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http://dx.doi.org/10.14236/ewic/HCI2016.

Design Principles of Augmented Reality


Focusing on the Ageing Population

Sha Liang
Communication and Computing
Research Centre
Sheffield Hallam University
153 Arundel Street, Sheffield
S1 2NU, UK
b2047406@my.shu.ac.uk

Augmented Reality (AR) is growing rapidly and becoming a mature and robust technology, which
combines virtual information with the real environment and real-time performance. It is important
to ensure the acceptance and success of augmented reality systems. With the growth of elderly
users, evidence shows potential trends for AR systems to support the elderly, including transport,
ageing in place, entertainment and training. However, there is a lack of research to provide the
theoretical framework or AR design principles to support designers when developing suitable AR
applications for specific populations (e.g. older people). In my PhD thesis, I will focus on the
possibility of developing and applying AR design principles to support the design of applications
that address older people's requirements. In this paper, I first discuss the architecture of
augmented reality and identify the relationship between different elements. Secondly, the relevant
literature has been reviewed in terms of design challenges of AR and design principles. Thirdly, I
formulate the five initial design principles as the fundamental work of my PhD. It is expected that
design principles could help AR designers to explore quality design alternatives, which could
potentially benefit the ageing population. Fourthly, I identify the AR pillbox as an example to
explain how design principles can be applied to AR applications. In terms of the methodology,
preparation, refinement and validation are the three main stages to achieve the research goal.
Preparation stage aims to generate the preliminary AR design principles and identify the relevant
scenarios that might assist the designers to understand the principles and explore the design
alternatives. In the stages of refinement, a half-day workshop has been conducted to explore
different design issues based on different scenarios and refine the preliminary design principles.
After that, a new set of design principles will be formulated. The final stage is to validate the
effectiveness of new design principles based on the previous workshop’s feedback.

Augmented Reality, Design Principles, Ageing population

1. INTRODUCTION observed (Malik, et al. 2013). It is important to


design suitable augmented reality applications to
Augmented Reality (AR) as a technological enabler bring benefits for older people. However, attempts
is becoming very popular in different fields such as to investigate how to develop appropriate AR
education, design, navigation and medicine. It applications have been fairly limited especially
combines virtual information with the real those with any focus upon the ageing population.
environment (Liarokapis and De Freitas 2010) and There are several reasons for this. First of all,
enhances the user’s perception such as vision, designing AR applications for elderly presents
hearing, touch and smell with the combination of some intrinsic challenges because AR is still
real world. Due to the development of mobile technically immature in some respects, for example
devices, AR is growing rapidly and becoming more registration and tracking problems exist (Kalalahti
mature and robust on this platform. To ensure the 2015). On the other hand, technology-driven AR
acceptance and success of future AR systems, it is has caused the development of AR applications
vital to identify suitable AR design guidelines or disconnected from the users and usage contexts.
principles. AR research priorities have shifted Thus, user requirements, usability and design
towards the design of effective and easy-to-use criteria have not been considered enough. In this
applications (Bai and Blackwell 2012). With the paper, I firstly present the architecture of
growth of elderly mobile users, increasing trends in augmented reality system as the foundation of the
using AR system among older people have been

© Liang. Published by BCS Learning


and Development Ltd. 1
Proceedings of British HCI 2016 -
Fusion, Bournemouth, UK
Design Principles of Augmented Reality Focusing on the Ageing Population
Sha Liang

