Design Guidelines for Mobile Augmented Reality: User Experience

Author(s):  
Subhashini Ganapathy
Author(s):  
Shafaq Irshad ◽  
Dayang Rohaya Awang Rambli ◽  
Nur Intan Adhani Muhamad Nazri ◽  
Siti Rohkmah binti Mohd Shukri ◽  
Yusoff Omar

2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Nur Intan Adhani M. Nazri ◽  
Dayang Rohaya Awang Rambli ◽  
Daniel C. Doolan

The world of mobile computing has been advancing at a tremendous rate over the past numbers of years and is set to continue well in the future. The vast majority of interaction between the user and mobile of today makes use of touch screen displays that have now become the de-facto standard in all smart phones. This paper presents a mobile Augmented Reality (AR) application making use of different kinds of interaction techniques to investigate user experience and the usefulness of the AR technology. Comparisons are drawn with a ported version of the application that makes use of the more traditional touch screen interaction paradigm (2D), thus allowing users to accurately gauge their interaction style preference. The application also makes use of finger-based gesture, auditory (3D sound) and haptic based feedback to ground the user and create a richer experience. Our results shows that though the user feels that 2D interaction is easy to use, they find that using gesture based AR interaction is more fun and enjoyable in this mobile AR application.


2017 ◽  
Author(s):  
Saidatul A’isyah Ahmad Shukri ◽  
Haslina Arshad ◽  
Rimaniza Zainal Abidin

2021 ◽  
Vol 6 (1) ◽  
pp. 7-13
Author(s):  
Aulia Akhrian Syahidi ◽  
Herman Tolle

The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.


2013 ◽  
pp. 110-125
Author(s):  
Joerg H. Kloss

In order to deliver a foundation for orientation and decisions in the growing field of Mobile Augmented Reality (MAR), this chapter intends to deliver a realistic picture about MAR, where it comes from, where it currently stands, and where it is going. It distinguishes between the variants of MAR, explains their similarities, differences, and different development stages and outlooks. While describing potential application fields and their current limitations, the opportunities and challenges of MAR become obvious, as well as how much work is still to do. The chapter intends to categorize the challenges for MAR, covering also related issues in the mobile hardware, software, and operator industry, and their efforts in standardization and open interfacing. Besides the technology-driven discussion, a strong emphasis will be taken also to the essential aspect of user experience. With ubiquitous MAR, the technology will become more and more secondary, and the user and her individual context moves into the center of attention.


Sign in / Sign up

Export Citation Format

Share Document