应用质量标准App quality criteria

本文档介绍影响混合现实应用质量的主要因素。This document describes the top factors impacting the quality of mixed reality apps. 对于每个因素,提供以下信息For each factor, the following information is provided

  • 概述-质量因素及其重要原因的简短说明。Overview – a brief description of the quality factor and why it's important.
  • 设备影响-影响哪种类型的窗口混合现实设备。Device impact - which type of Window Mixed Reality device is affected.
  • 质量标准–如何评估质量因素。Quality criteria – how to evaluate the quality factor.
  • 如何衡量方法,以衡量问题 (或经验) 。How to measure – methods to measure (or experience) the issue.
  • 建议-概述提供更好的用户体验的方法。Recommendations – summary of approaches to provide a better user experience.
  • 资源-相关的开发人员和设计资源有助于创建更好的应用程序体验。Resources – relevant developer and design resources that are useful to create better app experiences.

帧速率Frame rate

帧速率是全息图稳定性和用户舒适的第一个支柱。Frame rate is the first pillar of hologram stability and user comfort. 低于建议目标的帧速率可能导致全息影像出现抖动,对体验的 believability 产生负面影响,并可能导致目视疲劳。Frame rate below the recommended targets can cause holograms to appear jittery, negatively impacting the believability of the experience and potentially causing eye fatigue. 针对 Windows Mixed Reality 沉浸式耳机的目标帧速率为 60 Hz 或 90 Hz,具体取决于所支持的与 Windows Mixed Reality 兼容的计算机。The target frame rate for your experience on Windows Mixed Reality immersive headsets is either 60 Hz or 90 Hz depending on which Windows Mixed Reality Compatible PCs you're supporting. 对于 HoloLens,目标帧速率为 60 Hz。For HoloLens, the target frame rate is 60 Hz.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
应用一致地满足目标60设备的每秒帧数 (FPS) 超计算机上的 90 fps;和 60 fps。The app consistently meets frames per second (FPS) goal for target device: 60 fps on HoloLens; 90 fps on Ultra PCs; and 60 fps on mainstream PCs. 应用程序有间歇性的帧不会阻碍核心体验,或者 FPS 的速度一直低于所需的目标,但不会妨碍应用程序的体验。The app has intermittent frame drops not impeding the core experience, or FPS is consistently lower than desired goal but doesn’t impede the app experience. 应用在每10秒或更短时间内每隔10秒或更短时间内遇到一次帧速率下降。The app is experiencing a drop in frame rate on average every 10 seconds or less.

如何度量How to measure

  • 实时帧速率图通过 Windows 设备门户 在 "系统性能" 下提供。A real-time frame rate graph is provided through by the Windows Device Portal under "System Performance".
  • 对于开发调试,请将帧速率诊断计数器添加到应用中。For development debugging, add a frame rate diagnostic counter into the app. 查看示例计数器的资源。See Resources for a sample counter.
  • 当应用程序运行时,可以在设备中体验到帧速率下降。Frame rate drops can be experienced in device while the app is running by moving your head from side to side. 如果全息图显示意外的抖动运动,则帧速率较低或稳定性平面可能是原因。If the hologram shows unexpected jittery movement, then low frame rate or the stability plane is likely the cause.

建议Recommendations

  • 在开发工作开始时添加帧速率计数器。Add a frame rate counter at the beginning of the development work.
  • 应评估出现帧速率下降的更改,并适当地将其解析为性能 bug。Changes that incur a drop in frame rate should be evaluated and appropriately resolved as a performance bug.

资源Resources

文档Documentation

工具和教程Tools and tutorials

外部引用External references

全息影像稳定性Hologram stability

稳定的全息影像会提高应用程序的可用性和 believability,并为用户创建更舒适的查看体验。Stable holograms will increase the usability and believability of your app, and create a more comfortable viewing experience for the user. 全息图稳定性的质量是良好的应用开发和设备了解 (磁道) 其环境的能力。The quality of hologram stability is a result of good app development and the device's ability to understand (track) its environment. 尽管帧速率是稳定性的第一支柱,但其他因素可能会影响稳定性,其中包括:While frame rate is the first pillar of stability, other factors can impact stability including:

  • 使用 "稳定" 平面Use of the stabilization plane
  • 与空间锚的距离Distance to spatial anchors
  • 跟踪Tracking

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
全息影像显示稳定。Holograms consistently appear stable. 辅助内容显示意外移动;或意外移动不会妨碍总体应用程序体验。Secondary content shows unexpected movement; or unexpected movement doesn't impede overall app experience. 帧中的主要内容显示意外移动。Primary content in frame shows unexpected movement.