ongoing research project. It aims at AR and designing an AR system, this research has to
identifies the relationship between different AR identify what constitutes AR system and the basic
elements. Then, I review existing design challenges definition.
and design principles of AR. A set of preliminary
In my previous work (Liang 2015), I discussed eight
design principles of AR have be identified by
core elements of augmented reality including user,
selecting and classifying the existing literature. The
interaction, device, server, virtual content, real
AR "pillbox scenario" is used as an example to
content, physical world and transmission. Since, it
illustrate how preliminary AR design principles can
has become apparent that this initial definition was
be applied analytically.
ambiguous for the wide range of possible AR
scenarios. In this section, I will introduce eight
2. RESEARCH QUESTIONS, GOALS AND elements including user, interaction, device, server,
CONTRIBUTION virtual content, real content, physical world and
transmission in order to create the boundary of AR
The research question for this proposal is: Is it and ascertain the options available in the use of AR
possible to establish a set of principles for AR for particular activities. Each of these elements is
design for ageing population? The general aim of briefly described below:
this research is to establish a set of design
principles to support AR designers to explore the  User. The individual manipulates and
quality of design alternatives which could controls an AR system and who is the
potentially benefit ageing population. There are five immediate intended beneficiary of an AR
research goals identified in the proposal: system.
 Interaction. One entity does something and
(i) To understand the meaning of augmented the other entity responds via different ways:
reality and identify a set of preliminary users and AR device interact; users and
design principles. virtual content interact; users and physical
(ii) To identify existing AR designs that have world interact.
the potential to address some of the ageing  Device. The hardware component includes
population’s requirements. sensors, processors and display with
alignment of the physical world, the real
(iii) To produce different representative content and the physical location of the
scenarios based on the existing AR design user.
for elderly.
 Server. A source of data and processing is
(iv) To refine a new set of design principles via not located on the device.
exploring the design issues based on  Virtual content. The additionally computer-
different representative scenarios. generated information presents to the user
by the AR device. Commonly this is visual
(v) To validate the effectiveness of the new AR
and audio content, the modality of virtual
design principles.
content could be 3D objects, 2D images or
By achieving these research goals, I expect to text, visual elements that vary with time
make three main contributions which will benefit AR (like animation, video, etc.), and sound.
designers to explore the quality of design  Real content. The presented data takes
alternatives for ageing population and general HCI. directly from the physical-world context of
use.
(i) Identifying the generic AR elements and
 Physical world. The material world includes
preliminary design principles for AR.
geographic location, physical objects and
(ii) Creating a set of AR design alternatives real-world environment.
which could potential benefit elderly.  Transmission. A series of processes for
generating virtual content base on the
(iii) Establishing the AR design principles for
physical world (e.g. registration,
older people.
responsiveness).

3. ELEMENTS OF AUGMENTED REALITY The range of systems that could be considered as


SYSTEM augmented reality becomes clearer based on the
above elements. The AR system architecture (see
AR is growing rapidly and supports people in Figure 1) depicts the interrelationships between the
different fields (Papagiannakis, Singh and different elements. In summary, for the purposes of
Magnenat‐Thalmann 2008). As a result, this research project, AR is defined as an array of
opportunities for designers and researchers to processes to present virtual content deriving
design and create new AR systems are emerging. information from the physical-world context and to
Before discussing the challenges and principles of enrich the interaction between users, virtual

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Design Principles of Augmented Reality Focusing on the Ageing Population
Sha Liang

content, device and physical world. From a design evaluation knowledge for AR in different formats,
perspective, the most critical issue is to select an such as design approach (Friedman and Kahn Jr
appropriate physical-world context, identifying the 2000), design guidelines (Shi, et al. 2015,
mechanism of transmission and creating different Billinghurst, Grasset and Seichter 2009, Santos, et
modalities of virtual content in an AR system. AR al. 2015, Chastine, et al. 2007, Nilsen 2006,
users will not concern too much on devices, but will Ortman and Swedlund 2012), design patterns
be attracted by different virtual content. Odom and (Schmitz, Specht and Klemke 2012, MacWilliams,
Pierce (2009) state that digital users often express et al. 2004, Xu, et al. 2011) and usability principles
strong curiosity to what the virtual content could (Kalalahti 2015, Ko, Chang and Ji 2013). All these
provide but rarely, if ever, affection to the device suggestions provide the design knowledge for
itself. This AR architecture (Figure 1) is the designers. However, design principles are different
reflection and abstraction from existing AR from other formats because principles are the high-
experiences and characteristics. Additionally, this level and more generative concepts. Design
AR architecture provides a more explicit basis on principles in this paper are not intended to replace
which to articulate AR elements, design challenges existing design guidelines or patterns but rather
and the intended design principles of AR systems. complement them. Design principles could derive
from psychology or technology itself. The level of
abstraction has been summarised by different
people at different times in different areas, which is
rather confusing, inconsistent and contradicting.
There are two representative papers directly
discussing about the design principles for
augmented reality (Dünser, et al. 2007,
Kourouthanassis, Boletsis and Lekakos 2013).

