Wearable UI UX

Industrial 4.0 Mixed
Reality

  • Client TASQAR
  • Year 2018
  • Industry Industry 4.0
  • Tags UI UX, Wearable UI UX

Driven by the ambition of cities such as Dubai to push for technology innovation, the market for VR and AR in the Middle East and Africa is booming, and is expected to reach a massive $6 billion by 2020, according to analysts International Data Corporation (IDC)*. Much of this growth is expected to be driven by B2B segments including distribution and manufacturing.

With one such company in Dubai, that powers engineers with use of smart helmets to monitor the status of turbines and variety of other sectors such as construction, architecture, mining, education, and infrastructure.

The project, included

  • Experience Research
  • Visualization
  • Design
  • Usability test
    for MR interface
    Software for Industrial 4.0

process

  1. Empathize

    The team works on making sure the project has a clear scope and aligns with business priorities.

    Features for the product at TASQAR were designed to overcome challenges of the situation where the Assistance & Training was never remote and easy.

    Improving efficiency was the key and enabling Mixed Reality solutions was the approach.

  2. User Reserch Findings

    In the current scenario, on-site training was certainly not the efficient way.

    A sophisticated system that understood the environment and also enabled, guided work instructions, remote assistance and calling was the need of the hour.

    In environments that were usually rugged and extreme, where users are quite often perspiring the device and the software had to be seamless and non-obtrusive

  3. Ideating

    Understanding peripheral views, vision perspectives was imperative while designing UX for Mixed Reality

    In this situation after analyzing studies and research papers on peripheral views and user behaviour, our goal was to take inspiration from an aircraft’s cockpit!

  4. Designing user interface for engagement, adoption & scale

    Based on the environment & type of training devices identified for scaling the software were; Mobile, Head Mounted Device (HMD) for the user and Desktop for the assistance provider.

    Mobile Based
    on the best practices of a mobile UI the interface and gestures of the software had been adapted to suit a Smart phone user

    Head Mounted Device
    With HMD’s our challenge was to create a universally compatible design interface across devices such as Daqri, Epson, Holo lens to name a few.

  5. Wireframes & Prototype

    After identifying numerous scenarios of and function list, the wireframes were designed and prototyped.

perspective* and distance

gestures

Soft Area Cloud on tip of finger /touch point to create a perspective

Trigger Animation on user action Ex: Soft rippple, Outline appearance

Presence of Horizon creates a real perspective

Note:

The above video is a testing scenario of the interface on a HMD. For more info on the get in touch with us at info@originux.com

* Need to be optimised for Left Hand Users