如何度量How to measure

戴设备并观看体验:While wearing the device and viewing the experience:

  • 从一侧到另一侧移动您的头。Move your head from side to side. 如果全息影像显示意外移动,而稳定平面与焦距平面之间的不正确对齐,则可能的原因。If the holograms show unexpected movement then low frame rate or improper alignment of the stability plane to the focal plane is the likely cause.
  • 四处移动影像和环境,查找泳道和 jumpiness 等行为。Move around the holograms and environment, look for behaviors such as swim and jumpiness. 此类动作可能由设备不跟踪环境或到空间锚点的距离引起。This type of motion is likely caused by the device not tracking the environment, or the distance to the spatial anchor.
  • 如果帧中有大的或多个全息影像,请在不同的深度观察全息影像行为,同时从一侧到另一侧,如果出现抖动,这可能是由稳定平面导致的。If large or multiple holograms are in the frame, observe hologram behavior at various depths while moving your head position from side to side, if shakiness appears this is likely caused by the stabilization plane.

建议Recommendations

  • 在开发工作开始时添加帧速率计数器。Add a frame rate counter at the beginning of the development work.
  • 使用 "稳定" 平面。Use the stabilization plane.
  • 始终在其定位点的3米以内呈现定位的全息影像。Always render anchored holograms within 3 meters of their anchor.
  • 请确保您的环境已设置正确跟踪。Make sure your environment is set up for proper tracking.
  • 设计你的体验,以避免帧内处于不同焦点级别的全息影像。Design your experience to avoid holograms at various focal depth levels within the frame.

资源Resources

文档Documentation

工具和教程Tools and tutorials

实面上的全息影像位置Holograms position on real surfaces

使用物理 (对象的 Misalignments 的,如果要将其与另一个相对应) ,则可以清楚地指示全息影像和真实世界的非联合。Misalignments of holograms with physical objects (if intended to be placed in relation to one another) are a clear indication of the non-union of holograms and real-world. 位置的准确性应与方案的需求相关;例如,常规表面布局可以使用空间图,但更准确的放置需要使用标记和校准。Accuracy of the placement should be relative to the needs of the scenario; for example, general surface placement can use the spatial map, but more accurate placement will require some use of markers and calibration.

设备影响Device impact

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✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
全息图通常以厘米到英寸的范围对齐。Holograms align to the surface typically in the centimeters to inches range. 如果需要更高的准确性,应用程序应为应用规范中的协作提供高效的方式。If you need more accuracy, the app should provide an efficient means for collaboration within the app spec. NANA 通过断开 surface 平面或远离表面,全息影像将与物理目标对象显示不对齐。The holograms appear unaligned with the physical target object by either breaking the surface plane or appearing to float away from the surface. 如果需要准确性,全息影像应满足方案的邻近规范。If accuracy is required, Holograms should meet the proximity spec of the scenario.

如何度量How to measure

  • 放置在空间地图上的全息影像不应明显浮动在表面上方或下方。Holograms that are placed on spatial map shouldn't appear to dramatically float above or below the surface.
  • 需要精确放置的全息影像应具有某种形式的标记和校准系统,这种系统对于方案的要求是准确的。Holograms that require accurate placement should have some form of marker and calibration system that is accurate to the scenario's requirement.

建议Recommendations

  • 空间映射适用于在不需要精度时将对象放置在图面上。Spatial map is useful for placing objects on surfaces when precision isn’t required.
  • 为了获得最佳的精度,请使用标记或海报来设置全息影像和 Xbox 控制器 (或一些手动对齐机制) 用于最终校准。For the best precision, use markers or posters to set the holograms and an Xbox controller (or some manual alignment mechanism) for final calibration.
  • 考虑将超大型全息图分解为逻辑部件,并将每个部件与图面对齐。Consider breaking extra-large holograms into logical parts and aligning each part to the surface.
  • 不正确地将 interpupillary 距离设置 (IPD) 也会影响全息图对齐。Improperly set interpupillary distance (IPD) can also effect hologram alignment. 始终将 HoloLens 配置为用户的 IPD。Always configure HoloLens to the user's IPD.

