應用程式品質準則App quality criteria

本檔說明影響混合現實應用程式品質的主要因素。This document describes the top factors impacting the quality of mixed reality apps. 針對每個因素,會提供下列資訊For each factor, the following information is provided

  • 總覽-品質因素的簡短描述,以及其重要性。Overview – a brief description of the quality factor and why it's important.
  • 裝置影響-受影響的視窗混合現實裝置類型。Device impact - which type of Window Mixed Reality device is affected.
  • 品質準則–如何評估品質因素。Quality criteria – how to evaluate the quality factor.
  • 如何測量–測量問題 (或) 經驗的方法。How to measure – methods to measure (or experience) the issue.
  • 建議-提供更佳使用者體驗的方法摘要。Recommendations – summary of approaches to provide a better user experience.
  • 資源-相關的開發人員和設計資源,可用於建立更好的應用程式體驗。Resources – relevant developer and design resources that are useful to create better app experiences.

畫面播放速率Frame rate

畫面播放速率是全像全像要件的第一次,也是使用者的舒適。Frame rate is the first pillar of hologram stability and user comfort. 低於建議目標的畫面播放速率可能會導致全息圖顯得抖動、對體驗的 believability 造成負面影響,並可能造成眼睛疲勞。Frame rate below the recommended targets can cause holograms to appear jittery, negatively impacting the believability of the experience and potentially causing eye fatigue. 您 Windows Mixed Reality 沉浸式耳機的目標畫面播放速率是 60 Hz 或 90 Hz,視您支援的 Windows Mixed Reality 相容電腦而定。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. HoloLens 的目標畫面播放速率是 60 Hz。For HoloLens, the target frame rate is 60 Hz.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
應用程式一致地符合每秒的畫面格 (FPS) 目標裝置的目標: HoloLens 上的 60 FPS;Ultra 電腦上的 90 fps;和 60 fps (主流電腦)。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. 應用程式有間歇性的框架下降不會阻礙核心經驗,或 FPS 的一致性低於所需的目標,但不會妨礙應用程式體驗。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. 應用程式平均每10秒或更短的畫面播放速率都有下降。The app is experiencing a drop in frame rate on average every 10 seconds or less.

如何測量How to measure

  • 「系統效能」下的 Windows 裝置入口網站 會提供即時的畫面播放速率圖形。A real-time frame rate graph is provided through by the Windows Device Portal under "System Performance".
  • 針對開發的偵錯工具,請在應用程式中新增畫面播放速率診斷計數器。For development debugging, add a frame rate diagnostic counter into the app. 請參閱範例計數器的資源。See Resources for a sample counter.
  • 當應用程式正在執行時,可能會在裝置上經歷畫面播放速率下降,方法是將您的標題從側邊移動Frame rate drops can be experienced in device while the app is running by moving your head from side to side. 如果全息圖顯示非預期的抖動移動,則低畫面播放速率或穩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.

建議Recommendations

  • 在開發工作的開頭新增畫面播放速率計數器。Add a frame rate counter at the beginning of the development work.
  • 產生下降畫面播放速率的變更應該進行評估,並適當地解析為效能錯誤。Changes that incur a drop in frame rate should be evaluated and appropriately resolved as a performance bug.

資源Resources

文件Documentation

工具和教學課程Tools and tutorials

外部參考External references

全像投影穩定性Hologram stability

穩定的全像影像會提高應用程式的可用性和 believability,並為使用者建立更舒適的觀賞體驗。Stable holograms will increase the usability and believability of your app, and create a more comfortable viewing experience for the user. 全像應用程式開發的結果,以及裝置瞭解 (追蹤) 其環境的能力。The quality of hologram stability is a result of good app development and the device's ability to understand (track) its environment. 雖然畫面播放速率是穩定性的第一要件,但其他因素可能會影響穩定性,包括:While frame rate is the first pillar of stability, other factors can impact stability including:

  • 使用穩定平面Use of the stabilization plane
  • 距離空間錨點Distance to spatial anchors
  • 追蹤Tracking

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
全像投影一樣穩定。Holograms consistently appear stable. 次要內容顯示非預期的移動;或非預期的移動不會妨礙整體應用程式體驗。Secondary content shows unexpected movement; or unexpected movement doesn't impede overall app experience. 框架中的主要內容會顯示非預期的移動。Primary content in frame shows unexpected movement.

