Running head: DESIGN AND DIALOGUE2 Table of Contents 1Introduction..............................................................................................................................5 2Design Approaches..................................................................................................................6 2.1Conceptual Design............................................................................................................7 2.2Design Language...............................................................................................................8 2.2.1Color..........................................................................................................................9 2.3Icons................................................................................................................................10 2.3.1Typography..............................................................................................................11 3Understanding........................................................................................................................12 3.1Online Research..............................................................................................................12 3.1.1Marker-based system...............................................................................................13 3.1.2Markerless system...................................................................................................13 3.2The AR Experience.........................................................................................................14 3.3How IoT Works..............................................................................................................14 3.4How The Application Works..........................................................................................16 3.4.1Requirements...........................................................................................................16 3.4.2Sensors.....................................................................................................................16 4Environment..........................................................................................................................19 4.1Story Boarding................................................................................................................19 5Evaluation and Testing..........................................................................................................20
Running head: DESIGN AND DIALOGUE3 5.1Participant Based Evaluation..........................................................................................20 5.2List of Requirements and Problems................................................................................21 5.3Usability Testing of The App..........................................................................................22 6Future Enhancements.............................................................................................................23 7Conclusion.............................................................................................................................24 8References..............................................................................................................................25
Running head: DESIGN AND DIALOGUE4 List Of Tables Table 1 Key requirements..............................................................................................................16 Table 2 Sensors..............................................................................................................................17 List Of Figures Figure 1 Overal Design....................................................................................................................7 Figure 2 Conceptual Design............................................................................................................8 Figure 3 Design Language...............................................................................................................9 Figure 4 Color choice....................................................................................................................10 Figure 5 Icons to Be Used.............................................................................................................11 Figure 6 Design Typography.........................................................................................................12 Figure 7AR Experience.................................................................................................................14 Figure 8 IoT In Action...................................................................................................................15 Figure 9 App environment.............................................................................................................19 Figure 10 AR and 3-D of the tree area..........................................................................................20
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Running head: DESIGN AND DIALOGUE5 1INTRODUCTION The newly proposed project for the Napier Lion’s Gate includes a more user-friendly mobile phone application with enhanced interactivity which is geared to give the visitors of the campus a more interactive application to get to know the campus garden. To make this a reality, the smartphone application has been proposed to have a new set of requirements that include the inclusion of advanced technologies such as augmented reality, virtual reality and the new field of Internet of Things. Some of the key features of the app include an interactive campus map, a feature for visitors to schedule their visits to the campus and have a 360 degrees view of the campus buildings and infrastructure and garden[1]. Through the application, one is able to display detailed information about plants in the vicinity and their corresponding species. This is made possible due to various camera functionalities built into the app and inclusion of proximity sensors to correctly identify the plants[2]. The underlying architecture of the app is built on the Vufuria SDK which is normally used to build Augmented reality applications for mobile devices. The app is secured by an interactive login screen where users such as students and the campus staff can securely log in and once authorized, they will be presented with a simplified version of the campus moodle. In this moodle, the users can view the various courses offered by the campus, the status of various modules and the student is given the ability to choose different options for taking modules, either of trimester basis. Since AR and mostly IoT forms the bulk of the application, different student and staff will be presented with a different view which is customized for their needs[3].
