Inputs

Glasses have multiple sources and types of interaction inputs, including hardware and touch, physical gesture, and voice.

Hardware controls

Glasses controls can vary depending on device model, but most will include a camera button, touchpad, display button, and power switch or button. Hardware controls have default interactions, and some can be remapped for your app. Consider that inputs for glasses are more 1-dimensional, where users can make one control input at a time, compared to touchscreen inputs. The glasses hardware controls have default interaction mapping, some of which are handled by the app, and others that are handled by the system.

The system will handle the following inputs:

  • Camera button single press to take photos and camera button hold to take videos
  • Swiping with two fingers on the touchpad for volume
  • Touch & hold on the touchpad and the wake word on the microphone will launch Gemini
  • System interprets swipe down on display glasses as system back.

Your app has access to the glasses:

  • Single-finger swipe on touchpad
  • Microphone
  • Point-of-View (POV) camera
  • Inertial Measurement Unit (IMU)
  • Camera button double-press

Design elements should be anchored to the bottom of the
frame.

Audio glasses

Input Gesture Interaction affect
Touchpad (1) Tap Play / Pause / Confirm
Swipe Next/Previous/Dismiss
Swipe down N/A
Touch & hold Invoke AI
2-finger swipe Volume
Display button (2) Press N/A
Camera button (3) Press Photo / Video end
Touch & hold Video start
Double press Camera

Display glasses

Input Gesture Interaction affect
Touchpad (1) Tap Play / Pause / Confirm
Swipe UI Navigation
Swipe down Back
Touch & hold Invoke AI
2-finger swipe Volume
Display button (2) Press Wake/Sleep
Camera button (3) Press Photo / Video end
Touch & hold Video start
Double press Camera

Design elements should be anchored to the bottom of the
frame. On display focus states have a visual affordances.

Usability principles

Use the following principles when designing for glasses inputs:

Input interaction is quick & discreet

Audio and display glasses are designed around short and quick gestures rather than complex and precise controls.

Design around fast gestures that don't feel out of place while a user is out and about.
Expect complex and precise gestures like those on mobile and desktop.

Recognition rather than recall for display glasses

Limit the number of gestures that the user needs to remember, and take advantage of existing user mental models.

Provide UI elements for users to complete actions when the display is available.
Overly rely on users remembering gestures if the display is available.

Always provide an immediate exit for users

A user should be able to exit an experience on their glasses at any point.

Provide immediate, clear feedback about detected gesture and action taken

For audio glasses, both audio output and earcons are crucial for gesture feedback. Earcons should be played immediately after a gesture, be audible, and be distinct in various environments.

For display glasses, immediate visual feedback significantly enhances usability due to the indirect interaction paradigm.

Promote a smooth experience

Help users avoid mistakes by:

  • Removing memory burdens
  • Accounting for possible accidental slips
  • Supporting undo actions
  • Warning users before important actions
Put initial focus on a lower-cost action, like accepting a call.
Put initial focus on high-cost actions, like declining a call.