 91) = 28.86, p < 0.001, a significant main effect of task, F (3, 273) = 113.11 and an interaction between device and task, F (9, 273) = 6.07, p < .001. To explore the main effect of device, a series of pairwise post hoc tests (REGWQ) were performed. These showed that there were reliable (p <.05) differences between software and both IE unit/Equinox and also between IRIS 1.0 and both IE unit/Equinox. None of the other pairwise comparisons were significant (p > 0.05). Figure 6 shows the success outcome (rating) in completing each of the four phone tasks as a function of device type. There was a significant main effect of device, F (3, 91) = 12.07, p < 0.001, a significant main effect of task, F (3, 273) = 34.29 and an interaction between device and task, F (9, 273) = 4.75, p < 0.001. Again, post hoc tests (REGWQ) revealed that there were reliable (p <.05) differences between software and both IE unit/Equinox and also between IRIS and both IE unit/Equinox. However, again no reliable difference (p > 0.05) was found between the screen based prototype (Software) and the prototype using the IRIS system. None of the other pairwise comparisons were significant (p > 0.05). Figure 5: Mean time taken to complete each of the four phone tasks as a function of device type. Figure 6: success outcome (rating) in completing each of the four phone tasks as a function of device type. The analyses demonstrate that on both the time taken to complete a task and how successfully it was performed, that the IE Unit was more similar to the real phone than the IRIS 1.0 based prototype or the software simulation. It also shows that people were more successful using the IE unit than IRIS 1.0. Judging from the comments of the users when they first kept the device on their hands, that they felt a bit uncomfortable holding it behind the screen, we can conclude that even when there is a learning curve, it is not long until users can achieve an optimum performance fairly quickly. 3.2 Study 2 The main challenges addressed in the IRIS 2.0 system was the low resolution of the image displayed on screen and the problem of lack of connection of the users to the represented onscreen prototype due to depth perceptional problems introduced by the monitor on which the prototype was presented. Modifying the system’s core layer, achieved a smooth frame-rate of 25 fps average on a screen resolution of 800x600 in contrast to 15 fps at 640x480 of the previous study. Higher quality camera equipment was also used. We also placed a blurry abstract background behind the hands of the users to reduce the aforementioned depth perceptional problems by creating an illusion of depth between prototype and background. Analysis of performance outcome and performance time used a 5 (device type) x 4 (phone task) mixed analysis of variance (ANOVA). Figure 7 illustrates the mean time taken to complete each of the four phone tasks as a function of device type. There was a significant main effect of device, F (4, 106) = 23.6, p < 0.001, a significant main effect of task, F (3, 318) = 159.75 and an interaction between device and task, F (12, 318) = 7.31, p < 0.001. To explore the main effect of device, a series of pairwise post hoc tests (REGWQ) were performed. These showed that there were reliable (p < 0.05) differences between software/IRIS and IE unit/Equinox/IRIS2 and also a reliable (p < 0.05) difference between IRIS2 and all the other devices. None of the other pairwise comparisons were significant (p > 0.05). Figure 7: Mean time taken to complete each of the four phone tasks as a function of device type Figure 8: Success outcome (rating) with four phone tasks as a function of device type. Figure 8 shows the success outcome (rating) in completing each of the four phone tasks as a function of device type. There was a significant main effect of device, F (4, 106) = 10.24, p < 0.001, a significant main effect of task, F (3, 318) = 32.48 and an interaction between device and task, F (12, 318) = 5.81, p < 0.001. To explore the main effect of device, a series of pairwise post hoc tests (REGWQ) were performed. These showed that there were reliable (p < 0.05) differences between software and IE unit/Equinox/IRIS 2.0 and also between IRIS 1.0 and IE unit/Equinox/IRIS 20. None of the other pairwise comparisons were significant (p > 0.05). From the results it is evident that IRIS 2.0 outperformed IRIS 1.0 on the first, second and fourth task. The reason that it did not outperform IRIS 1.0 on the third task is linked to changes in user interface trends and is discussed hereafter. It should be noted that even though on the first study the performance of the system was lower than the IE Unit and Equinox, the improved version of the second study placed them on similar usability levels. Furthermore, it is clearly demonstrated that IRIS 2.0 performed remarkably well on the first task as the performance time/rating were in both cases high, outperformed only by the real Equinox device concerning the mean rating. 4. OBSERVATION 4.1 Task 1 In this task users were asked to turn the phone on. There was no guidance on where the button was located and thus from observing the time needed for the users to detect the power button, an evaluation of the effectiveness of the new high resolution camera was conducted. In the first study the limited camera resolution prevented the users from identifying the button, meaning they spent significant time trying to switch on the device by pressing buttons on the keypad. With the use of a high definition camera, in the second study, the clarity of the image displayed on the screen was greatly improved and users were able to spot the On/Off button almost instantly due to the improved contrast and resolution making the shape stand out from the background. 4.2 Task 2 In this task users were asked to call a specific telephone number. When the users started the task, the phone was displaying the main UI screen. The users needed at that point to start typing the number, and when they finished they were asked to press the green button to perform the call. In our first study, the majority of participants managed to correctly enter the number. After the introduction of the better camera resolution, in the second study participants were able to better distinguish easier the numbers on the keypad. This was reflected on the better timings we recorded during this task. Also the number of mistakes the users made while typing were minimal. The 16 participants of the second study did an overall of 4 mistakes, in comparison to 9 mistakes in the first study. 4.3 Task 3 In the third task, users were asked to change the background photo of the phone. The results in this task are quite interesting and highlight UI usability problems beyond the scope of our study, which is mainly concerning the IRIS system. The users were asked to navigate through the phone’s menu until they found the option corresponding to “background customization” and then change the photo. Even though the users were able to quickly navigate through the menu, the menu icons proved to confuse the majority of the users (this was out of the control of the research), forcing a large number of the participants to abandon this task prior to completion. The main problem was that the customization section of the phone was represented with a music note icon. As the device that the prototype was representing was quite old, mobile phones were not intended to be used as music players. People are becoming more familiar with multimedia devices and the idea that a music icon represents a music player rather a customization section for wallpapers and ringtones. By evaluating the results from the first study, we can find out that during the same task, users did better on finding the background customization section. In the second study almost half of the users completely failed to find it. This fact reinforces the conjecture that people are more familiar with a different representation of the functions in different technology. 4.4 Task 4 In the fourth task the users were asked to turn the phone off by pressing the same button they used to turn the phone on during the first task. During the first study people managed to quickly turn the phone off. In the second study it was expected that the timings would improve as the users had better visibility of the power button. This supposition was correct as the timings were indeed better. The users were able to almost instantly turn the phone off. 5. DISCUSSION One problem with the IRIS system was the covering of the augmented reality sticker (bar code) with the user’s hand (when switching the device on and off), which resulted in the GUI not being transposed onto the physical model. 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