资源Resources

文档Documentation

工具和教程Tools and tutorials

外部引用External references

轻松查看区域Viewing zone of comfort

应用开发人员通过在不同的深度放置内容和全息影像来控制用户的眼睛汇聚。App developers control where users' eyes converge by placing content and holograms at various depths. 戴 HoloLens 的用户将始终适应 2.0 m 以维护一个清晰的图像,因为 HoloLens 显示固定在远离用户的光纤距离2.0 附近。Users wearing HoloLens will always accommodate to 2.0 m to maintain a clear image because HoloLens displays are fixed at an optical distance approximately 2.0 m away from the user. 内容深度不正确可能会导致 visual discomfort 或疲劳。Improper content depth can lead to visual discomfort or fatigue.

设备影响Device impact

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✔️✔️

质量标准Quality criteria

最佳Best
  • 将内容放到 2 m。Place content at 2 m.
  • 如果无法将全息影像置于 2 m 个位置,并且无法避免聚合和便利设施之间发生冲突,则全息图位置的最佳区域介于 1.25 m 和 5 m 之间。When holograms cannot be placed at 2 m and conflicts between convergence and accommodation cannot be avoided, the optimal zone for hologram placement is between 1.25 m and 5 m.
  • 在每种情况下,设计器都应该构建内容来鼓励用户交互 (例如,调整内容大小和默认位置参数) 。In every case, designers should structure content to encourage users to interact 1+ m away (e.g. adjust content size and default placement parameters).
  • 除非方案不需要,否则应使用从 1 m 开始的淡出来实现剪辑平面。Unless not required by the scenario, a clipping plane should be implement with fade out starting at 1 m.
  • 如果需要更密切地观察 motionless 全息图,内容不应超过50厘米。In cases where closer observation of a motionless hologram is required, the content shouldn't be closer than 50 cm.
适合Meets 内容在查看和运动指导范围内,但不恰当地使用或不使用剪辑平面。Content is within the viewing and motion guidance, but improper use or no use of the clipping plane.
失败Fail 内容显示太近 (通常 < 为 1.25 m,或 < 50 厘米用于需要更密切观察的静止全息影像。 ) Content is presented too close (typically <1.25 m, or <50 cm for stationary holograms requiring closer observation.)

如何度量How to measure

  • 内容通常应为 2 m,但不会超过1.25 或大于 5 m。Content should typically be 2 m away, but no closer than 1.25 or further than 5 m.
  • 在少数例外情况下,将在从 1 m 开始的内容淡出的情况下,设置为85CM。With few exceptions, the HoloLens clipping render distance should be set to 85CM with fade out of content starting at 1 m. 接近内容并记下剪辑平面效果。Approach the content and note the clipping plane effect.
  • 固定内容不应比 50 cm 更近。Stationary content should not be closer than 50 cm away.

建议Recommendations

  • 为 2 m 的最佳视图距离设计内容。Design content for the optimal viewing distance of 2 m.
  • 将剪辑渲染距离设置为85厘米,从 1 m 开始的内容淡出。Set the clipping render distance to 85 cm with fade out of content starting at 1 m.
  • 对于需要更近查看的静止全息影像,剪辑平面应不超过30厘米,并从剪切平面开始至少10厘米。For stationary holograms that need closer viewing, the clipping plane should be no closer than 30 cm and fade out should start at least 10 cm away from the clipping plane.

