Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3489849.3489876acmconferencesArticle/Chapter ViewAbstractPublication PagesvrstConference Proceedingsconference-collections
research-article

Research and Practice Recommendations for Mixed Reality Design – Different Perspectives from the Community

Published: 08 December 2021 Publication History

Abstract

Over the last decades, different kinds of design guides have been created to maintain consistency and usability in interactive system development. However, in the case of spatial applications, practitioners from research and industry either have difficulty finding them or perceive such guides as lacking relevance, practicability, and applicability. This paper presents the current state of scientific research and industry practice by investigating currently used design recommendations for mixed reality (MR) system development. We analyzed and compared 875 design recommendations for MR applications elicited from 89 scientific papers and documentation from six industry practitioners in a literature review. In doing so, we identified differences regarding four key topics: Focus on unique MR design challenges, abstraction regarding devices and ecosystems, level of detail and abstraction of content, and covered topics. Based on that, we contribute to the MR design research by providing three factors for perceived irrelevance and six main implications for design recommendations that are applicable in scientific and industry practice.

References

[1]
Nur Intan Adhani, Dayang Rohaya, and Awang Rambli. 2014. A multimodal interaction design guideline for mobile augmented reality application. 301–306. https://doi.org/10.2495/ICACC130411
[2]
Mesut Alptekin and Katrin Temmen. 2018. Design concept and prototype for an augmented reality based virtual preparation laboratory training in electrical engineering. In 2018 IEEE Global Engineering Education Conference (EDUCON). IEEE, 963–968. https://doi.org/10.1109/EDUCON.2018.8363334
[3]
Marvin Andujar, Anton Nijholt, and Juan E. Gilbert. 2017. Mobile Augmented Games in Playable Cities: Humorous Interaction with Pokémon Go. 575–586. https://doi.org/10.1007/978-3-319-58697-7_43
[4]
Anselm Strauss and J. M. Corbin. 1990. Basics of qualitative research: Grounded theory procedures and techniques. Sage Publication. 1–272 pages.
[5]
Panagiotis E. Antoniou, Eleni Dafli, and Panagiotis D. Bamidis. 2015. Design of Novel Teaching Episodes in Medical Education Using Emerging Experiential Digital Assets: Technology Enabled Medical Education Beyond the Gimmicky. In 2015 IEEE International Conference on Computer and Information Technology; Ubiquitous Computing and Communications; Dependable, Autonomic and Secure Computing; Pervasive Intelligence and Computing. IEEE, 1560–1565. https://doi.org/10.1109/CIT/IUCC/DASC/PICOM.2015.360
[6]
Panagiotis E. Antoniou, Efstathios A. Sidiropoulos, and Panagiotis D. Bamidis. 2017. DISCOVER-ing Beyond OpenSim; Immersive Learning for Carers of the Elderly in the VR/AR era.189–200. https://doi.org/10.1007/978-3-319-60633-0_16
[7]
Apple Inc.[n.d.]. Human Interace Guidelines: Augmented Reality. https://developer.apple.com/design/human-interface-guidelines/ios/system-capabilities/augmented-reality/
[8]
Dawn M. Armfield, Ann Hill Duin, and Isabel Pedersen. 2018. Experiencing Content: Heuristics for Human-Centered Design for Augmented Reality. In 2018 IEEE International Professional Communication Conference (ProComm). IEEE, 241–247. https://doi.org/10.1109/ProComm.2018.00057