Running head: DESIGN AND DIALOGUE6 Augmented reality has been a growing field in the technology industry. It comprises of a superimposed image generated by a computer on a view of a real-world object. The general effect is a more composite view of the object[4]. The above has been made possible, thanks to the processing of data generated by the system such as audio-visual, graphical and GIS. Several research has been done in this field and the overall effect is the presentation of-of a blend of the real object and computer-generated images to give the user a better experience with the real-life objects[5]. This has made the virtual and real objects to exist in the same space within the application. The IoT, on the other hand, is made of devices and other information gathering objects which are able to seamlessly communicate with each other and share data. This has increased the potential of IoT devices to numerous use cases[6]. The combination of the two technology has provided the app with the ability to identify the various tree and tree species in the campus garden, provision of a brief summary and the potential benefits of the plant is included in the augmented view. The information is presented to the user in a 3-dimensional space to increase more interactivity[7]. 2DESIGNAPPROACHES The design principle used in this app is making AR part of the design from the ground up and the software mainly focus on AR. The additional communication features are implemented using the IoT in the design[8]. The overall design of the app is as shown below,
Running head: DESIGN AND DIALOGUE7 Figure1Overal Design 2.1CONCEPTUALDESIGN This design provides a broader outline of the app in terms of functionality and the provides a more intellectual view of the app[9]. The following diagram presents the refined conceptual design of the app, refined to its core concepts as shown below,
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Running head: DESIGN AND DIALOGUE8 Figure2Conceptual Design 2.2DESIGNLANGUAGE This provides the overlying schema that is used to guide the design of the app. The key factors considered in the language is the ability to make the app more interactive in terms of usage and experience. To make this included in the design, all the images and the texts to accompany the images will be well colored in HDR. To ensure the users are able to use the app even when outside the garden, the colors will be designed to make the app appear distinct[10]. The basic principles of AR and IoT design languages are all included in the design to make the app more easy to navigate hence increasing user experiences and usability. The following diagram shows the design language in its core[11].
Running head: DESIGN AND DIALOGUE9 Figure3Design Language 2.2.1Color The color of the app is important for enhancing usability. The app has taken the approach of using the brand color of the campus to make the users have a feel of the campus when using the app[12] A more solid black color shall be used primarily for text on the app. The various icons used and words that are emphasized in the app shall be designed in color theme. The colors chosen for AR graphics shall be those which are viewable by smartphone. The overall effect of this is the creation of the real-life impression of the various objects in the garden hence making the various users to notice them while viewing the garden[13]. The gallery option of the various
Runninghead:DESIGNANDDIALOGUE 10 images of the objects shall be in color instead of solid black to improve their look and feel. The color choice is as shown in the diagram below, Figure4Color choice 2.3ICONS Icons do play a major role in any app development since research has shown that users get more motivated by the messages the icons portray. The icons enable the users to have a recognize experiences as opposed to recall experiences, making them ubiquitous in their use. This has been included in the design language of the app[14]. The various icons will be strategically positioned on the app screen depending on the screen the user currently views. The main menu shall include basically three icons well positioned, very simple to recognize and robust to even the guest accounts. The design language shall implement different icons based on which user logged in[15]. This will be separated
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Runninghead:DESIGNANDDIALOGUE 11 screens for both students and the general staffs.[16]The following represents some sample icons to be used in the design language. Figure5Icons to Be Used 2.3.1Typography Typography is key in enhancing the styling of the app to make it more appealing to the users in terms of looks and feel. It is therefore important to include it in the design language to foster more interaction with the app. The styled typos used in the app will enhance the objective of giving he augmented reality look by making the objects appear real life[17]. Sample typos are as shown below,