资源Resources

深度切换Depth switching

无论查看舒适问题的区域如何,用户都需要经常或快速地在近和远的焦距对象之间切换 (包括全息影像和现实世界内容) 可能会导致疲劳和一般 discomfort。Regardless of viewing zone of comfort issues, demands for the user to switch frequently or quickly between near and far focal objects (including holograms and real-world content) can lead to oculomotor fatigue, and general discomfort.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
不会导致用户 unnaturally refocus 的有限或自然深度切换。Limited or natural depth switching that doesn’t cause the user to unnaturally refocus. 突然深度切换这是核心的,设计为应用程序体验,或由于意外的实际内容而产生的突然深度切换。Abrupt depth switch this is core and designed into the app experience, or abrupt depth switch that is caused by unexpected real-world content. 一致的深度切换或对应用程序体验不必要或核心的突然深度切换。Consistent depth switch, or abrupt depth switching that isn’t necessary or core to the app experience.

如何度量How to measure

  • 如果应用要求用户持续和/或突然改变深度焦点,则会出现深度切换问题。If the app requires the user to consistently and/or abruptly change depth focus, there is depth switching problem.

建议Recommendations

  • 保持主要内容处于一致的焦点平面上,并确保 "稳定" 平面与焦点平面匹配。Keep primary content at a consistent focal plane and make sure the stabilization plane matches the focal plane. 这将减少 oculomotor 疲劳和意外的全息图移动。This will alleviate oculomotor fatigue and unexpected hologram movement.

资源Resources

使用空间音效Use of spatial sound

在 Windows Mixed Reality 中,音频引擎通过使用方向、距离和环境模拟模拟3D 声音,提供混合现实体验的听觉组件。In Windows Mixed Reality, the audio engine provides the aural component of the mixed reality experience by simulating 3D sound using direction, distance, and environmental simulations. 在应用程序中使用空间音效使开发人员能够将 (球的声音 convincingly 在三维空间中,) 整个用户。Using spatial sound in an application allows developers to convincingly place sounds in a 3-dimensional space (sphere) all around the user. 然后,这些声音看起来就像是来自真实的物理对象,或是用户的环境中的混合现实影像。Those sounds will then seem as if they were coming from real physical objects or the mixed reality holograms in the user's surroundings. 空间音效是用于混合现实应用程序中的浸入式、可访问性和 UX 设计的强大工具。Spatial sound is a powerful tool for immersion, accessibility, and UX design in mixed reality applications.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
声音以逻辑方式 spatialized,并适当地使用声音来帮助进行对象发现和用户反馈。Sound is logically spatialized, and the UX appropriately uses sound to assist with object discovery and user feedback. 声音非常自然,与对象相关,并在整个方案中标准化。Sound is natural and relevant to objects and normalized across the scenario. 空间音频适用于 believability,但它不能帮助用户提供反馈和发现。Spatial audio is used appropriately for believability but missing as means to help with user feedback and discoverability. 听不到预期的声音,并且/或缺少声音来帮助用户在 UX 中 spatialized。Sound is not spatialized as expected, and/or lack of sound to assist user within the UX. 或在方案设计中不考虑或使用空间音频。Or spatial audio was not considered or used in the design of the scenario.

如何度量How to measure

  • 通常,相关声音应从目标全息影像发出 (例如,吠声音来自全息狗。 ) In general, relevant sounds should emit from target holograms (eg., bark sound coming from holographic dog.)
  • 应在整个 UX 中使用声音提示,以帮助用户在全息帧外提供反馈或了解操作。Sound cues should be used throughout the UX to assist the user with feedback or awareness of actions outside the holographic frame.

建议Recommendations

  • 使用空间音频来帮助对象发现和用户界面。Use spatial audio to assist with object discovery and user interfaces.
  • 真实声音比合成或非自然声音更好。Real sounds work better than synthesize or unnatural sound.
  • 大多数声音应为 spatialized。Most sounds should be spatialized.
  • 避免不可见的发射器。Avoid invisible emitters.
  • 避免空间屏蔽。Avoid spatial masking.
  • 规范化所有声音。Normalize all sounds.

