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Last update: 26/09/06
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Wearable User Interface and Interaction standards
OWCG Topics
Relevant standards
Wearable User Interface and Interaction standards
User interfaces (UI) are a central part of every application. They must ensure
appropriated usability and information presentation in order to let users control
the application. When concerning wearable user interfaces (WUI), this becomes
even more challenging. Limitations of special I/O devices used for interaction
or presentation in wearable computing (e.g. HMD's or data gloves) strongly vary
from devices used in stationary or mobile computing, where WIMP (Windows
Icons Menus Pointing) interfaces dominate.
Currently, WUIs usually have to be designed from scratch without common
standards regarding there appearance or control being established. Such
individually designed interfaces, however, have the drawback that they are
not easily reusable in other configurations. Thus, they can not be used to
reduce implementation efforts for WUIs nor can users get familiar with using
wearable computers.
Due to the fact that successful software applications always come along with
successful user interfaces and interaction concepts for the application domain,
different objectives have to be tackled in order to make wearable applications
successful. The following standardization objectives have been identified to
support wearable computing in the field of user interfaces and interaction
design:
- Abstract UI Description Language: even in the beginning of newly emerging wearable
computing hardware, application developers will be faced with the problem of lacking
knowledge of how to design wearable applications, as they are currently only used to
develop desktop or mobile applications. With the availability of abstract UI description
languages developers no longer have to design the user interface while programming it,
but could describe it in an abstract manner. Since today developers are familiar with
using XML based languages description languages (e.g. HTML, WSDL, etc.), the description
language should also be using that standard. There are already different standards
available that target the abstract description of an UI, however, often developed
for desktop applications. Therefore, extensions to such standards making them better
suited for wearable computing should be pursued.
- Device Description Standards: regardless whether WUIs will be implemented or
described with appropriate languages, one critical aspect of the interface has
still to be managed: the interaction. Unlike in stationary computing were
developers can assume a standard computer setup consisting of a display,
standard PC hardware, keyboard, and a mouse device, wearable computing
application developers cannot. As wearable computers will typically be used
“mission specific”, rather than general purpose, there will not be the necessity
for a set of standard I/O components existing in every wearable computer. Therefore,
device description languages (DDL) are required, that on the one hand can describe
the capabilities of wearable I/O devices sufficiently and on the other hand can
be used by a standardized “device lookup” system running on every wearable computer
to allow applications to access available devices.
- Multi-modal interaction: as mentioned wearable computing gives new opportunities
to the way interaction can be designed for an application. However, these new
possibilities can make interaction design very complex. Wearable computers and
their applications should be designed by definition as unobtrusive and as closely
integrated in the work process as possible. The best way to achieve this regarding
interaction design is obviously by designing the human-computer interaction as
close as possible to natural human-human communication, i.e. enabling interaction
with a combination of different modalities, e.g. pointing and speaking, at the
same time to control an application. The Extensible Multimodal Annotation Mark-up
Language (EMMA), developed as a data exchange format for the interface between
input processors and interaction management systems, could possibly be used for
implementing such capabilities into applications.
- WUI Design Guidelines and Interaction standards: if wearable computers will
become more and more widespread the amount of available applications will
increase. To assure ergonomics of applications including aspects, for example,
like consistency over different applications that it needed to allow users to
become familiar with the new computing paradigm, WUI style guides are required.
Those style guides might be comparable with existing ones for the different
desktop operating systems (Macintosh, Unix, Windows, Symbian OS) or interaction
paradigms such as WIMP (Windows, Icons, Menu, and Pointing). As wearable
computing is very different from other existing computing paradigms (such as
stationary computing or mobile computing) existing guides are not applicable
but could possibly be used as a template.
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