ProGesAR: Mobile AR Prototyping for Proxemic and Gestural Interactions with Real-world IoT Enhanced Spaces
Title of the Paper
ProGesAR: Mobile AR Prototyping for Proxemic and Gestural Interactions with Real-world IoT Enhanced Spaces
Paper Information
- Research Domain: Human-Computer Interaction; Prototyping for proxemic and gestural interactions in IoT-enhanced spaces using mobile augmented reality technology
- Keywords: Proxemic interaction, Gestural interaction, AR prototyping, Mobile augmented reality, User interface design, Spatial interaction design
Research Background and Problems
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Identified Problems or Challenges
- Current IoT-enhanced spaces require designing proxemic and gestural interactions between users and objects, but commonly used prototyping tools have limitations:
- Many tools rely on specialized hardware (e.g., motion capture devices) or require programming skills;
- Current augmented reality tools primarily focus on first-person experience prototyping rather than whole-body interaction perspectives;
- Few tools support testing from both first-person and third-person perspectives.
- Designers find it difficult to transition from 2D prototypes to imagining interactions in 3D real-world scenarios, lacking design tools with physical realism.
- There is a lack of low-cost, highly interactive, and easily repeatable prototyping tools.
- Current IoT-enhanced spaces require designing proxemic and gestural interactions between users and objects, but commonly used prototyping tools have limitations:
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Research Significance
- Interaction design in IoT spaces not only impacts user experience but also requires careful consideration of the rationality of interactions with physical spaces.
- An efficient mobile platform design tool can reduce the time cost of design and testing, improving the performance of interaction design in real-world spaces.
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Research Motivation and Related Work
- Current AR prototyping tools are mostly focused on visual presentation, emphasizing the overlay of dynamic digital content in user experiences, but provide limited support for whole-body interaction in physical environments.
- Existing research on proxemic and gestural interaction design (e.g., Proximity Toolkit) faces challenges such as hardware dependency and high software programming barriers.
- There is a need to develop a low-threshold, flexible, and mobile-compatible prototyping tool to inspire further exploration by other researchers.
Proposed Solution
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Proposed Solution
- Developed ProGesAR, a mobile AR design tool that supports both third-person and first-person testing perspectives, enabling the creation and testing of proxemic and gestural interaction prototypes in real IoT environments.
- ProGesAR supports the triggering of dynamic content and allows designers to quickly build low-cost interaction prototypes using an "event-effect" mapping method.
- Provides a declarative interface that requires no programming skills to use.
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Innovations
- Offers in-situ interaction design support in real-world scenarios, making designs more aligned with actual usage environments.
- Supports multiple event-triggering mechanisms (position, orientation, distance, and gesture events), enhancing the expressiveness of interactions.
- Enables multi-perspective testing (user first-person perspective and observer third-person perspective), covering the entire process from design to concept validation.
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Implementation Steps and Key Technologies
- Authoring Mode: Designers place virtual assets in the scene using a mobile device and orchestrate events and dynamic effects;
- Event Detection: Supports detection of position, orientation, distance, and body posture;
- Testing Mode: Allows designers to test prototypes themselves or invite participants to observe experimental effects from different perspectives;
- Underlying Technology: Built on iOS devices and ARKit, enabling real-time motion tracking, plane detection, and basic gesture classification.
Research Outcomes
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Specific Outcomes
- Successfully developed the ProGesAR tool and demonstrated its capability for rapidly creating and testing low-fidelity prototypes in near-realistic scenarios;
- In user studies, participants quickly designed rich interaction scenarios and applied them to various IoT contexts (e.g., smart homes, public facilities, game design).
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Comparison with Existing Solutions
- Compared to traditional tools, ProGesAR's low-cost threshold and mobility make it more suitable for early-stage rapid iterative design;
- Supports multi-perspective testing from both first-person and third-person views, addressing the lack of multi-perspective support in traditional interaction tools.
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Experimental or Evaluation Results
- Users were able to design complete interaction prototypes in a short time (average of 157.5 seconds per scenario).
- Users expressed satisfaction with ProGesAR through System Usability Scale (SUS) scores, particularly praising its multi-perspective testing, real-time interaction, and low learning curve.
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Limitations and Future Directions
- The current system primarily supports single-user interactions; future work could expand to multi-user scenarios.
- The range of gestures is relatively limited; subsequent work could include a more extensive and customizable gesture library.
- The limited screen size of mobile devices may affect the coherence of interactions in complex scenarios; future improvements should focus on optimizing the visual interface and supporting remote design.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- How can a low-cost mobile AR prototyping tool support proxemic and gestural interaction in real IoT environments?Category: AR Prototyping, Authoring, and Development WorkflowsSimilar questionsarrow_forward
- How can a mobile AR tool improve interaction design iteration efficiency by supporting first-person and third-person perspectives?Category: AR Prototyping, Authoring, and Development WorkflowsSimilar questionsarrow_forward
- Which event-effect mapping mechanism best improves interaction design flexibility and physical realism in IoT spaces?Category: AR Prototyping, Authoring, and Development WorkflowsSimilar questionsarrow_forward
Practical Problems
1- Designers struggle to design and iteratively test IoT space interactions at low cost and intuitively.Category: AR Prototyping, Authoring, and Development WorkflowsSimilar questionsarrow_forward
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