ABSTRACT
Emerging technology like Mobile Augmented Reality (MAR) is becoming increasingly diverse and well established. However, this research field needs conceptual and practical frameworks to be followed while designing for a positive User Experience (UX). This paper presents a multi-layered conceptual MAR framework. It highlight the components needed to design MAR products and demonstrate different types of experiences invoked by the use of such products in a particular timespan. This work presents the important product aspects that need to be considered while designing for MAR to enhance its user experience.
- Ronald Azuma, Yohan Baillot, Reinhold Behringer, Steven Feiner, Simon Julier, and Blair MacIntyre. "Recent advances in augmented reality." Computer Graphics and Applications, IEEE 21, no. 6 (2001): 34--47.Google ScholarDigital Library
- Ronald Azuma. "A survey of augmented reality." Presence: Teleoperators and virtual environments 6, no. 4 (1997): 355--385.Google ScholarDigital Library
- Marcos Buccini and Stephania Padovani. "Typology of the experiences." In Proceedings of the 2007 conference on Designing pleasurable products and interfaces, pp. 495--504. ACM, 2007.Google Scholar
- Andreas Düvnser, Raphaël Grasset, Hartmut Seichter, and Mark Billinghurst. "Applying HCI principles to AR systems design." HIT Lab NZ, University of Canterbury, New Zealand (2004).Google Scholar
- Ergonomics of human system interaction - part 210: Human-centered design for interactive systems. Standard, International Organization for Standardization, Tech. rep. International, 2010.Google Scholar
- Joseph L. Gabbard and D. Hix. 2001. Researching usability design and evaluation guidelines for augmented reality (AR) systems. Laboratory for Scientific Visual Analysis, Virginia Tech, USA, 2001.Google Scholar
- Tobias Höllerer, Steven Feiner, Drexel Hallaway, Blaine Bell, Marco Lanzagorta, Dennis Brown, Simon Julier, Yohan Baillot, and Lawrence Rosenblum. 2001, "User interface management techniques for collaborative mobile augmented reality." Computers & Graphics 25, no. 5 (2001): 799--810.Google Scholar
- Tobias Höllerer, and Steve Feiner. "Mobile augmented reality." Telegeoinformatics: Location-Based Computing and Services. Taylor and Francis Books Ltd., London, UK 21 (2004).Google Scholar
- Marc. Hassenzahl, "The effect of perceived hedonic quality on product appealingness." International Journal of Human-Computer Interaction 13, no. 4 (2001): 481--499.Google ScholarCross Ref
- Marc. Hassenzahl, "The thing and I: understanding the relationship between user and product." In Funology, pp. 31--42. Springer Netherlands, 2003.Google Scholar
- Marc. Hassenzahl and Noam Tractinsky. "User experience-a research agenda." Behaviour & information technology 25, no. 2 (2006): 91--97.Google Scholar
- Marc. Hassenzahl, "User experience (UX): towards an experiential perspective on product quality." In Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine, pp. 11--15. ACM, 2008.Google Scholar
- Marc. Hassenzahl, Kai Eckoldt, Sarah Diefenbach, Matthias Laschke, Eva Len, and Joonhwan Kim. "Designing moments of meaning and pleasure. Experience design and happiness." International Journal of Design 7, no. 3 (2013).Google Scholar
- Shafaq Irshad, and Dayang Rohaya Awang Rambli. "User experience evaluation of mobile AR services." In Proceedings of the 12th International Conference on Advances in Mobile Computing and Multimedia, pp. 119--126. ACM, 2014.Google Scholar
- Patrick W. Jordan, Designing pleasurable products: An introduction to the new human factors. CRC press, 2002.Google Scholar
- Kari Kuutti. 2010. Where Are the Ionians of User Experience Research?. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries (NordiCHI '10). ACM, New York, NY, USA, 715--718. DOI:http://dx.doi.org/10.1145/1868914.1869012Google ScholarDigital Library
- Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino. 1995 "Augmented reality: A class of displays on the reality-virtuality continuum." In Photonics for industrial applications, pp. 282--292. International Society for Optics and Photonics, 1995.Google Scholar
- Alexander G. Mirnig, Alexander Meschtscherjakov, Daniela Wurhofer, Thomas Meneweger, and Manfred Tscheligi. "A Formal Analysis of the ISO 9241-210 Definition of User Experience." In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 437--450. ACM, 2015.Google Scholar
- Donald A Norman, Emotional design: Why we love (or hate) everyday things. Basic books, 2005.Google Scholar
- Thomas Olsson, Tuula Kärkkäinen, Else Lagerstam, and Leena Ventä-Olkkonen. "User evaluation of mobile augmented reality scenarios." Journal of Ambient Intelligence and Smart Environments 4, no. 1 (2012): 29--47.Google ScholarCross Ref
- Thomas Olsson, Else Lagerstam, Tuula Kärkkäinen, and Kaisa Väänänen-Vainio-Mattila. "Expected user experience of mobile augmented reality services: a user study in the context of shopping centres." Personal and ubiquitous computing 17, no. 2 (2013): 287--304.Google Scholar
- Thomas. Olsson, "Concepts and subjective measures for evaluating user experience of mobile augmented reality services." In Human factors in augmented reality environments, pp. 203--232. Springer New York, 2013.Google Scholar
- Thomas. Olsson, "Layers of user expectations of future technologies: an early framework." In CHI'14 Extended Abstracts on Human Factors in Computing Systems, pp. 1957--1962. ACM, 2014.Google Scholar
- Panagiotis D Ritsos, Dennis P. Ritsos, and Antonis S. Gougoulis. "Standards for Augmented Reality: a User Experience perspective." In International AR standards meeting, pp. 1--9. 2011.Google Scholar
- Virpi Roto, Effie Law, A. P. O. S. Vermeeren, and Jettie Hoonhout. "User experience white paper." Bringing clarity to the concept of user experience (2011).Google Scholar
- Bernd. Schmitt, "Experiential marketing." Journal of marketing management 15, no. 1--3 (1999): 53--67.Google Scholar
Index Terms
- Multi-layered Mobile Augmented Reality Framework for Positive User Experience
Recommendations
User Experience Evaluation of Mobile AR services
MoMM '14: Proceedings of the 12th International Conference on Advances in Mobile Computing and MultimediaMobile Augmented Reality (MAR) is state-of-the-art technology that has modernized the way of accessing and interacting with information thus invoking new experiences for users all around the world. However User Experience (UX) evaluation for mobile AR ...
A UX Oriented Evaluation approach for Mobile Augmented Reality Applications
MoMM2018: Proceedings of the 16th International Conference on Advances in Mobile Computing and MultimediaAugmented Reality (AR) presents a digitally enhanced 3D the real world, connecting users with meaningful content. AR is developing with the advancement in fields of computer graphics and HumanComputer Interaction (HCI) and can be experienced on handheld ...
An Interaction Design Model for Information Visualization in Immersive Augmented Reality platform
MoMM2019: Proceedings of the 17th International Conference on Advances in Mobile Computing & MultimediaRecent advances in immersive technologies such as Augmented Reality (AR) provide new opportunities to explore, analyze and present data through Immersive Analytics (IA). This study presents a thorough overview of current research in immersive AR and ...
Comments