Runninghead:DESIGNANDDIALOGUE 12 Figure6Design Typography 3UNDERSTANDING The motivation behind the approach to include AR and VR in the design language is because recent studies have shown that people increasingly show much interest in having an interaction between real life and virtual life. The IDC research-based organization has estimated that VR and AR will potentially grow the tune of about 70 million units by 2022. This is compounded annually at about 53%[18]. 3.1ONLINERESEARCH According to IDC research, the demand for AR and VR bases technologies will skyrocket this year as compared to 2018.(IDC)It is forecast by the firm the global economy spendings on AR and VR technologies, products and services will reach to the tune of about $30 billion by 2019[19]. This represents about 90% spending increase compared to the 2018 spendings. At this rate, the VR and AR annual rate of growth is expected to reach 70 percent increase in the rate of growth over a span of five years, the rate being compounded annually[20].In the contemporary
Runninghead:DESIGNANDDIALOGUE 13 world, sound and vision have been the primary sensors used in today’s technologies. It is however noted that more progress has been made to include more sensors in the VR and AR world to give it reality[21]. The AR-based technologies generally fall under two categories that are marker-based and markerless AR system. The campus garden app is based on the market less system. The two approaches are explained in the subsequent section below 3.1.1Marker-based system The market-based system uses real-life object symbols to act as the referencing guide for the computerized images to be composed[22]. 3.1.2Markerless system The markerless system uses aggregated devices such as an accelerometer, GIS, compass which when used together can identify the current position of a real-life object. The key data it can get from the object includes the pointing positions, the axis, the vectors[23]. When this location data is warehoused and mined to gauge how the device is looking hence making the computer search through its database of graphics and select one which matched the described location object hence making the computerized graphics to be generated[24]. 3.2THEAR EXPERIENCE The best way to illustrate the experience when dealing with AR is as shown below,
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Runninghead:DESIGNANDDIALOGUE 14 Figure7AR Experience 3.3HOWIOT WORKS The IoT is a green field that focuses on technologies that connect various devices to form an information value chain loop. The devices include but not limited to networks, sensors, standards, augmented behaviors and augment intelligence[25].
Runninghead:DESIGNANDDIALOGUE 15 Figure8IoT In Action More business models have emerged since the inception of IoT idea as new physical and digital objects have converged to create a better product. The underlying principle behind IoT is the amalgamation of hardware and software components into world real objects. The contemporary real word things have the potential of having an increase in use cases as IT is included in them, thanks to IoT technology making the services of the real world things to be accessed not only from the local but also on a global scale[26]. From a technology point of view, integrating IT into things requires a multi-layered approach in stacking IT into the real-life objects by combining numerous hardware and software into the thing. With the advent in technology comes with its own business and technology risks which have challenged the acquisition of IoT devices. Special concerns have been raised on the security threats posed by these IoT devices making it one of the hotly discussed topics in the IT industry[27].
Runninghead:DESIGNANDDIALOGUE 16 3.4HOWTHEAPPLICATIONWORKS The application shall make good use of available sensor technologies in the smartphone world to provide the AR experience. 3.4.1Requirements The key requirements for the app to function normally is as shown in the table below, Table1Key requirements 3.4.2Sensors The use of sensors will be key in providing the AR capabilities as the smartphone app shall be able to identify the objects in the real world and relate that to a virtual world object. The list of sensors required by the app is as shown in the table below
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Runninghead:DESIGNANDDIALOGUE 19 4ENVIRONMENT To better envision the design, it was key to understand the environment which the app will try to mimic. The above environment is the campus garden as shown in the figure below, Figure9App environment 4.1STORYBOARDING Storyboards are key to elaborating the features of the app and the various scenarios which will apply to the app. The storyboard enhances the design by focusing on how the actual app will be developed. The end result allows the design to be taken to the next phase of staging[28].