如何測量How to measure

在佩戴裝置和觀賞體驗時:While wearing the device and viewing the experience:

  • 將您的標題從側邊移至側面。Move your head from side to side. 如果全像投影顯示非預期的移動,則很可能會造成穩定性平面的低畫面播放速率或不當對齊。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.
  • 四處移動全像影像和環境,尋找像是泳道和 jumpiness 的行為。Move around the holograms and environment, look for behaviors such as swim and jumpiness. 這種類型的動作可能是因為裝置無法追蹤環境或空間錨點的距離所造成。This type of motion is likely caused by the device not tracking the environment, or the distance to the spatial anchor.
  • 如果框架中有大型或多個全息圖,請觀察各種深度的全像全像投影行為,並將您的頭部位置從側邊移至側面,如果出現 shakiness,可能是穩定平面所造成。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.

建議Recommendations

  • 在開發工作的開頭新增畫面播放速率計數器。Add a frame rate counter at the beginning of the development work.
  • 使用穩定平面。Use the stabilization plane.
  • 一律在其錨點的3計量中轉譯錨定的全像投影。Always render anchored holograms within 3 meters of their anchor.
  • 請確定您的環境已設定好進行適當追蹤。Make sure your environment is set up for proper tracking.
  • 設計您的體驗,以避免在框架內的各種焦點深度層級進行全像投影。Design your experience to avoid holograms at various focal depth levels within the frame.

資源Resources

文件Documentation

工具和教學課程Tools and tutorials

在實際表面上的全息圖位置Holograms position on real surfaces

不一致具有實體 (物件的全像地理位置的,如果要放置在彼此之間的關聯,) 會清楚指出非全像的非等量和真實世界。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. 放置的精確度應該相對於案例的需求;例如,一般表面放置可以使用空間地圖,但是更準確的放置將需要使用標記和校正。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.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
全像平面的全像平面的圖格對齊。Holograms align to the surface typically in the centimeters to inches range. 如果您需要更多精確度,應用程式應該提供有效率的方法,讓您在應用程式規格內共同作業。If you need more accuracy, the app should provide an efficient means for collaboration within the app spec. NANA 將表面平面中斷或遠離表面,以將實體目標物件顯示為未對齊。The holograms appear unaligned with the physical target object by either breaking the surface plane or appearing to float away from the surface. 如果需要精確度,則全像全像全像)會符合案例的相近規格。If accuracy is required, Holograms should meet the proximity spec of the scenario.

如何測量How to measure

  • 放在空間地圖上的全像全像,不應該在表面上方或下方動態浮動。Holograms that are placed on spatial map shouldn't appear to dramatically float above or below the surface.
  • 需要精確放置的全像投影必須有某種形式的標記和校正系統,才能精確地因應案例需求。Holograms that require accurate placement should have some form of marker and calibration system that is accurate to the scenario's requirement.

建議Recommendations

  • 空間地圖適用于在不需要 precision 時將物件放在表面上。Spatial map is useful for placing objects on surfaces when precision isn’t required.
  • 為了獲得最佳的精確度,請使用標記或海報來設定全像是 (或某些手動對齊機制) 來進行最終校正。For the best precision, use markers or posters to set the holograms and an Xbox controller (or some manual alignment mechanism) for final calibration.
  • 請考慮將超大的全像分割分成邏輯部分,並將每個部分對齊表面。Consider breaking extra-large holograms into logical parts and aligning each part to the surface.
  • 不正確地設定 interpupillary 距離 (IPD) 也可以影響全息圖對齊。Improperly set interpupillary distance (IPD) can also effect hologram alignment. 一律將 HoloLens 設定為使用者的 IPD。Always configure HoloLens to the user's IPD.