4.2 Two existing papers for Design Principles of


AR systems

Table 1: Existing literatures of reviewing AR design


principles

Authors Design Principles of AR


Figure 1: Generic Augmented Reality system
architecture
Dünser et al. - Affordance
(2007) - Reducing cognitive overhead
- Low physical effort
4. DESIGN CHALLENGES AND EXISTING - Learnability
PRINCIPLES OF AUGMENTED REALITY - User satisfaction
- Flexibility in Use
4.1 Design Challenges of AR system - Responsiveness and feedback
- Error tolerance
Having described the elements of AR system, the Kourouthanassis - Use the context for providing
designers' task is to develop AR applications and et al. (2013) content
- Deliver relevant to-the-task
figure out these elements together (Bressler and content
Bodzin 2013, Kaufmann and Schmalstieg 2003, - Inform about content privacy
Woodward, et al. 2004, Cieutat, Hugues and - Provide feedback about the
Ghouaiel 2012). However, "very few guidelines, infrastructure’s behaviour
design techniques and evaluation methods have - Support procedural and
been presented in the existing literature" (Huang, semantic memory
Alem and Livingston 2012). For example,
Kourouthanassis et al. (2013) stated a new
Dünser et al. (2007) investigated general HCI
challenge for AR designers "how can we associate,
principles related to AR application design. They
organize, and present information into a
found that AR-related studies have been primarily
dynamically changing real world in a way that
technology driven and focused excessively on
protects users from cognitive overloads resulting
hardware and software issues. They suggest that,
from the massive amount of available information?"
to develop successful AR systems researchers
These challenges motivate and justify the
need to consider both user-centred design
subsequent research with a specific focus upon
principles as well as technical issues. They
design principles of AR systems.
analysed a number of HCI design principles and
Some of existing papers discuss different guidelines and chose appropriate design principles
suggestions for capturing and sharing design or for AR systems based on their findings. They then

3
Design Principles of Augmented Reality Focusing on the Ageing Population
Sha Liang

validated their studies by providing existing studies could display a translated word '¡Hola!' in Spanish
and applications that explain the relationship when the AR device scanned the real word 'Hello!'
between the design principles and properties of AR in English. The meaning of one-to-one relationship
systems. is that the virtual content '¡Hola!' should only
overlay the real content 'Hello!' and it is
Kourouthanassis et al. (2013) reported five different
meaningless to superimpose on any other physical
design principles in an abstract manner in order to
word. However, the AR translator could also be
guide the design of AR applications. They provided
designed to render the English word 'Hello!' into
a formal definition for each principle and explained
different foreign language overlaid on one piece of
how these principles address the AR interaction
real content, such as '你好!' in Chinese, 'Bonjour!'
design challenges. Additionally, they included a
selective set of design examples for each principle in French and etc. Antecedent means that the real
which illustrate indicative applications of the content (physical text) exists or happens before the
principles in practice. virtual content (the translated digital word). If the
virtual content is created before the real-world
Design principles will be hard to offer direct content, the virtual content is meaningless because
solutions to a specific problem but they are the it has no real world interpretation. Hidden Reality
tools to guarantee the quality of the design. For the means designing the virtual information will often
purpose of this research, the design principles for result in the obstruction of real-world information.
AR system now can be defined as the basic rules While users look through the AR device, the real
to convey the design knowledge and skills that offer content will be more or less hidden. Word lens
the designers to create design alternatives. (2012) AR translator generates the virtually
translated words, which replace the real-world
words. Users have to remove the AR device if they
4.3 Preliminary Design Principles of AR system need to see the original words. They cannot see
both the virtual and real content simultaneously.
After selecting and classifying the previous These preliminary design principles are very rough
research, some of the preliminary design principles without any refinement and validation. They are
have been identified to support the AR designers potentially contradictory in some cases, for
with different design concepts to generate virtual example the design trade-off between hidden
contents based on the definition of design reality and partial one to one. Such wide virtual
principles in this research. content could become progressively disruptive and
the more richly the designer tries to create the
They are changeability, synchronicity, partial virtual content, the more real content will be hidden.
one to one, antecedent and hidden reality. It is also a matter of debate if such design
Changeability means the virtual information can principles are transferable to research regarding to
be generated changeably. Taking the Tesco particular group of people (e.g. ageing population).
finder’s AR application design as an example,
additional information like opening times website or 4.4 Applying preliminary design principles for
video replaces the previous virtual bubble. the AR design for older people - Pillbox
Designing with the content of virtual information Scenario
has to be changed easily and completely.
Therefore, different modality of the content can be One representative scenario in the domain of AR
presented properly. The definition of synchronicity for ageing has been selected to demonstrate how
is that changing the real content or clicking the the design principles support the AR design. Lera
virtual content should trigger the synchronous et al. (2014) developed AR pillbox system
transmission on the following virtual counterpart. overlaying the virtual graphics to the real pillbox
For example, Word lens (2012) scans foreign text captured by the camera in robotic platform. The
and displays the text translated in real time. As the system recognised the QR code stuck to the real
user changes his or her point of view to another image and synchronously generated the virtual
word, the displayed translation on the device arrow. Users will know what the next dose they
should be designed and presented rapidly at the should take (see Figure 2).
same time. If the process of generating virtual
Nowadays, physical pillbox has a clear time
information is delayed for a long time, viewers are
indicator which presented 'morning', 'afternoon' and
unable to perceive the meaningful virtual
information. The concept of Partial one to one 'evening' and Monday to Sunday information (see
Figure 3). That means people will not need to use
describes another design concept of generating
the AR pillbox to know what time they need to take
virtual content. There is one and only one real
content to correspond with the virtual content. the next pill and the virtual content of the AR pillbox
seems to be useless. However the AR design
However, there might be one or more than one
applying design principles (in section 4.3) may
piece of virtual information to correspond with the
provide designers with different design alternatives
real-world content. Word lens (2012) translator