[9]
Narges Ashtari, Andrea Bunt, Joanna McGrenere, Michael Nebeling, and Parmit K. Chilana. 2020. Creating Augmented and Virtual Reality Applications: Current Practices, Challenges, and Opportunities. Conference on Human Factors in Computing Systems - Proceedings (2020), 1–13. https://doi.org/10.1145/3313831.3376722
[10]
Andrew Aultman, Spencer Dowie, and Nelly Ann Hamid. 2018. Design Heuristics for Mobile Augmented Reality Game User Interfaces. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, 1–5. https://doi.org/10.1145/3170427.3188580
[11]
Zhen Bai, Alan F. Blackwell, and George Coulouris. 2015. Using Augmented Reality to Elicit Pretend Play for Children with Autism. IEEE Transactions on Visualization and Computer Graphics 21, 5 (5 2015), 598–610. https://doi.org/10.1109/TVCG.2014.2385092
[12]
Jordan Beck and Hamid R. Ekbia. 2018. The theory-practice gap as generative metaphor. In Conference on Human Factors in Computing Systems - Proceedings, Vol. 2018-April. Association for Computing Machinery, New York, NY, USA, 1–11. https://doi.org/10.1145/3173574.3174194
[13]
Mark Billinghurst, Adrian Clark, and Gun Lee. 2015. A Survey of Augmented Reality. Foundations and Trends® in Human–Computer Interaction 8, 2-3(2015), 73–272. https://doi.org/10.1561/1100000049
[14]
Mark Billinghurst, Raphael Grasset, and Julian Looser. 2005. Designing augmented reality interfaces. ACM SIGGRAPH Computer Graphics 39, 1 (2 2005), 17. https://doi.org/10.1145/1057792.1057803
[15]
Mark Billinghurst, Raphael Grasset, and Julian Looser. 2005. Designing augmented reality interfaces. ACM SIGGRAPH Computer Graphics 39, 1 (2 2005), 17–22. https://doi.org/10.1145/1057792.1057803
[16]
Mark Billinghurst, Raphaël Grasset, and Hartmut Seichter. 2010. Tangible Interfaces for Ambient Augmented Reality Applications. In Human-Centric Interfaces for Ambient Intelligence. Elsevier, 281–302. https://doi.org/10.1016/B978-0-12-374708-2.00011-5
[17]
Mark Billinghurst, Hirokazu Kato, and Ivan Poupyrev. 2008. Tangible augmented reality. In ACM SIGGRAPH ASIA 2008 courses on - SIGGRAPH Asia ’08. ACM Press, New York, New York, USA, 1–10. https://doi.org/10.1145/1508044.1508051
[18]
Timo Bleeker, Gun Lee, and Mark Billinghurst. 2013. Ego- and Exocentric interaction for mobile AR conferencing. In 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 1–6. https://doi.org/10.1109/ISMAR.2013.6671823
[19]
Felix Bork, Alexander Lehner, Daniela Kugelmann, Ulrich Eck, Jens Waschke, and Nassir Navab. 2019. VesARlius: An Augmented Reality System for Large-Group Co-located Anatomy Learning. In 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 122–123. https://doi.org/10.1109/ISMAR-Adjunct.2019.00-66
[20]
John Bowers. 2012. The Logic of Annotated Portfolios: Communicating the Value of ’Research Through Design’. (2012).
[21]
Doug A. Bowman, Bernd Fröhlich, Yoshifumi Kitamura, and Wolfgang Stuerzlinger. 2005. New directions in 3D user interfaces. In Proceedings - IEEE Virtual Reality, Vol. 5. 312. https://doi.org/10.20870/ijvr.2006.5.2.2683
[22]
Jan vom Brocke, Alexander Simons, Bjoern Niehaves, Bjorn Niehaves, Kai Reimer, Ralf Plattfaut, and Anne Cleven. 2009. Reconstructing the giant: On the importance of rigour in documenting the literature search process. (2009).