資源Resources

文件Documentation

工具和教學課程Tools and tutorials

外部參考External references

觀賞緩和區域Viewing zone of comfort

應用程式開發人員藉由在不同的深度放置內容和全息,來控制使用者的眼睛。App developers control where users' eyes converge by placing content and holograms at various depths. 使用 HoloLens 的使用者永遠都能容納 2.0 m 來維持清晰的影像,因為 HoloLens 顯示器是固定的,而與使用者之間的距離大約是 2.0 m。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. 不當的內容深度可能會導致 visual 不適感或疲勞。Improper content depth can lead to visual discomfort or fatigue.

裝置影響Device impact

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品質準則Quality criteria

最佳Best
  • 將內容放在2分鐘。Place content at 2 m.
  • 當您無法在2分鐘放置全像,而且無法避免聚合和住宿之間的衝突時,將會在 1.25 m 和 5 m 之間放置全息圖的最佳區域。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.
  • 在每個案例中,設計人員都應該結構內容,以鼓勵使用者在 (的情況下互動 1 + m,例如調整內容大小和預設位置參數) 。In every case, designers should structure content to encourage users to interact 1+ m away (e.g. adjust content size and default placement parameters).
  • 除非此案例不需要,否則裁剪平面應以淡出的方式從 1 m 開始執行。Unless not required by the scenario, a clipping plane should be implement with fade out starting at 1 m.
  • 如果需要進一步觀察 motionless 全息圖,內容不應接近 50 cm。In cases where closer observation of a motionless hologram is required, the content shouldn't be closer than 50 cm.
會見Meets 內容位於觀看和移動的指導方針中,但不正確的使用或不使用裁剪平面。Content is within the viewing and motion guidance, but improper use or no use of the clipping plane.
失敗Fail 內容呈現太近的 (通常是 < 1.25 m,或 < 50 cm 適用于需要進一步觀察的靜止全像。 ) Content is presented too close (typically <1.25 m, or <50 cm for stationary holograms requiring closer observation.)

如何測量How to measure

  • 內容通常應該是 2 m,但無法接近1.25 或超過 5 m。Content should typically be 2 m away, but no closer than 1.25 or further than 5 m.
  • 在少數例外狀況下,您應該將 HoloLens 裁剪轉譯距離設定為85CM,並從 1 m 開始淡出內容。With few exceptions, the HoloLens clipping render distance should be set to 85CM with fade out of content starting at 1 m. 處理內容並記下裁剪平面效果。Approach the content and note the clipping plane effect.
  • 固定內容不應接近 50 cm。Stationary content should not be closer than 50 cm away.

建議Recommendations

  • 設計內容以取得 2 m 的最佳觀賞距離。Design content for the optimal viewing distance of 2 m.
  • 將裁剪轉譯距離設定為 85 cm,從 1 m 開始的內容淡出。Set the clipping render distance to 85 cm with fade out of content starting at 1 m.
  • 對於需要更近觀賞的靜止全像影像,裁剪平面應該不會接近 30 cm,且淡出應該從裁剪平面開始至少 10 cm。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.

資源Resources

深度切換Depth switching

不論是在哪裡觀賞緩和問題,使用者都需要經常或快速地在接近或遠的焦點物件之間切換, (包括全像全半形的內容) 可能會導致 oculomotor 疲勞和一般不適感。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.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
不會導致使用者 unnaturally 將的有限或自然深度切換。Limited or natural depth switching that doesn’t cause the user to unnaturally refocus. 最深度的參數是核心,並設計為應用程式體驗或非預期的真實世界內容所造成的深度深度切換。Abrupt depth switch this is core and designed into the app experience, or abrupt depth switch that is caused by unexpected real-world content. 一致的深度切換,或不必要或核心到應用程式體驗的深度切換。Consistent depth switch, or abrupt depth switching that isn’t necessary or core to the app experience.