资源Resources

文档Documentation

工具和教程Tools and tutorials

专注于全息帧 (FOV) 边界Focus on holographic frame (FOV) boundaries

设计良好的用户体验可以创建和维护围绕用户扩展的虚拟环境的有用上下文。Well-designed user experiences can create and maintain useful context of the virtual environment that extends around the users. 缓解 FOV 边界的影响涉及到精心设计的内容规模和上下文、使用空间音频、指导系统和用户的位置。Mitigating the effect of the FOV boundaries involves a thoughtful design of content scale and context, use of spatial audio, guidance systems, and the user's position. 如果完成了正确的操作,该用户将感到不受 FOV 边界的影响,同时具有舒适的应用程序体验。If done right, the user will feel less impaired by the FOV boundaries while having a comfortable app experience.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
用户永远不会失去上下文和查看。User never loses context and viewing is comfortable. 为大对象提供了上下文帮助。Context assistance is provided for large objects. 为框架外的对象提供了可发现性和查看指南。Discoverability and viewing guidance is provided for objects outside the frame. 通常,动画的动画设计和规模调整适用于舒适的观看体验。In general, motion design and scale of the holograms are appropriate for a comfortable viewing experience. 用户永远不会丢失上下文,但在有限的情况下,可能需要额外的颈部运动。User never loses context, but extra neck motion may be required in limited situations. 在有限的情况下,规模会导致动态影像中断垂直或水平的帧,导致某些颈部运动查看全息影像。In limited situations scale causes holograms to break either the vertical or horizontal frame causing some neck motion to view holograms. 若要查看全息影像,用户可能丢失上下文和/或一致的颈部运动。User likely to lose context and/or consistent neck motion is required to view holograms. 如果没有适用于大全息对象的上下文指南,则可以轻松地在帧外移动对象,而无需发现指引,或者需要定期移动影像来查看。No context guidance for large holographic objects, moving objects easy to lose outside the frame with no discoverability guidance, or tall holograms requires regular neck motion to view.

如何度量How to measure

  • 由于要在边界处裁剪, (大) 全息图的上下文丢失或无法理解。Context for a (large) hologram is lost or not understood due to being clipped at the boundaries.
  • 由于缺少引起注意的控制器或可快速移入和移出全息帧的内容,因此很难找到全息影像的位置。Locations of holograms are hard to find due to the lack of attention directors or content that rapidly moves in and out of the holographic frame.
  • 方案需要定期和重复的向上和向下移动,才能完全查看疲劳的全息图。Scenario requires regular and repetitive up and down head motion to fully see a hologram resulting in neck fatigue.

建议Recommendations

  • 开始体验适合 FOV 的小对象,然后将视觉提示转换为较大版本。Start the experience with small objects that fit the FOV, then transition with visual cues to larger versions.
  • 使用空间音频和注意控制器来帮助用户查找 FOV 之外的内容。Use spatial audio and attention directors to help the user find content that is outside the FOV.
  • 尽可能避免在垂直剪裁 FOV 的全息影像。As much as possible, avoid holograms that vertically clip the FOV.
  • 为用户提供应用内指南以获得最佳观看位置。Provide the user with in-app guidance for best viewing location.

资源Resources

文档Documentation

外部引用External references

内容对用户位置的响应Content reacts to user position

全息影像应以与 "实际" 对象相同的方式对用户位置做出反应。Holograms should react to the user position in roughly the same ways that "real" objects do. 一个值得注意的设计注意事项是 UI 元素,这些元素不一定会假设用户的位置为静止,并适应用户的动作。A notable design consideration is UI elements that can't necessarily assume a user's position is stationary and adapt to the user's motion. 设计可正确适应用户位置的应用将创建更可信的体验,并使其更易于使用。Designing an app that correctly adapts to user position will create a more believable experience and make it easier to use.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 内容和 UI 适应用户位置,使用户能够在预期用户移动范围内自然地与内容交互。Content and UI adapt to user positions allowing user to naturally interact with content within the scope of expected user movement.
适合Meets UI 适应用户位置,但可能会妨碍关键内容的查看,要求用户调整其位置。UI adapts to the user position, but may impede the view of key content requiring the user to adjust their position.
失败Fail
  1. UI 元素在移动过程中丢失或锁定,导致用户 unnaturally 返回 (或查找) 控件。UI elements are lost or locked during movement causing user to unnaturally return to (or find) controls.
  2. UI 元素限制主要内容的视图。UI elements limit the view of primary content.
  3. UI 移动并不针对观看距离和势头进行优化,特别是在带 标记的 ui 元素上。UI movement isn't optimized for viewing distance and momentum particularly with tag-along UI elements.

