
AR Drawing
Oct 2018 - Now
UX Designer / UX Prototyper
Made with Unity 3D, Keynote
I created a new AR GUI Design Framework called "Surface"
And tested this framework in six different working scenarios.
Augment the physical world with the power of the digital part.
Give the physical attributes to the digital object.
The Story of AR Drawing
Features
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Prepare and place the virtual canvas, pen box, and palette as you want;
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Draw the picture by selecting different crushes, colors, and shapes;
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Display your work in the physical place.
User flow
Choose your working position - Sit down in front of a drawing board or Sit in front a table

Preparation - Create your drawing board
Create virtual canvas on a physical surface, which could provide haptic feedback for drawing.
You are all set!

Preparation - Rearrange your virtual working zone
Customize the position of your drawing board, pen box, and palette by pinching
Horizontally move the virtual surface
Adjust the degree of the virtual surface
Attach your virtual toolbox to a physical surface so you can bring it with you.
Attach your canvas to a physical wall
Drawing - natural hand movement
Drawing - Select your drawing brush
Drawing - Change Color
Drawing - Move
Drawing - Resize
Drawing - Zoom in and zoom out (Canvas Level)
Display - Use physical surface to display your digital works
Display - Display your work in a physical place

Design Considerations
Interaction Mode
Touch
( laser pen + gaze + voice input )
Even though we have a lot of technical limitations here, these ways are natural for us to interact with not only the digital world but also the physical world. So in this case, I use Touch as the main way to accomplish most of the interaction tasks.
User Interfaces and Interaction Designs
From 2D to AR
①Augment the physical world with the ability of the digital world
My principle :
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Don’t obscure the users’ view with too many 2D Details
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Only display the UI that high frequency of use and fast access
My approach:
Disassemble the one-piece application window into different components, which include:
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Layer Management Window
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Drawing Area
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Basic Attributes Setting Area
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Palette
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Other Toolkit Bar
Physical Surface could become the container for the Digital interface
For Canvas/For Palette/For other toolboxes/For works’ display
table/wall /floating in the mid-air





① Give the physical attributes to the digital interfaces
My principle :
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Convey affordance by shape and texture
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Provide selected, placed, collided feedbacks to boost the sense of agency
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Add physical attributes like shadow or weight to increase the realistic of the digital interface.
Let’s give some specific examples to explain how I apply those principles to the real design.
Task: Attachment
Digital Interfaces can be Attachable in the physical surface and bring with them. And provide the drop-down point to remind users of where they can place the object - like shadow. Highlighted physical surface/ Shadow on the wall to tell you that this surface is droppable.
Task: Resizing
Drag two angles and enlarge or reduce the size of it




Prototyping to Test
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