如何測量How to measure

  • 如果應用程式要求使用者一致且/或突然變更深度焦點,則會有深度切換問題。If the app requires the user to consistently and/or abruptly change depth focus, there is depth switching problem.

建議Recommendations

  • 將主要內容保持在一致的焦點平面上,並確定穩定平面符合焦點平面。Keep primary content at a consistent focal plane and make sure the stabilization plane matches the focal plane. 這可減輕 oculomotor 疲勞和非預期的全像移動。This will alleviate oculomotor fatigue and unexpected hologram movement.

資源Resources

使用空間音效Use of spatial sound

在 Windows Mixed Reality 中,音訊引擎會使用方向、距離和環境模擬來模擬3D 音效,以提供混合現實體驗的 aural 元件。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. 在應用程式中使用空間音效,可讓開發人員 convincingly 將聲音放在三維空間 (球體) 在使用者周圍。Using spatial sound in an application allows developers to convincingly place sounds in a 3-dimensional space (sphere) all around the user. 這些音效看起來就像是來自真實的實體物件,或是使用者的環境中的混合現實全息。Those sounds will then seem as if they were coming from real physical objects or the mixed reality holograms in the user's surroundings. 空間音效是深度、協助工具和 UX 設計在混合現實應用程式中的強大工具。Spatial sound is a powerful tool for immersion, accessibility, and UX design in mixed reality applications.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
音效會以邏輯方式 hrtf,而且 UX 會適當地使用音效來協助物件探索和使用者意見反應。Sound is logically spatialized, and the UX appropriately uses sound to assist with object discovery and user feedback. 音效自然且與物件相關,並在整個案例中正規化。Sound is natural and relevant to objects and normalized across the scenario. 空間音訊可適當地用於 believability,但卻遺失,以協助使用者提供意見反應和探索。Spatial audio is used appropriately for believability but missing as means to help with user feedback and discoverability. 音效未如預期般 hrtf,以及/或缺乏音效來協助使用者在 UX 內。Sound is not spatialized as expected, and/or lack of sound to assist user within the UX. 或空間音訊在案例設計中未被視為或使用。Or spatial audio was not considered or used in the design of the scenario.

如何測量How to measure

  • 一般情況下,相關的音效應該會從目標全息的 ((例如,來自全像狗的吠音效)發出。 ) In general, relevant sounds should emit from target holograms (eg., bark sound coming from holographic dog.)
  • 聲音提示應該用於整個 UX,以協助使用者提供全像全像攝影框架外的動作意見反應或認知。Sound cues should be used throughout the UX to assist the user with feedback or awareness of actions outside the holographic frame.

建議Recommendations

  • 使用空間音訊協助物件探索和使用者介面。Use spatial audio to assist with object discovery and user interfaces.
  • 實際音效的效果優於合成或非自然音效。Real sounds work better than synthesize or unnatural sound.
  • 大部分的音效都應該 hrtf。Most sounds should be spatialized.
  • 避免不可見的發射器。Avoid invisible emitters.
  • 避免空間遮罩。Avoid spatial masking.
  • 將所有音效標準化。Normalize all sounds.

