Design and implementation of user experience model for augmented reality systems
Abstrak
Mobile Augmented Reality (MAR) is a system that combines digital and virtual content for users so users are not fully immersed in the virtual world but can benefit from immersive experiences while still being in the real world. However, the end-user may experience various design challenges while using such immersive technologies. To deliver positive User Experience (UX), researchers need to understand the design factors, end-user challenges, and enhance the overall immersive UX for MAR. This research follows the design science approach to present a UX model for MAR, which encapsulate components and design factors that can aid in positive UX. We developed a MAR system to verify and validate the UX model by evaluating and benchmarking it. The experimental results show excellent system novelty, good attractiveness and perspicuity compared to the benchmark. The findings suggest that the efficiency, dependability, and stimulation of MAR can be improved to enhance the UX further. This study's research knowledge can be utilized to improve the immersive design and engineering of MAR services based on understanding the practical aspirations of potential end-users.
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Munaisyah Abdullah N. Ahmad A. Lokman + 1 lainnya
5 April 2023
The user experience, often known as UX, is the key factor in determining a product success and increase user’s acquisition. However, this field of research lacks conceptual and practical models to follow when designing pervasive technologies such as mobile augmented reality (MAR). To convey a pleasant UX, it is necessary to identify the contributing factor and the components that influence the enhancement of the MAR design. The findings of the study indicated that emotions are the main factor that drives the user’s perception and hence, their choice and pleasure. This paper presents a preliminary model for designing an emotional UX mobile augmented reality application with the use of Kansei engineering approach. Ultimately, this model will provide insight into the design fundamentals that influence the user experiences. The outcomes of this study will assist researchers and designers in shaping the emotional user experience design.
JiYang Yi Hae Sun Kim
29 September 2021
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Hai-Ning Liang Letian Xie Lingyun Yu + 3 lainnya
6 Februari 2023
Abstract Museum artifacts are the main way for visitors to experience and learn about cultural heritage. Augmented reality (AR) allows for high interactivity and is increasingly applied in museums to improve tourists’ experience and learning. It also supports the extension of museum experience to outside of the physical museum space, contributing to the visiting trajectory and takeaway experience. In this paper, we present our design of two tangible AR interfaces for cultural artifacts: Postcard AR and CubeMuseum AR, followed by three user studies that evaluate and optimize the design. In Study 1, we conducted a within-subjects study (N = 24) that compares the two AR interfaces with a baseline condition (Leaflet). Our results demonstrate the positive effects of tangible AR interfaces on users’ motivation and engagement in learning cultural heritage. In Study 2, we further explored how to optimize CubeMuseum AR by adopting a user-centered design approach. Through the analysis of expert interviews (N = 7) and an online survey (N = 207), the results specify a series of requirements and design guidelines for tangible AR interfaces to be used as a learning tool and a hybrid gift. Based on the findings, the design of the CubeMuseum AR was optimized and evaluated in Study 3. A between-subjects user study was conducted (N = 32) to compare the optimized design with the initial design. The results verified the positive effects of gamified tangible AR interfaces on users’ motivation, engagement, and performance in learning cultural heritage. We present our design and evaluation results, and discuss the implications of designing tangible AR interfaces for cultural heritage learning and museum gifting.
Chongyang Chen Zhaofang Chu Kem Z. K. Zhang + 1 lainnya
31 Agustus 2023
PurposeIn the growing information systems (IS) literature on metaverse, augmented reality (AR) technology is regarded as a cornerstone of the metaverse which enables interaction services. Interaction has been identified as a core technology characteristic of metaverse shopping environments. Based on previous human–technology interaction research, the authors further explicate interaction to be multimodal sensory. The purpose of this study is thus to better understand the unique nature of interaction in AR technology and highlight the technology's benefits for shopping in metaverse spaces.Design/methodology/approachAn experiment has been conducted to empirically examine the authors' research model. The authors use the structural equation modeling (SEM) approach to analyze the collected data.FindingsThis study conceptualizes image, motion and touchscreen interactions as the three dimensions of multimodal sensory interaction, which can reflect visual-, kinesthetic- and haptic-based sensation stimulation. The authors' findings show that multimodal sensory interaction of AR activates consumers' intention to purchase via a psychological process. To delineate this psychological process, the authors use feelings-as-information theory to posit that experiential factors can influence cognitive factors. More specifically, multimodal sensory interaction is shown to increase multisensory experience and spatial presence, which can effectively reduce product uncertainty and information overload. The two outcomes have been considered to be key issues in online shopping environments.Originality/valueThis study is one of the first ones that shed light on the multimodal sensory peculiarity of AR interactions in the extant IS literature. The authors further highlight the benefits of AR in addressing major online shopping concerns about product uncertainty and information overload, which are largely overlooked by prior research. This study uses feelings-as-information theory to explain the impacts of AR interactions, which reveal the essential role of the experiential process in sensory-enabling technologies. This study enriches the existing theoretical frameworks that mostly focus on the cognitive process. The authors' findings about AR interactions provide noteworthy guidelines for the design of metaverse environments and extend the authors' understanding of how the metaverse may bring benefits beyond traditional online shopping settings.
Harish Vijayakumar
4 April 2025
User Experience (UX) in virtual worlds is a fast-developing discipline that requires creative design concepts to overcome the divide between physical and virtual interaction. This research investigates primary principles and techniques to improve UX in virtual experiences based on usability, accessibility, user engagement, and technology advancements. It gives detailed insight into trends, issues, and prospects for UX design of virtual applications that guarantee an efficient, easy-to-use, and immersive experience.
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