[23]
Andy Budd. 2013. It’s All Academic. https://andybudd.com/archives/2013/02/its_all_academic
[24]
Yoonjeong Cha, Sungu Nam, Mun Yong Yi, Jaeseung Jeong, and Woontack Woo. 2018. Augmented Collaboration in Shared Space Design with Shared Attention and Manipulation. In The 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings. ACM, New York, NY, USA, 13–15. https://doi.org/10.1145/3266037.3266086
[25]
Alberto Chang, Lourdes Montalvo, and Freddy Paz. 2019. Usability and Playability Heuristics for Augmented Reality Video Games in Smartphones. 19–29. https://doi.org/10.1007/978-3-030-23535-2_2
[26]
David R. Cheriton. 1976. Man-machine interface design for timesharing systems. In Proceedings of the annual conference on - ACM 76. ACM Press, New York, New York, USA, 362–366. https://doi.org/10.1145/800191.805617
[27]
Enrico Costanza, Andreas Kunz, and Morten Fjeld. 2009. Mixed Reality: A Survey. In Human Machine Interaction: Research Results of the MMI Program, Denis Lalanne and Jürg Kohlas (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 47–68. https://doi.org/10.1007/978-3-642-00437-7_3
[28]
Sébastien Cuendet, Quentin Bonnard, Son Do-Lenh, and Pierre Dillenbourg. 2013. Designing augmented reality for the classroom. Computers & Education 68 (10 2013), 557–569. https://doi.org/10.1016/j.compedu.2013.02.015
[29]
Oluwadunsin Dabor, Edward Longford, and Stuart Walker. 2019. Design Guidelines for Augmented Reality User Interface: A Case Study of Simultaneous Interpretation. In 2019 11th Computer Science and Electronic Engineering (CEEC)164. IEEE, Colchester, UK, 164–166. https://doi.org/10.1109/CEEC47804.2019.8974331
[30]
Oluwadunsin Dabor, Edward Longford, and Stuart Walker. 2019. Design Guidelines for Augmented Reality User Interface: A Case Study of Simultaneous Interpretation. In 2019 11th Computer Science and Electronic Engineering (CEEC). IEEE, 164–166. https://doi.org/10.1109/CEEC47804.2019.8974331
[31]
Oscar Danielsson, Anna Syberfeldt, Rodney Brewster, and Lihui Wang. 2017. Assessing Instructions in Augmented Reality for Human-robot Collaborative Assembly by Using Demonstrators. Procedia CIRP 63(2017), 89–94. https://doi.org/10.1016/j.procir.2017.02.038
[32]
Beatriz de Almeida Pacheco, Marcelo Guimarães, Ana Grasielle Correa, and Valeria Farinazzo Martins. 2019. Usability evaluation of learning objects with augmented reality for smartphones: A reinterpretation of nielsen heuristics. In Communications in Computer and Information Science, Vol. 847. Springer Verlag, 214–228. https://doi.org/10.1007/978-3-030-05270-6_16
[33]
Beatriz de Almeida Pacheco, Marcelo Guimarães, Ana Grasielle Correa, and Valeria Farinazzo Martins. 2019. Usability Evaluation of Learning Objects with Augmented Reality for Smartphones: A Reinterpretation of Nielsen Heuristics. 214–228. https://doi.org/10.1007/978-3-030-05270-6_16
[34]
Richard A. del Rio, Russell J. Branaghan, and Rob Gray. 2016. Design Features of Wearable AR Information Display for Surgery and Anesthesiology. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, 1 (9 2016), 571–575. https://doi.org/10.1177/1541931213601131
[35]
Arindam Dey, Mark Billinghurst, Robert W Lindeman, and J Edward Swan II. 2018. A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014. Frontiers in Robotics and AI | www.frontiersin.org 1 (2018), 1–28. https://doi.org/10.3389/frobt.2018.00037
[36]
Arindam Dey, Hao Chen, Chang Zhuang, Mark Billinghurst, and Robert W. Lindeman. 2018. Effects of Sharing Real-Time Multi-Sensory Heart Rate Feedback in Different Immersive Collaborative Virtual Environments. In 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 165–173. https://doi.org/10.1109/ISMAR.2018.00052
[37]
Arindam Dey, Hao Chen, Chang Zhuang, Mark Billinghurst, and Robert W. Lindeman. 2018. Effects of Sharing Real-Time Multi-Sensory Heart Rate Feedback in Different Immersive Collaborative Virtual Environments. In 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 165–173. https://doi.org/10.1109/ISMAR.2018.00052
[38]
DIN Deutsches Institut für Normung e.V.2020. Ergonomie der Mensch-System-Interaktion – Teil 110: Interaktionsprinzipien. (2020).