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Runninghead:DESIGNANDDIALOGUE 20 The following image shows a 3-D taken from the Windows 10 paint. The aim of this sample is to help the design have an off the intended AR and have the 3-D multimedia graphics. Using the Microsoft paint, the design produced an AR scan of a tree area of the garden. The figure below shows the AR and 3-D of tree Figure10AR and 3-D of the tree area 5EVALUATIONANDTESTING 5.1PARTICIPANTBASEDEVALUATION The evaluation was done using two members of the university staff by giving them a brief introduction to the features and functionalities of the application. The two participants were then given a conceptual question about the app[29]. The objective of this user participation based evaluation was to gauge the level of interest the staff had in using the app. From the evaluation
Runninghead:DESIGNANDDIALOGUE 21 matrix, two of the participants were positive about the AR and VR technological advancements in the app and were eagerly waiting to see the app to its final completion[30]. Through the usage of participant-based prototype evaluation, the developers helped the exploration of the app concept in terms of usability. The end result was the incorporation of user acceptance testing into the final stages of the app[31]. The evaluation helped in the identifying problems that the design had ignored during the earlier stages of expert-based evaluation stage. This was made possible by viewing different design options as proposed by the participants[32]. To have a better understanding of the issues raised by the participants in terms of user requirements, Interviews was organized to collect data. This involved interviewing 5 students from the Napier University and another two from Heriot-Watt. The gist of the interview involved explaining the basic concept of the app and the background. The interviewed students were shown the conceptual framework and design of the app to give them a basic understanding of the various scenarios the app would get its use cases[33]. 5.2LISTOFREQUIREMENTSANDPROBLEMS i.User exploration of the garden will increase their interest level in the garden ii.The app should have a minimalist design to increase usability to increase the time users spend on the app iii.The various metadata about plants and trees in terms of history and benefits should be more accurate iv.The user experience should be interesting and the users using it must show some keen interest in using the app in the future
Runninghead:DESIGNANDDIALOGUE 22 v.The map of the campus should be very accurate and get preloaded into the app to reduce the instances of the user getting lost in the app. vi.The should be a standby IT support to help the users with technical glitches on the app. The response time for the issue logs should be not more than 10 hours vii.The support staff should be at least two techies to give their technical assistance viii.Security should be included in the design to mitigate security challenges raised by IoT components of the app. This shall ensure privacy is not violated while using the app 5.3USABILITYTESTINGOFTHEAPP The following usability testing parameter will be used to ensure the app is more usable, i.Understandability which is defined as the ability of the software service or product to have a better understanding of whether or not the software product is of suitable use case and how the software’s product can be used for those particular use case and the various terms and conditions of usage ii.Learnability which is defined as the capability of the application to enable users learns its use cases iii.Operability which is defined as the ability of the app to be controlled by the user while using it. iv.Attractiveness which defines the ability of the software product to be of aesthetic value in terms of its attractiveness.
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Runninghead:DESIGNANDDIALOGUE 23 6FUTUREENHANCEMENTS To make the advancement of the current design, there is a need to develop a prototype of the application as it is currently designed. The application has the potential to fine-tuned to the new and upcoming XR (Extended Reality)[34]. The various convergence between the different immersive technologies when merged together can help the deployment of a merged physical and virtual environment. The various realities include the VR, MR, AR and the now upcoming XR are continually blending in humans day to day lives. The XR encompasses all the above realities. The XR normally means a lot of things converged together[35]. This includes the 360- degree video media, AR, MR, VR. The XR has been hitting the mainstream media and if included in our app can help improve its usability by far since future realities shall be easily integrated[36]. The advancement in user experiences in XR has enabled the shift from how storytelling is done and how those in marketing engage with the potential customer. Although the XR provides a virtual environment, it is however noted that it did provide real interactivity. It has the capabilities of enabling the user to choose the path they wish to explore[37].
Runninghead:DESIGNANDDIALOGUE 24 7CONCLUSION The future of AR is becoming a promising technology day by day as more users find its utility in various scenrarios. Imagine a scenario whereby you can see using an app more than normal users could see. Hear using an app more than ordinary people could hear. All this is just from one click on an app. Through the application, the university garden can be viewed from different angles and more about the garden can learn thereby increasing the exploration of the garden by students and other staff members. The map of the campus together with the voice assistant which again is virtual is very useful compared to the traditional plain maps which are non-interactive hence never reach maximum usage. The ability to have a preloaded 360 degrees’ camera enable the person using the app have a better exploration of how the students sit inside the garden and the various best spots to have a chat over. All this is all pre-built into the app. Although the app promises real interactivity with virtual objects, there still exist some challenges and shortcoming which hinders the ability of the app to achieve 100% usability. Working with 3-D images has presented challenges in the AR world mainly due to the limitation on the hardware components of the smartphones. This can, however, be worked around in the future by the inclusion of XR in the future enhancements.
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