資源Resources

文件Documentation

工具和教學課程Tools and tutorials

專注于全像攝影框架 (FOV) 界限Focus on holographic frame (FOV) boundaries

設計完善的使用者體驗可以建立和維護在使用者周圍擴充之虛擬環境的實用內容。Well-designed user experiences can create and maintain useful context of the virtual environment that extends around the users. 減輕 FOV 界限的影響,牽涉到精心設計的內容規模和內容、空間音訊的使用、指引系統,以及使用者的位置。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,使用者會覺得 FOV 界限不會受到影響,同時讓應用程式體驗更舒適。If done right, the user will feel less impaired by the FOV boundaries while having a comfortable app experience.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
使用者永遠都不會遺失內容和觀賞。User never loses context and viewing is comfortable. 針對大型物件提供內容協助。Context assistance is provided for large objects. 探索和觀看指引是針對框架外的物件提供。Discoverability and viewing guidance is provided for objects outside the frame. 一般情況下,全像影像的移動設計和縮放比例適用于舒適的觀賞體驗。In general, motion design and scale of the holograms are appropriate for a comfortable viewing experience. 使用者絕對不會遺失內容,但在有限的情況下可能需要額外的頸部動作。User never loses context, but extra neck motion may be required in limited situations. 在有限的情況下,縮放會導致全像是垂直或水準框架,而導致某些頸部的移動顯示全像影像。In limited situations scale causes holograms to break either the vertical or horizontal frame causing some neck motion to view holograms. 使用者可能遺失內容和(或)一致的頸部動作來觀看全像全像投影。User likely to lose context and/or consistent neck motion is required to view holograms. 沒有大型全息型物件的內容指引、移動物件很容易在框架外遺失,也沒有可搜尋的指引,或高的全像全像投影需要定期移動。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.

如何測量How to measure

  • (大型) 全息圖的內容遺失或無法理解,因為已在界限上修剪。Context for a (large) hologram is lost or not understood due to being clipped at the boundaries.
  • 因為缺乏注意總監或內容快速移入和移出全像全像外框,所以很難找到全像影像的位置。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.
  • 案例需要定期和重複的向上和向下鍵,才能完全查看會導致疲勞的全像投影。Scenario requires regular and repetitive up and down head motion to fully see a hologram resulting in neck fatigue.

建議Recommendations

  • 使用符合 FOV 的小型物件開始體驗,然後以視覺提示轉換成較大的版本。Start the experience with small objects that fit the FOV, then transition with visual cues to larger versions.
  • 使用「空間音訊」和「注意總監」來協助使用者尋找 FOV 以外的內容。Use spatial audio and attention directors to help the user find content that is outside the FOV.
  • 盡可能避免以垂直方式裁剪 FOV 的全像影像。As much as possible, avoid holograms that vertically clip the FOV.
  • 為使用者提供應用程式內的指引,以取得最佳的觀賞位置。Provide the user with in-app guidance for best viewing location.

資源Resources

文件Documentation

外部參考External references

內容會回應使用者位置Content reacts to user position

全像「真實」物件的方式,全像是對使用者的位置做出回應。Holograms should react to the user position in roughly the same ways that "real" objects do. 值得注意的設計考慮是 UI 元素,這些元素不一定會假設使用者的位置是固定的,而且會適應使用者的動作。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. 設計可正確調整為使用者位置的應用程式,將會建立更可信的體驗,並讓您更容易使用。Designing an app that correctly adapts to user position will create a more believable experience and make it easier to use.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 內容和 UI 會適應使用者的位置,讓使用者可以自然地與預期使用者移動範圍內的內容互動。Content and UI adapt to user positions allowing user to naturally interact with content within the scope of expected user movement.
會見Meets UI 可適應使用者的位置,但可能會妨礙需要使用者調整其位置的重要內容。UI adapts to the user position, but may impede the view of key content requiring the user to adjust their position.
失敗Fail
  1. UI 元素在移動期間遺失或鎖定,導致使用者 unnaturally 回到 (或尋找) 控制項。UI elements are lost or locked during movement causing user to unnaturally return to (or find) controls.
  2. UI 元素會限制主要內容的顯示。UI elements limit the view of primary content.
  3. UI 移動並未針對以 標記為方向 的 UI 元素的觀賞距離和動力進行優化。UI movement isn't optimized for viewing distance and momentum particularly with tag-along UI elements.

如何測量How to measure

  • 所有度量都應該在案例的合理範圍內完成。All measurements should be done within a reasonable scope of the scenario. 雖然使用者移動會有所不同,但請不要嘗試對應用程式進行極大的使用者移動。While user movement will vary, don’t try to trick the app with extreme user movement.
  • 針對 UI 專案,不論使用者是否移動,都應該可以使用相關的控制項。For UI elements, relevant controls should be available regardless of user movement. 比方說,如果使用者是以縮放比例流覽3D 地圖,則不論位置為何,縮放控制項都應可立即提供給使用者使用。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.

