North (formerly Thalmic Labs), the creator of the Myo armband, was acquired by Google in June 2020. Myo sales ended in October 2018 and Myo software, hardware and SDKs are no longer available or supported. Learn more.
The Myo armband is a brand new way to interact with your digital life. With a new interface comes a new way to build compelling user experiences. We want to make it as easy as possible for you, the developer, to make one of those great experiences, which is why we've made a set of handy UX and UI documents. For this week's #MyoCraft, let's dive in!
Our User Experience Guidelines are full of useful information like how you should be converting wave in/out so it really represents left/right, what each gesture is generally used for, and recommendations to not force the user to hold poses for long periods, remember state, or rely on absolute orientation (though it's not bad for pitch).
To help make your application stand out from the crowd, we've also provided Branding and UI Guidelines to let you both mark your apps as Myo-enabled, and help make them fit in with the other Myo apps. It's full of useful goodies like logos, colours to use, and icons.
The Myo Logo
Though we provide the Thalmic Logo in our Brand Guidelines, you probably don't want to put it in to your actual application icon. It's big and wide, and you aren't allowed to, say, cut off the text and just use the "antlers" (also, they aren't antlers).
What developers are having success with is the stylized icon of the Myo itself.
Feel free to use different colours. We also have a nice badge you can use to direct people to your application in the Myo Market:
Don't try and make your own gesture icons. We've given you the full set in the Brand and UI Guidelines, including both left and right hand versions.
They are great for telling the user what pose they should do to trigger a certain action, but it can also be very useful to give the user some visual feedback in the application itself as to what they're doing.
In a mobile app we'd strongly recommend you build something like the gesture bar Myo Music uses:
A game should build the feedback directly into the HUD.
Your user should have some kind of feedback that a pose they made did something, whether it's visual, auditory, haptic (
notifyUserAction(), usually), or some combination. Even if the user isn't expected to look the application when using it normally, this kind of bar can be very helpful when they are still learning.
Myo State Information
You should inform the user of the state of their Myo armband (does it need to be connected? Synced?). The pose window on Windows and OSX accomplishes this, but it's not very useful in a fullscreen application like a game, or available at all on the mobile platforms. In that case, you should build it into your application directly. The gesture bar Myo Music uses is a good example, including this information as well.
That's it for now! See you next week!
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