[39]
Andrew Dolce, Joshua Nasman, and Barbara Cutler. 2012. ARmy: A Study of Multi-User Interaction in Spatially Augmented Games. In 2012 IEEE Computer Society Conference on Computer Vision and Pattern Recognition Workshops. 43–50. https://doi.org/10.1109/CVPRW.2012.6239198
[40]
Andrew Dolce, Joshua Nasman, and Barbara Cutler. 2012. ARmy: A study of multi-user interaction in spatially augmented games. In 2012 IEEE Computer Society Conference on Computer Vision and Pattern Recognition Workshops. IEEE, 43–50. https://doi.org/10.1109/CVPRW.2012.6239198
[41]
Matt Dunleavy. 2014. Design Principles for Augmented Reality Learning. TechTrends 58, 1 (1 2014), 28–34. https://doi.org/10.1007/s11528-013-0717-2
[42]
Ralf Elbert and Tessa Sarnow. 2019. Augmented Reality in Order Picking—Boon and Bane of Information (Over-) Availability. 400–406. https://doi.org/10.1007/978-3-030-11051-2_61
[43]
Tristan C. Endsley, Kelly A. Sprehn, Ryan M. Brill, Kimberly J. Ryan, Emily C. Vincent, and James M. Martin. 2017. Augmented reality design heuristics: Designing for dynamic interactions. Proceedings of the Human Factors and Ergonomics Society 2017-Octob, February 2018 (2017), 2100–2104. https://doi.org/10.1177/1541931213602007
[44]
Tristan C. Endsley, Kelly A. Sprehn, Ryan M. Brill, Kimberly J. Ryan, Emily C. Vincent, and James M. Martin. 2017. Augmented Reality Design Heuristics: Designing for Dynamic Interactions. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, 1 (9 2017), 2100–2104. https://doi.org/10.1177/1541931213602007
[45]
Hendrik Engelbrecht and Stephan G. Lukosch. 2018. Viability of Augmented Content for Field Policing. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 386–389. https://doi.org/10.1109/ISMAR-Adjunct.2018.00111
[46]
Facebook. [n.d.]. Ready, set, create. https://go.facebookinc.com/SparkAR_Design_Guidelines.html
[47]
Katherine K. Fu, Maria C. Yang, and Kristin L. Wood. 2016. Design principles: Literature review, analysis, and future directions. Journal of Mechanical Design, Transactions of the ASME 138, 10(2016), 1–13. https://doi.org/10.1115/1.4034105
[48]
J.L. Gabbard, J.E. Swan, D. Hix, R.S. Schulman, J. Lucas, and D. Gupta. [n.d.]. An empirical user-based study of text drawing styles and outdoor background textures for augmented reality. In IEEE Proceedings. VR 2005. Virtual Reality, 2005.IEEE, 11–317. https://doi.org/10.1109/VR.2005.1492748
[49]
Joseph L. Gabbard and J. Edward Swan. 2008. Usability engineering for augmented reality: Employing user-based studies to inform design. IEEE Transactions on Visualization and Computer Graphics 14, 3(2008), 513–525. https://doi.org/10.1109/TVCG.2008.24
[50]
Joseph L. Gabbard, J. Edward Swan, and Deborah Hix. 2006. The Effects of Text Drawing Styles, Background Textures, and Natural Lighting on Text Legibility in Outdoor Augmented Reality. Presence: Teleoperators and Virtual Environments 15, 1 (2 2006), 16–32. https://doi.org/10.1162/pres.2006.15.1.16
[51]
Joseph L. Gabbard, J. Edward Swan, Deborah Hix, Si-Jung Kim, and Greg Fitch. 2007. Active Text Drawing Styles for Outdoor Augmented Reality: A User-Based Study and Design Implications. In 2007 IEEE Virtual Reality Conference. IEEE, 35–42. https://doi.org/10.1109/VR.2007.352461
[52]
Roderick Galantay, Jan Torpus, and Maia Engeli. 2004. ”Living-Room” Interactive, Space-Oriented Augmented Reality. ACM Multimedia 2004 - proceedings of the 12th ACM International Conference on Multimedia (2004), 64–71.
