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User Interface and User Experience in AR
User Interface and User Experience in AR
Price: Starting at USD 3,000
Publish Date: 14 Feb 2020
Code: AN-2805
Research Type: Research Report
Pages: 25
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RELATED SERVICE:
Extended Reality (XR) Technologies
TAGS:
Magic Leap (37)
Report Detail
Table of Contents
Companies Mentioned
Related Research
Related News
Related Insights
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Table of Contents
Companies Mentioned
Related Research
Related News
Related Insights
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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
Companies Mentioned
Cerence
CrunchFish
Litho
ManoMotion
Pupil Labs
Tobii Pro
Ultraleap
uSens
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Emerging Interaction Methods for AR Smart Glasses to Forge a AR Market Value of US$100 Billion by 2024
New York, New York - February 26, 2020