如何度量How to measure

  • 所有度量值都应在合理的方案范围内完成。All measurements should be done within a reasonable scope of the scenario. 当用户移动发生变化时,不要尝试通过极端的用户移动来诱骗应用。While user movement will vary, don’t try to trick the app with extreme user movement.
  • 对于 UI 元素,不管用户移动如何,相关控件都应可用。For UI elements, relevant controls should be available regardless of user movement. 例如,如果用户正在使用缩放功能查看和浏览三维地图,则无论位置如何,缩放控件都应立即可供用户使用。For example, if the user is viewing and walking around a 3D map with zoom, the zoom control should be readily available to the user regardless of location.

建议Recommendations

  • 用户是相机,它们控制移动。The user is the camera and they control the movement. 让它们驱动器。Let them drive.
  • 对于文本和 menuing 系统,请考虑 billboarding,如果用户要四处移动,则可能会被全局锁定或遮住。Consider billboarding for text and menuing systems that would otherwise be world-locked or obscured if a user were to move around.
  • 同时对需要关注用户的内容使用标记,同时允许用户查看它们前面的内容。Use tag-along for content that needs to follow the user while still allowing the user to see what is in front of them.

资源Resources

文档Documentation

输入交互清晰度Input interaction clarity

输入交互清晰度对于应用可用性至关重要,其中包括输入一致性、设计、交互方法的可发现性。Input interaction clarity is critical to an app's usability and includes input consistency, approachability, discoverability of interaction methods. 用户可以使用平台范围的常见交互,而无需 relearning。User can use platform-wide common interactions without relearning. 如果应用具有自定义输入,则应该清楚地传达并演示。If the app has custom input, it should be clearly communicated and demonstrated.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
输入交互方法与 Windows Mixed Reality 提供的 指南一致。Input interaction methods are consistent with Windows Mixed Reality provided guidance. 任何自定义输入都不应使用标准输入进行冗余 (而是使用标准交互) ,必须清楚地传达并向用户演示。Any custom input shouldn't be redundant with standard input (rather use standard interaction) and must be clearly communicated and demonstrated to the user. 与最佳方法相似,但自定义输入对于标准输入方法是冗余的。Similar to best, but custom inputs are redundant with standard input methods. 用户仍可通过应用体验实现目标和进度。User can still achieve the goal and progress through the app experience. 难以理解输入法或按钮映射。Difficult to understand input method or button mapping. 输入进行了大量自定义,不支持标准输入、无说明或可能会导致疲劳和舒适的问题。Input is heavily customized, doesn't support standard input, no instructions, or likely to cause fatigue and comfort issues.

如何度量How to measure

  • 应用使用一致 的标准输入法。The app uses consistent standard input methods.
  • 如果应用具有自定义输入,则会通过以下方法进行清晰的通信:If the app has custom input, it's clearly communicated through:
  • 首次运行体验First-run experience
  • 介绍屏幕Introductory screens
  • 工具提示Tooltips
  • 手部指导Hand coach
  • 帮助部分Help section
  • 语音朗读Voice over

建议Recommendations

  • 尽可能使用标准输入方法。Use standard input methods whenever possible.
  • 为非标准输入法提供演示、教程和工具提示。Provide demonstrations, tutorials, and tooltips for non-standard input methods.
  • 在整个应用程序中使用一致的交互模型。Use a consistent interaction model throughout the app.