[53]
Subhashini Ganapathy, Glen J. Anderson, and Igor V. Kozintsev. 2011. Empirical evaluation of augmented information presentation on small form factors - navigation assistant scenario. In 2011 IEEE International Symposium on VR Innovation. IEEE, 75–80. https://doi.org/10.1109/ISVRI.2011.5759606
[54]
Miguel Angel Garcia-Ruiz (Ed.). 2017. Games User Research. A K Peters/CRC Press, Boca Raton, FL : Taylor & Francis, 2016.https://doi.org/10.1201/b21564
[55]
William Gaver. 2012. What should we expect from research through design?Conference on Human Factors in Computing Systems - Proceedings (2012), 937–946. https://doi.org/10.1145/2207676.2208538
[56]
Brian F. Goldiez, Ali M. Ahmad, and Peter A. Hancock. 2007. Effects of Augmented Reality Display Settings on Human Wayfinding Performance. IEEE Transactions on Systems, Man and Cybernetics, Part C (Applications and Reviews) 37, 5 (9 2007), 839–845. https://doi.org/10.1109/TSMCC.2007.900665
[57]
Elizabeth Goodman, Erik Stolterman, and Ron Wakkary. 2011. Understanding Interaction Design Practices. In Proceedings of the International Conference on Human Factors in Computing Systems. Vancouver, Canada, 1061–1070. https://doi.org/10.1145/1978942.1979100
[58]
Google. 2021. Augmented reality design guidelines. https://developers.google.com/ar/design
[59]
Adam Greenfeld, Artur Lugmayr, and Wesley Lamont. 2018. Comparative Reality: Measuring User Experience and Emotion in Immersive Virtual Environments. In 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR). IEEE, 204–209. https://doi.org/10.1109/AIVR.2018.00048
[60]
M. Haller, M. Billinghurst, J. Leithinger, D. Leitner, and T. Seifried. 2005. Coeno. In Proceedings of the 2005 international conference on Augmented tele-existence - ICAT ’05. ACM Press, New York, New York, USA, 40. https://doi.org/10.1145/1152399.1152408
[61]
A. Henrysson, M. Billinghurst, and M. Ollila. 2005. Face to face collaborative AR on mobile phones. In Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR’05). IEEE, 80–89. https://doi.org/10.1109/ISMAR.2005.32
[62]
W.E. Hick. 1952. On the rate of gain of information. Quarterly Journal of Experimental Psychology (1952), 11–26. https://doi.org/10.1016/0022-0965(78)90002-4
[63]
Steve Hinske, Marc Langheinrich, and Matthias Lampe. 2008. Towards guidelines for designing augmented toy environments. In Proceedings of the 7th ACM conference on Designing interactive systems - DIS ’08. ACM Press, New York, New York, USA, 78–87. https://doi.org/10.1145/1394445.1394454
[64]
Karen Holtzblatt, Jessamyn Burns Wendell, and Shelley Wood. 2005. Rapid Contextual Design: A How-To Guide to Key Techniques for User-Centered Design. Ubiquity 2005, March (3 2005), 3. https://doi.org/10.1145/1066348.1066325
[65]
K Höök and J Löwgren. 2012. Strong concepts: Intermediate-level knowledge in interaction design research. ACM Trans. Comput.-Hum. Interact 19, 23 (2012). https://doi.org/10.1145/2362364.2362371
[66]
IBM. [n.d.]. AR/VR meets enterprise - Augmented and virtual reality design guidelines. https://www.ibm.com/design/v1/language/experience/vrar/
[67]
Shafaq Irshad and Dayang Rohaya Awang Rambli. 2016. Design Implications for Quality User eXperience in Mobile Augmented Reality Applications. 1283–1294. https://doi.org/10.1007/978-3-319-24584-3_110
[68]
Jakob Nielsen. 1995. 10 Usability Heuristics for User Interface Design. https://www.nngroup.com/articles/ten-usability-heuristics/
[69]
Jennifer Preece, Helen Sharp, and Yvonne Rogers. 2015. Interaction Design: Beyond Human-Computer Interaction, 4th Edition | Wiley (4 ed.). Wiley. https://www.wiley.com/en-us/Interaction+Design%3A+Beyond+Human+Computer+Interaction%2C+4th+Edition-p-9781119088790
[70]
Catherine S. Johnson, Shambhavi Mahajan, Mehmet Ordu, Samyukta Sherugar, and Bruce N. Walker. 2016. Will o’the Wisp: Augmented Reality Navigation for Hikers. 365–371. https://doi.org/10.1007/978-3-319-40542-1_60
[71]
Jeff Johnson. 2014. Designing with the Mind in Mind, Second Edition: Simple Guide to Understanding User Interface Design Guidelines(2nd ed.). Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
[72]
MCarmen Juan, David Furió, Ignacio Seguí, Noemí Rando, and Juan Cano. 2011. Lessons learnt from an experience with an augmented reality iPhone learning game. http://isites.harvard.edu
[73]
M. Carmen Juan, David Furió, Ignacio Seguí, Noemí Rando Aiju, and Juan Cano. 2011. Lessons learnt from an experience with an augmented reality iPhone learning game. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE ’11. ACM Press, New York, New York, USA, 1. https://doi.org/10.1145/2071423.2071488
[74]
R. S. Kalawsky, K. Hill, A. W. Stedmon, C. A. Cook, and A. Young. 2000. Experimental research into human cognitive processing in an augmented reality environment for embedded training systems. Virtual Reality 5, 1 (3 2000), 39–46. https://doi.org/10.1007/BF01418975
[75]
Damla Karagozlu and Fezile Ozdamli. 2017. Student opinions on mobile augmented reality application and developed content in science class. TEM Journal 6, 4 (2017), 660.
