The Design of Virtual and Augmented Reality
  • 😄Introduction
    • 🔠Terminology
    • ⁉️Answering Common Questions
  • Background on Existing Design Best Practices
    • 🧩Content Creation: Designing an Experience
    • 🧑‍🤝‍🧑User Experience Design: Designing for People
    • 🏨Environmental Design: Designing for Space
  • The Foundations of VR and AR
    • Immersion, Presence, and Engagement
    • Designing for Human Embodiment
    • Designing for Human Perception
    • Designing for Accessibility
  • Designing for the Medium
    • Challenges of VR Technology
    • Challenges of AR Technology
      • AR Mobile Design
  • An Introduction to Spatial Design
    • Ergonomics of People and Places
    • Input Method
      • Controllers & Other Peripherals
      • Hand Tracking
      • Head Pose and Gaze
      • Voice and Dictation
    • Interface Layout and Location
      • Types of Interfaces and Visual Design
      • Interface Elements and Behaviors
      • Error Prevention
    • Interaction Design
      • Button States and Object Manipulation
      • Uncanny Valley of Interaction Design
  • By Definition, Doing Too Much
    • Multiple Inputs, Platforms, Locations, and People?
    • How To Figure Out What's Not Working
  • Afterword
    • 🌅A Call to the Past and Towards the Future
  • A Ridiculous Repository of Resources and References
    • 🗃️Guides and Frameworks
    • 📺Video Presentations and Essays
    • ✏️Blogs and Articles
    • 📚Books
    • 📑Published Research
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  1. An Introduction to Spatial Design
  2. Input Method

Head Pose and Gaze

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Last updated 2 years ago

For specifically how to design with head pose and gaze, please also look at the as well as the sections.

Head pose and gaze is a very facinating type of input, focused on taking advantage of our natural human desire to keep content located in the center of our FOV for comfort.

Benefits of Head Pose and Eye-Gaze input:

  • High speed pointing that requires low effort to dictate human interest

  • Alternative input channel as powerful supporting other inputs like controller or hands

  • It requires visual attention for the user to apply interaction (less false positives)

Challenges of Head Pose and Eye-Gaze Input:

  • The hover interaction is "always on" and content reacting to every look you make and potentially accidentally issuing actions

  • Most systems involve reticles, and placement of reticle on an object, which means your user has to have an active awareness of an input they don't normally consciously think about.

  • Great for button states, terrible for manipulation of objects.

Eye-Gaze isn't the same as Head Pose:

  • Tracking reliability: Eye tracking accuracy may degrade a little in changing light as your eyes adjust to the new conditions. While this shouldn't necessarily affect your application design, as the accuracy should be within the 2° limitation, it may be necessary for the user to calibrate again.

  • Ragged eye-gaze movements: Our eyes perform rapid movements from fixation to fixation. If you look at scan paths of recorded eye movements, you can see that they look ragged. Your eyes move quickly and in spontaneous jumps in comparison to head-gaze or hand motions.

  • Focusing Operations in Z direction: while our head may stay in the same general direction, our eyes have the ability to perform focusing operations for different levels of depth

Interface Elements and Behaviors
Button States and Object Manipulation
Link:
Link:
Link:
https://uxdesign.cc/design-practices-in-virtual-reality-f900f5935826
https://docs.microsoft.com/en-us/windows/mixed-reality/design/gaze-and-commit-head
https://developer.magicleap.com/en-us/learn/guides/design-headpose