资源Resources

文档Documentation

工具和教程Tools and tutorials

种不可交互对象Interactable objects

"Button" 是一种用于在二维抽象环境中触发事件的比喻。A button has long been a metaphor used for triggering an event in the 2D abstract world. 在这三维混合现实世界中,我们不必再局限于这种抽象领域。In the three-dimensional mixed reality world, we don’t have to be confined to this world of abstraction anymore. 任何内容都可以是触发事件的种不可交互对象。Anything can be an Interactable object that triggers an event. 种不可交互对象可表示为从桌子上的咖啡杯到悬浮的球标的任何内容。An interactable object can be represented as anything from a coffee cup on the table to a balloon floating in the air. 无论采用何种形式,用户都应该通过视觉对象和音频提示清楚地识别种不可交互对象。Regardless of the form, interactable objects should be clearly recognizable by the user through visual and audio cues.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
无论采用何种形式,都可以通过视觉对象和音频提示在三种状态下识别种不可交互对象:空闲、目标和选择。Regardless of form, interactable objects are recognizable through visual and audio cues across three states: idle, targeted, and selected. "看起来,说它" 是显而易见的,始终在整个体验中使用。"See it, say it" is clear and consistently used throughout the experience. 对象经过缩放和分布,以允许错误释放目标。Objects are scaled and distributed to allow for error free targeting. 用户可以通过音频或视觉对象反馈将对象识别为种不可交互,并可以定位和激活对象。User can recognize object as interactable through audio or visual feedback, and can target and activate the object. 如果没有任何视觉对象或音频提示,用户将无法识别种不可交互对象。Given no visual or audio cues, user can't recognize an interactable object. 交互是由于对象比例或对象之间的距离而容易出错。Interactions are error prone due to object scale or distance between objects.

如何度量How to measure

  • 种不可交互对象可识别为 "种不可交互";包括按钮、菜单和特定于应用的内容。Interactable objects are recognizable as 'interactable'; including buttons, menus, and app-specific content. 根据经验法则,在面向种不可交互对象时,应该有视觉和音频提示。As a rule of thumb there should be a visual and audio cue when targeting interactable objects.

建议Recommendations

  • 使用视觉和音频反馈进行交互。Use visual and audio feedback for interactions.
  • 应为每个输入状态 (空闲、目标、选定) 提供可视反馈Visual feedback should be differentiated for each input state (idle, targeted, selected)
  • 应缩放种不可交互对象,并将其放置在错误释放目标位置。Interactable objects should be scaled and placed for error free targeting.
  • 分组的种不可交互对象 (例如菜单栏或列表) 应具有适当的目标间距。Grouped interactable objects (such as a menu bar or list) should have proper spacing for targeting.
  • 支持语音命令的按钮和菜单应为命令关键字提供文本标签, ( "查看它" ) Buttons and menus that support voice command should provide text labels for the command keyword ("See it, say it")

资源Resources

文档Documentation

工具和教程Tools and tutorials

房间扫描Room scanning

需要空间映射数据的应用程序依赖于设备在一段时间内和跨会话自动收集此数据,因为用户浏览其环境中的设备处于活动状态。Apps that require spatial mapping data rely on the device to automatically collect this data over time and across sessions as the user explores their environment with the device active. 此数据的完整性和质量取决于多个因素,包括用户的探索量、从浏览开始起经过的时间,以及从设备扫描区域以来是否移动了家具和门等对象。The completeness and quality of this data depends on a number of factors including the amount of exploration the user has done, how much time has passed since the exploration and whether objects such as furniture and doors have moved since the device scanned the area. 许多应用程序会在体验开始时分析空间映射数据,以判断用户是否应执行额外的步骤来改善空间映射的完整性和质量。Many apps will analyze the spatial mapping data at the start of the experience to judge whether the user should perform additional steps to improve the completeness and quality of the spatial map. 如果用户需要扫描环境,请在扫描体验期间提供明确的指南。If the user is required to scan the environment, clear guidance should be provided during the scanning experience.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
空间网格的可视化通知用户正在进行扫描。Visualization of the spatial mesh tell users scanning is in progress. 用户清楚地了解要执行的操作以及扫描开始和停止的时间。User clearly knows what to do and when the scan starts and stops. 已提供空间网格的可视化效果,但用户可能并不清楚地知道要执行什么操作,并且不会提供任何进度信息。Visualization of the spatial mesh is provided, but the user may not clearly know what to do and no progress information is provided. 没有网格的可视化效果。No visualization of mesh. 没有向用户提供有关在何处查找或开始扫描的指导信息。No guidance information provided to the user regarding where to look, or when the scan starts/stops.

如何度量How to measure

  • 在所需的空间扫描过程中,会提供视觉和音频指南,指示在何处进行查找以及何时开始和停止扫描。During a required room scan, visual and audio guidance are provided indicating where to look, and when to start and stop scanning.

