User Interface and User Experience in AR Image

User Interface and User Experience in AR

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Actionable Benefits

  • Identify emerging interaction methods for AR smart glasses which optimize user experience (UX) and enable application efficiency.
  • Identify and utilize the most suitable interaction/input methods in accordance with AR device type and AR use case/application needs.
  • Ensure that upcoming AR applications address the current limitations of each input method.
  • Recommendations and guidance for improving interaction methods and UX.
  • Explore the potential of leveraging Brain Computer Interface (BCI) in AR/VR headsets.

Critical Questions Answered

  • Which are the main input methods used by AR smartglass manufacturers today and how might that change going forward?
  • Which are the fundamental elements for successful user experience (UX)?
  • Who are the key providers for eye tracking, voice and gesture control?
  • How can different UI solutions benefit varying device types and use cases?

Research Highlights

  • Suitability of each input method in accordance with hardware type and use case.
  • Assessment of 2D and 3D user interface (UI).
  • Key findings and recommendations around AR input methods, hardware, content, and use cases.
  • Breakdown of the most prominent and promising interaction methods for the total AR market going forward.

Who Should Read This?

  • Product Managers for hardware OEMs and platform providers.
  • AR application developers and User Interface designers.
  • Digitization experts/decision makers across markets.
  • C-level for potential AR customers and integrators.
  • Investors in AR, IoT, digitization, content, services.
  • Market analysts and researchers looking for greater hardware ecosystem understanding.

Table of Contents

1. OVERVIEW

2. USER INTERFACE AND USER EXPERIENCE

3. OPPORTUNITIES AND CHALLENGES FOR AR UI AND INPUT

4. USER INTERFACE FOR AR SMART GLASSES

4.1. Touchless
4.2. Touch-Based
4.3. Handheld
4.4. Forward-looking: Brain computer interface

5. FUNDAMENTAL ELEMENTS FOR POSITIVE UX 12

5.1. Comfort
5.2. Spatial Mapping
5.3. Color, Light, Size, and Distance
5.4. Spatial Sound
5.5. Haptic Feedback

6. USER INTERFACE

6.1. 2D versus 3D
6.2. Binocular versus Monocular
6.3. AR Smart glasses versus Mobile Devices (Hands-Free versus Handheld)

7. KEY FINDINGS

8. UI MATCHED TO APPLICATIONS AND DEVICE FUNCTIONS

9. COMPANY PROFILES

9.1. Tobii Pro
9.2. Pupil Labs
9.3. CrunchFish
9.4. ManoMotion
9.5. Cerence
9.6. Ultraleap
9.7. uSens
9.8. Litho