建議Recommendations

  • 使用者是相機,並負責控制移動。The user is the camera and they control the movement. 讓它們磁片磁碟機。Let them drive.
  • 請考慮 billboarding 適用于文字和功能表系統的情況,如果使用者要四處移動,則會被鎖定或遮蔽。Consider billboarding for text and menuing systems that would otherwise be world-locked or obscured if a user were to move around.
  • 針對需要追蹤使用者的內容使用標籤,同時讓使用者能夠查看他們之前的內容。Use tag-along for content that needs to follow the user while still allowing the user to see what is in front of them.

資源Resources

文件Documentation

輸入互動清楚明瞭Input interaction clarity

輸入互動清楚地對應用程式的可用性很重要,並包括互動方法的輸入一致性、是多麼平易近人、可探索性。Input interaction clarity is critical to an app's usability and includes input consistency, approachability, discoverability of interaction methods. 使用者可以在不重新的情況下使用全平臺的一般互動。User can use platform-wide common interactions without relearning. 如果應用程式具有自訂輸入,則應該清楚地傳達和示範。If the app has custom input, it should be clearly communicated and demonstrated.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
輸入互動方法與 Windows Mixed Reality 提供的 指導方針一致。Input interaction methods are consistent with Windows Mixed Reality provided guidance. 任何自訂輸入都不應是標準輸入的多餘 (而是使用標準的互動) ,而且必須清楚地傳達並向使用者展示。Any custom input shouldn't be redundant with standard input (rather use standard interaction) and must be clearly communicated and demonstrated to the user. 類似于最佳,但自訂輸入是具有標準輸入方法的多餘。Similar to best, but custom inputs are redundant with standard input methods. 使用者仍然可以透過應用程式體驗來達成目標和進度。User can still achieve the goal and progress through the app experience. 難以瞭解輸入方法或按鈕對應。Difficult to understand input method or button mapping. 輸入經過大量自訂,不支援標準輸入、沒有指示,或可能造成疲勞和緩和問題。Input is heavily customized, doesn't support standard input, no instructions, or likely to cause fatigue and comfort issues.

如何測量How to measure

  • 應用程式會使用一致的 標準輸入方法。The app uses consistent standard input methods.
  • 如果應用程式具有自訂輸入,則會透過下列方式清楚地傳達:If the app has custom input, it's clearly communicated through:
  • 首次執行體驗First-run experience
  • 簡介畫面Introductory screens
  • 工具提示Tooltips
  • 手勢指導Hand coach
  • 說明區段Help section
  • 旁白Voice over

建議Recommendations

  • 盡可能使用標準輸入方法。Use standard input methods whenever possible.
  • 提供非標準輸入方法的示範、教學課程和工具提示。Provide demonstrations, tutorials, and tooltips for non-standard input methods.
  • 在整個應用程式中使用一致的互動模型。Use a consistent interaction model throughout the app.