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Design Principles of Augmented Reality Focusing on the Ageing Population
Sha Liang

to generate virtual content for medication principles (v1.0); Produce a number of


reminders. For example, based on the partial-one- examples or scenarios (v1.0) to explore
to-one concepts, the wide variety of additional the issues of AR; recruit the workshop
information could be emerged in this scenario by participants.
Refinement Implement the first workshop (including
different modality (text, image, 3D, audio or
Experts and AR designers)
vibration).
Refinement Analysis the outcome of the workshop
and recruit second workshop
participants
Refinement Formulate the principles (v2.0) and
recruitment
Refinement Produce a set of scenarios (v2.0) to
illustrate the new principles and
recruitment
Validation Implement another workshop (including
older people and AR designers) and
observe the effect of design principles
(v2.0) and identify the relationship
between design principles and the
quality of AR design alternatives for
elderly
Validation Analysis and formulate the outcome
(v3.0)

Figure 2: Augmented reality Pillbox Sources from Lera et 5.1 Preparation


al. (2014)
The preparation stage in Table 2 aims to complete
the preliminary design principles (v1.0) and
produce a set of design scenarios to explore the
issues of existing AR application for elderly. I will
put the initial five design principles into the different
scenarios to illustrate and demonstrate for the
designers. Scenarios enable rapid communication
about usage possibilities and concerns among
different designers (Rosson and Carroll 2009).
Concrete examples (like scenarios) need to be
interpreted and produced because people
remember a prototypical example far better than
they remember the abstract category to which it
belongs (Rosch et al. 1976, Medin and Schaffer
Figure 3: Physical Pillbox, Source from 1978). At that time, AR designers and experts of
(http://www.hadnet.org.uk/_shop/shop/health/medication- researching ageing population will be recruited.
Dispenser/pill-box-week-day-economy.aspx)
5.2 Refinement

Meanwhile, designers should also consider the Ko et al. (Ko, Chang and Ji 2013) developed and
negative effect of hidden reality concept. The more evaluated the design principle to support AR using
richly the designer tries to create the virtual experts’ workshops. The aim of Ko et al.'s is to
content, the more real content (e.g. the image of screen the preliminary principles effectively and
the pill) will be hidden. validate the effectiveness of using these principles.
In order to explore the possibility of establishing the
design principles for elderly people in this research,
5. METHODOLOGY workshops are effective technique that could collect
a group of people to produce ideas together and
The methodological plan of this research will be bring benefits for them to discuss, share and shape
based on three phases: preparation, refinement these ideas.
and validation.
In the refinement stage, the first workshop will be
Table 2: General plan of three phases conducted. After that, I will analysis the feedback of
first workshop, review the observation and
Phases Activities formulate the design principles (v2.0). A new set of
design scenarios (v2.0) will be produced as well.
Prior to the second workshop, the second
Preparation Complete the preliminary design

5
Design Principles of Augmented Reality Focusing on the Ageing Population
Sha Liang

workshop's participants including AR designers and centric interfaces for ambient intelligence.
older people will be recruited. Academic Press, 281-298.

5.3 Validation BRESSLER, DM and BODZIN, AM (2013). A mixed


methods assessment of students' flow
In the validation stage, I will observe the effect of experiences during a mobile augmented reality
design principles (v2.0) and the significant science game. Journal of computer assisted
relationship between design principles and the learning, .
quality of AR design alternatives for elderly. After CHASTINE, Jeffrey W., et al. (2007).
the second workshop, v3.0 design principles will be Understanding the design space of referencing
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to be organised if it is needed. When I meet some GHOUAIEL, Nehla (2012). Active learning based
difficulties for developing the design principles or on the use of augmented reality outline of
producing the design scenarios, I might need more possible applications: Serious games, scientific
time to deal with that. experiments, confronting studies with creation,
training for carrying out technical skills.
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6. CONCLUSION (20), 31-36.

This paper presented the augmented reality DÜNSER, Andreas, et al. (2007). Applying HCI
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