建议Recommendations

  • 指示用户附近的用户总数需要成为体验的一部分。Indicate how much of the total volume in the users vicinity needs to be part of the experience.
  • 在扫描开始和停止(例如进度指示器)时进行通信。Communicate when the scan starts and stops such as a progress indicator.
  • 在扫描过程中使用网格的可视化效果。Use a visualization of the mesh during the scan.
  • 提供视觉和音频提示,以鼓励用户在房间内查找和移动。Provide visual and audio cues to encourage the user to look and move around the room.
  • 通知用户要在何处进行数据改进。Inform the user where to go to improve the data. 在许多情况下,最好向用户告诉用户需要执行哪些操作 (例如,查看天花板) ,以获得必要的扫描质量。In many cases, it may be best to tell the user what they need to do (e.g. look at the ceiling, look behind furniture), in order to get the necessary scan quality.

资源Resources

文档Documentation

工具和教程Tools and tutorials

方向指示器Directional indicators

在混合现实应用中,内容可能在视图字段之外或由真实的对象封闭像素。In a mixed reality app, content may be outside the field of view or occluded by real-world objects. 设计良好的应用可使用户更轻松地查找不可见的内容。A well-designed app will make it easier for the user to find non-visible content. 方向指示器向用户提醒重要内容,并为内容提供与用户位置相关的指导。Directional indicators alert a user to important content and provide guidance to the content relative to the user's position. 不可见内容的指南可以采用声音发射器、双向箭头或直接视觉提示的形式。Guidance to non-visible content can take the form of sound emitters, directional arrows, or direct visual cues.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
视觉对象和音频提示直接指导用户查看视图外的相关内容。Visual and audio cues directly guide the user to relevant content outside the field of view. 在内容的常规方向上指向用户的箭头或某个指示器。An arrow or some indicator that points the user in the general direction of the content. 相关内容超出了视图的范围,用户未提供不良或无位置指南。Relevant content is outside of the field of view, and poor or no location guidance is provided to the user.

如何度量How to measure

  • 视图的 user 字段之外的相关内容可通过视觉对象和/或音频提示来发现。Relevant content outside of the user field of view is discoverable through visual and/or audio cues.

建议Recommendations

  • 当相关内容在用户的 "视图" 字段之外时,请使用方向指示器和音频提示来引导用户使用内容。When relevant content is outside the user's field of view, use directional indicators and audio cues to guide the user to the content. 在许多情况下,可通过方向箭头首选直接直观的指南。In many cases, a direct visual guide is preferred over directional arrows.
  • 方向指示器不应内置于游标中。Directional indicators should not be built into the cursor.

资源Resources

数据加载Data loading

进度控件将为用户提供关于正在处理运行时间较长的操作的反馈。A progress control provides feedback to the user that a long-running operation is underway. 这可能意味着,当进度指示器可见时,用户不能与应用程序交互,还可以指示等待时间的长短。It can mean that the user can't interact with the app when the progress indicator is visible and can also indicate how long the wait time might be.

设备影响Device impact

HoloLensHoloLens 沉浸式头戴显示设备Immersive headsets
✔️✔️ ✔️✔️

质量标准Quality criteria

最佳Best 适合Meets 失败Fail
动画视觉对象指示器,其形式为进度栏或振铃,显示任何数据加载或处理过程中的进度。Animated visual indicator, in the form of a progress bar or ring, showing progress during any data loading or processing. 视觉对象指示器提供有关等待时间的指导。The visual indicator provides guidance on how long the wait could be. 用户通知用户正在进行数据加载,但没有指示等待的时间。User is informed that data loading is in progress, but there is no indication of how long the wait could be. 用于任务的数据加载或处理指示器超过5秒。No data loading or process indicators for task taking longer than 5 seconds.

如何度量How to measure

  • 在数据加载过程中,不会有超过5秒的空白状态。During data loading verify there is no blank state for more than 5 seconds.

建议Recommendations

  • 当用户可能认为此应用已停止或崩溃时,提供一种 animator 的数据加载。Provide a data loading animator showing progress in any situation when the user may perceive this app to have stalled or crashed. 合理的经验法则是任何可能需要5秒以上的 "正在进行" 的活动。A reasonable rule of thumb is any 'loading' activity that could take more than 5 seconds.

资源Resources