[76]
Jeremy Kerr and Gillian Lawson. 2020. Augmented Reality in Design Education: Landscape Architecture Studies as AR Experience. International Journal of Art & Design Education 39, 1 (2 2020), 6–21. https://doi.org/10.1111/jade.12227
[77]
Sarah Ketchell, Winyu Chinthammit, and Ulrich Engelke. 2019. Situated Storytelling with SLAM Enabled Augmented Reality. In The 17th International Conference on Virtual-Reality Continuum and its Applications in Industry. ACM, New York, NY, USA, 1–9. https://doi.org/10.1145/3359997.3365681
[78]
Matjaž Kljun, Klen Čopič Pucihar, Jason Alexander, Maheshya Weerasinghe, Cuauhtli Campos, Julie Ducasse, Barbara Kopacin, Jens Grubert, Paul Coulton, and Miha Čelar. 2019. Augmentation not Duplication. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300333
[79]
Sang Min Ko, Won Suk Chang, and Yong Gu Ji. 2013. Usability Principles for Augmented Reality Applications in a Smartphone Environment. International Journal of Human-Computer Interaction 29, 8 (8 2013), 501–515. https://doi.org/10.1080/10447318.2012.722466
[80]
Sang Min Ko, Won Suk Chang, and Yong Gu Ji. 2013. Usability Principles for Augmented Reality Applications in a Smartphone Environment. International Journal of Human-Computer Interaction 29, 8 (8 2013), 501–515. https://doi.org/10.1080/10447318.2012.722466
[81]
Lisa Koeman. 2020. HCI/UX research: what methods do we use?https://lisakoeman.nl/blog/hci-ux-research-what-methods-do-we-use/
[82]
Panos E. Kourouthanassis, Costas Boletsis, and George Lekakos. 2015. Demystifying the design of mobile augmented reality applications. Multimedia Tools and Applications 74, 3 (2 2015), 1045–1066. https://doi.org/10.1007/s11042-013-1710-7
[83]
Veronika Krauß, Alexander Boden, Leif Oppermann, and René Reiners. 2021. Current Practices, Challenges, and Design Implications for Collaborative AR/VR Application Development. In CHI ’21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. ACM, 1–15. https://doi.org/10.1145/3411764.3445335
[84]
Max Krichenbauer, Goshiro Yamamoto, Takafumi Taketomi, Christian Sandor, and Hirokazu Kato. 2014. Towards Augmented Reality user interfaces in 3D media production. In 2014 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 23–28. https://doi.org/10.1109/ISMAR.2014.6948405
[85]
Philipp Ladwig and Christian Geiger. 2019. A Literature Review on Collaboration in Mixed Reality. Number March. 591–600. https://doi.org/10.1007/978-3-319-95678-7_65
[86]
Philipp Ladwig and Christian Geiger. 2019. A Literature Review on Collaboration in Mixed Reality. 591–600. https://doi.org/10.1007/978-3-319-95678-7_65
[87]
Teemu H. Laine and Hae Jung Suk. 2016. Designing Mobile Augmented Reality Exergames. Games and Culture 11, 5 (7 2016), 548–580. https://doi.org/10.1177/1555412015572006
[88]
Gun A. Lee, Gerard J. Kim, and Mark Billinghurst. 2007. Interaction Design for Tangible Augmented Reality Applications. In Emerging Technologies of Augmented Reality. IGI Global, 261–282. https://doi.org/10.4018/978-1-59904-066-0.ch013
[89]
Gun A. Lee, Jonathan Wong, Hye Sun Park, Jin Sung Choi, Chang Joon Park, and Mark Billinghurst. 2015. User Defined Gestures for Augmented Virtual Mirrors. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM, New York, NY, USA, 959–964. https://doi.org/10.1145/2702613.2732747
