![]() I think people like, especially kids, they would be so consumed by this because it literally looks like there's a cat right in front of you. I think this could be used for so many things like working in healthcare. Kinfolk app: An educator who participated in our study was excited about the educational potential of this app, which taught people about historical figures.Ī different participant, who was using ARLOOPA, an AR app with a diverse library of 3D models, was also excited about the potential of the technology: “I think it's super cool. ![]() And then the sword would be him being an aggressor or attacking.” The Z would be what I would assume him in his sleeping position. Yeah, it looks like that was the motion of him eating. After launching the AR experience, he easily interpreted the icons in the app: “So, I see the dinosaur under the X I tapped the knife and fork - I assume that this would be him eating. In our study, we found that participants who had exposure to game UIs found AR patterns easier to figure out, compared to the participants who did not play any games.įor instance, one participant who highlighted gaming as one of his primary mobile activities had no problem interacting with the DionsAR app. While AR is a relatively new technology, some AR patterns and signifiers were inspired by game user interfaces and interactions. Overall, while users were generally enthusiastic about AR and about its potential, they also questioned the gratuitous use of AR in some apps. Some users who had previous gaming exposure were able to quickly figure out the AR apps that we tested others struggled even with the most basic interactions. They had little previous experience with AR and, as a result, little knowledge about AR-related patterns or processes (e.g., calibration). Most users in our study were unfamiliar with augmented reality some confused it with virtual reality. The first article talks about onboarding users in an AR app the second article presents recommendations for guiding users through the process of calibration. This article is the third in a 3-part series discussing the user experience of augmented-reality features in mobile apps. For this study, we tested variety of AR applications from various domains such as fitness, entertainment, ecommerce, tourism, art and history, education, and science. We conducted a mobile usability-testing study with 4 remote and 7 in-person participants to get insights into issues and opportunities surrounding the user experience of mobile AR apps. However, designers and practitioners have limited guidelines and principles for successfully designing and implementing AR experiences. This novel technology has great potential and applications in various contexts and domains. Augmented reality (AR) enhances the real world with an additional layer of information.
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