As you're developing your experience, it's important to keep in mind the user's journey and their end to end experience. Spectacles (2021) presents lots of new opportunities to explore, but also new things to consider. It's important to keep in mind the device and its form factor. What strength and values do you want your experience to focus on, and how can you guide the user to find it?
Tip: Before diving into the details, don't forget to consider some of the core differences in developing for Spectacles (2021) covered in the overview such as: additive display that overlays on top of the world, motion to photon latency, difference between live and captured experiences, dual speakers, and more!
- Ease people to your lens
- Don’t overwhelm your users at once. Let the user ease into the experience by not visually and perceptually overloading them at the beginning. Bear in mind that some of these users might be using AR eyewear for the first time.
- Keep content in sight
- Make sure that there is content visible in your Lens at all times. The user will be confused if they launch your lens and not see anything for the first time.
- If your content is visible only within a certain area, consider adding a hint to help users find your content when they look away. Take a look at the Building Blocks template for an example, or grab the
Offscreen Indicatorfrom the Asset Library
- Think about how colors interact with an additive display
- Blacks do not show up. Adding contrast can make an image seem darker than reality
- Darker gradients may cause color banding
- Avoid Orthographic Camera
- Avoid using Orthographic Camera as the viewer will always be in 3D space due to the stereo display.
- AR, Not VR
- AR eyewear, especially with its current constraints is not intended to create an “immersive” experience like you might have in VR or on a computer. AR activities work best when they work “in the world”, instead of replacing it.
- Avoid long interactions
- Avoid heavy, long interactions such as looking at a fixed point for a long period of time, or press and holding the touchpad for extended periods as it can cause strain for the user. Don't forget to test your experience on the device, as well ask others for feedback.
- Use sounds
- Using multiple senses for feedback and interactions improves accessibility and adds richness to the experience. You can even use it to direct users attention to specific points in the experience. Remember that the device contains a speaker for each ear.
- Direct people to physically move
- People are used to sitting still and being entertained. Encourage your users to move and explore all angles of your lens. Take advantage of the fact that the display is worn and users can move around without having to hold a screen in their hand.
- Be mindful of the edges
- Gigantic-sized content is fun, as long as they don’t get cut off. Placing content too close up will fill the frame and emphasize the cutoff of your content. Placing the content too close to the screen can make it harder for the viewer's eyes to focus as well.
- Center to FOV
- Keep the focus of the experience in the field of view, otherwise users might feel lost.
- Create immersion
- Spread the secondary elements around the user to create immersion. Use sound or visual aid to guide the users between these elements.
- Neck & Head Ergonomics
- Ergonomics of the head and neck play an important role in delivering an accessible AR experience. Take that into consideration when placing elements in your scene.
- People tend to gaze “down” about 5 degrees, instead of straight ahead, because this puts less tension on the neck. It’s easier to pivot your head left and right than it is to look up and down.
- Tie to the real world
- Try to tie content to the real world by using World/Surface Tracking and Single Plane Tracking.
In addition to your Lens content, you should consider there are a couple items to take into consideration as you are developing: Battery Life and Device Overheating. These considerations are important as they fit into the overall experience of the user. Thus, it is important to build an experience that is optimized.
Optimizing for Power and Performance
The small form factor of the glasses means a limited battery life and surfaces for your device to cool off.
In order to give your users an optimal lens experience, please bear in mind the following as your work on your creation:
- Avoid complex materials
- Avoid complex 3D geometry
- Avoid using Too many cameras
- Cameras or Render Target can impact rendering performance.
- Avoid using unnecessary light sources
- Scene Lighting can impact rendering performance.
- Limit the number of Computer Vision Trackers
- Try to limit the amount of trackers (i.e. Face Tracking, Hand Tracking, World tracking, etc) in your scene at a given time. They all require additional CPU usage, reducing the maximum runtime of your lens.
Review our Lens Studio Performance and Optimization guide for more ways to optimize your lens.
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