資源Resources

文件Documentation

工具和教學課程Tools and tutorials

互動物件Interactable objects

按鈕一直以來都是用來觸發2D 抽象世界中事件的比喻。A button has long been a metaphor used for triggering an event in the 2D abstract world. 在三維混合現實世界中,我們不再需要局限于這種抽象概念。In the three-dimensional mixed reality world, we don’t have to be confined to this world of abstraction anymore. 任何專案都可以是觸發事件的互動物件。Anything can be an Interactable object that triggers an event. 互動物件可以表示為來自資料表咖啡杯的任何事物,以及浮動在空氣中的球形球。An interactable object can be represented as anything from a coffee cup on the table to a balloon floating in the air. 無論表單為何,使用者都應該透過視覺和音訊提示清楚地辨識互動物件。Regardless of the form, interactable objects should be clearly recognizable by the user through visual and audio cues.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
無論何種形式,互動物件都可以透過視覺和音訊提示,在三種狀態中辨識:閒置、目標和選取。Regardless of form, interactable objects are recognizable through visual and audio cues across three states: idle, targeted, and selected. 「看起來」清楚且一致地在整個體驗中使用。"See it, say it" is clear and consistently used throughout the experience. 物件會進行調整並散佈,以允許無錯誤的目標。Objects are scaled and distributed to allow for error free targeting. 使用者可以透過音訊或視覺效果的意見反應將物件辨識為互動,並且可以將物件設為目標並啟用。User can recognize object as interactable through audio or visual feedback, and can target and activate the object. 由於沒有視覺效果或音訊提示,因此使用者無法辨識互動物件。Given no visual or audio cues, user can't recognize an interactable object. 互動會因為物件之間的縮放或距離而容易出錯。Interactions are error prone due to object scale or distance between objects.

如何測量How to measure

  • 互動物件可辨識為 ' 互動 ';包括按鈕、功能表和應用程式特定的內容。Interactable objects are recognizable as 'interactable'; including buttons, menus, and app-specific content. 根據經驗法則,在目標為互動物件時,應該會有視覺和音訊提示。As a rule of thumb there should be a visual and audio cue when targeting interactable objects.

建議Recommendations

  • 使用視覺效果和音訊意見反應進行互動。Use visual and audio feedback for interactions.
  • 您應針對每個輸入狀態, (閒置、目標、選取的) ,來區分視覺效果意見反應Visual feedback should be differentiated for each input state (idle, targeted, selected)
  • 互動物件應該調整並放置,以找出錯誤的目標。Interactable objects should be scaled and placed for error free targeting.
  • 群組互動物件 (例如功能表列或清單) 應該具有適當的目標間距。Grouped interactable objects (such as a menu bar or list) should have proper spacing for targeting.
  • 支援 voice 命令的按鈕和功能表應該提供命令關鍵字的文字標籤 ( "見它,例如" ) Buttons and menus that support voice command should provide text labels for the command keyword ("See it, say it")

資源Resources

文件Documentation

工具和教學課程Tools and tutorials

掃描房間Room scanning

需要空間對應資料的應用程式依賴裝置在一段時間內自動收集此資料,並在使用者探索其環境中使用中的裝置時,跨會話自動收集此資料。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. 這項資料的完整性和品質取決於許多因素,包括使用者已完成的探索量、從探索以來經過的時間,以及裝置掃描區域之後是否已移動傢俱和大門等物件。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. 許多應用程式會在體驗開始時分析空間對應資料,以判斷使用者是否應該執行額外的步驟,以改善空間地圖的完整性和品質。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. 如果使用者需要掃描環境,請在掃描體驗期間提供清楚的指引。If the user is required to scan the environment, clear guidance should be provided during the scanning experience.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
空間網格的視覺效果可讓使用者掃描正在進行中。Visualization of the spatial mesh tell users scanning is in progress. 使用者清楚知道要做什麼,以及何時開始和停止掃描。User clearly knows what to do and when the scan starts and stops. 提供空間網格的視覺效果,但使用者可能不清楚知道要執行的動作,也不會提供任何進度資訊。Visualization of the spatial mesh is provided, but the user may not clearly know what to do and no progress information is provided. 沒有網格的視覺效果。No visualization of mesh. 未提供任何指引資訊給使用者,找出要查看的位置,或掃描何時啟動/停止。No guidance information provided to the user regarding where to look, or when the scan starts/stops.

如何測量How to measure

  • 在需要的房間掃描期間,會提供視覺和音訊指引來指出要查看的位置,以及開始和停止掃描的時機。During a required room scan, visual and audio guidance are provided indicating where to look, and when to start and stop scanning.

建議Recommendations

  • 指出使用者鄰近區中的總數量必須是經驗的一部分。Indicate how much of the total volume in the users vicinity needs to be part of the experience.
  • 當掃描啟動並停止(例如進度指示器)時進行通訊。Communicate when the scan starts and stops such as a progress indicator.
  • 在掃描期間使用網格的視覺效果。Use a visualization of the mesh during the scan.
  • 提供視覺和音訊提示,以鼓勵使用者查看和四處移動房間。Provide visual and audio cues to encourage the user to look and move around the room.
  • 通知使用者移至何處以改善資料。Inform the user where to go to improve the data. 在許多情況下,最好讓使用者知道他們需要做什麼事 (例如查看最上方的 [傢俱]) ,以便取得所需的掃描品質。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.

資源Resources

文件Documentation

工具和教學課程Tools and tutorials

方向指標Directional indicators

在混合現實應用程式中,內容可能會在真實世界物件的視野或 pixels occluded 之外。In a mixed reality app, content may be outside the field of view or occluded by real-world objects. 設計完善的應用程式可讓使用者更容易找到不可見的內容。A well-designed app will make it easier for the user to find non-visible content. 方向指標會將使用者警示至重要內容,並提供相對於使用者位置之內容的指引。Directional indicators alert a user to important content and provide guidance to the content relative to the user's position. 非可見內容的指引可以採用音效發射器、方向箭號或直接視覺提示的形式。Guidance to non-visible content can take the form of sound emitters, directional arrows, or direct visual cues.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
視覺效果和音訊提示會直接引導使用者前往視野以外的相關內容。Visual and audio cues directly guide the user to relevant content outside the field of view. 箭號或某些指標,可在內容的一般方向中指向使用者。An arrow or some indicator that points the user in the general direction of the content. 相關內容位於視野的範圍之外,且不佳或未提供任何位置指引給使用者。Relevant content is outside of the field of view, and poor or no location guidance is provided to the user.

如何測量How to measure

  • 您可以透過視覺和/或音訊提示,探索使用者欄位外的相關內容。Relevant content outside of the user field of view is discoverable through visual and/or audio cues.

建議Recommendations

  • 當相關內容不在使用者的 view 欄位之外時,請使用方向指標和音訊提示,將使用者引導至內容。When relevant content is outside the user's field of view, use directional indicators and audio cues to guide the user to the content. 在許多情況下,直接的視覺效果指南優先于方向箭號。In many cases, a direct visual guide is preferred over directional arrows.
  • 方向指標不應內建在游標內。Directional indicators should not be built into the cursor.

資源Resources

載入資料Data loading

進度控制項為使用者提供回饋,告知正在進行長時間執行的操作。A progress control provides feedback to the user that a long-running operation is underway. 這可能表示使用者無法在進度指標可見時與應用程式互動,也可以指出等候時間可能的時間長度。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.

裝置影響Device impact

HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
✔️✔️ ✔️✔️

品質準則Quality criteria

最佳Best 會見Meets 失敗Fail
以進度列或環形形式呈現的動畫視覺指標,顯示任何資料載入或處理期間的進度。Animated visual indicator, in the form of a progress bar or ring, showing progress during any data loading or processing. 視覺指標會提供等待時間長度的指引。The visual indicator provides guidance on how long the wait could be. 使用者會收到資料載入進行中的通知,但不會指出等候的時間長度。User is informed that data loading is in progress, but there is no indication of how long the wait could be. 沒有任何資料載入或處理時間超過5秒的程式指示器。No data loading or process indicators for task taking longer than 5 seconds.

如何測量How to measure

  • 在資料載入期間,請確認沒有任何空白狀態超過5秒。During data loading verify there is no blank state for more than 5 seconds.

建議Recommendations

  • 提供資料載入 animator,顯示當使用者可能會察覺到此應用程式停止或損毀時的進度。Provide a data loading animator showing progress in any situation when the user may perceive this app to have stalled or crashed. 合理的經驗法則是任何可能需要5秒以上的「載入」活動。A reasonable rule of thumb is any 'loading' activity that could take more than 5 seconds.

資源Resources