[90]
Li Li. 2018. Application of Augmented Reality Technology in Piano Teaching System Design. Educational Sciences: Theory & Practice 18, 5 (2018), 1712–1721. https://doi.org/10.12738/estp.2018.5.070
[91]
Li Li. 2018. Application of Augmented Reality Technology in Piano Teaching System Design. Educational Sciences: Theory & Practice(2018). https://doi.org/10.12738/estp.2018.5.070
[92]
Sha Liang. 2016. Design Principles of Augmented Reality Focusing on the Ageing Population. https://doi.org/10.14236/ewic/HCI2016.2
[93]
Yi Lin, Jing Chen, Yue Liu, and Yong-Tian Wang. 2015. User Experience Design of VR-AR Hybrid Mobile Browsing System Based on Mental Model. Chinese Journal of Computers 38, 2 (2015), 408–422.
[94]
Magic Leap. [n.d.]. Developer Portal. https://developer.magicleap.com/en-us/home
[95]
Masyarah Zulhaida Masmuzidin and Norazah Abdul Aziz. 2019. The Adaptation of Shneiderman’s Golden Rules and Nielsen’s Heuristics on Motivational Augmented Reality Technology Design for Young Children. In 2019 IEEE 9th International Conference on System Engineering and Technology (ICSET). IEEE, 62–67. https://doi.org/10.1109/ICSEngT.2019.8906373
[96]
Microsoft. [n.d.]. Mixed Reality-Dokumentation. https://docs.microsoft.com/de-de/windows/mixed-reality/
[97]
Paul Milgram and Fumio Kishino. 1994. Taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems E77-D, 12(1994), 1321–1329.
[98]
Antoni Moore. [n.d.]. A Tangible Augmented Reality Interface to Tiled Street Maps and its Usability Testing. In Progress in Spatial Data Handling. Springer Berlin Heidelberg, 511–528. https://doi.org/10.1007/3-540-35589-8_33
[99]
Vijayakumar Nanjappan, Rongkai Shi, Hai-Ning Liang, Haoru Xiao, Kim King-Tong Lau, and Khalad Hasan. 2019. Design of Interactions for Handheld Augmented Reality Devices Using Wearable Smart Textiles: Findings from a User Elicitation Study. Applied Sciences 9, 15 (8 2019), 3177. https://doi.org/10.3390/app9153177
[100]
A Newell and P S Rosenbloom. 1982. Mechanisms of skill acquisition and the law of practice. November (1982).
[101]
Jakob Nielsen. 1994. Enhancing the explanatory power of usability heuristics. Conference on Human Factors in Computing Systems - Proceedings (1994), 152–158. https://doi.org/10.1145/191666.191729
[102]
Donald A. Norman. 1983. Design principles for human-computer interfaces. Conference on Human Factors in Computing Systems - ProceedingsDecember (1983), 1–10. https://doi.org/10.1145/800045.801571
[103]
Donald A. Norman. 1983. Design Rules Based on Analyses of Human Error. Commun. ACM 26, 4 (1983), 254–258. https://doi.org/10.1145/2163.358092
[104]
Ardee Joy T. Ocampo. 2019. TourMAR. In Proceedings of the 2019 4th International Conference on Multimedia Systems and Signal Processing - ICMSSP 2019. ACM Press, New York, New York, USA, 79–83. https://doi.org/10.1145/3330393.3330428
[105]
Patrick O’Shea, Rebecca Mitchell, Catherine Johnston, and Chris Dede. 2009. Lessons Learned about Designing Augmented Realities. International Journal of Gaming and Computer-Mediated Simulations 1, 1 (1 2009), 1–15. https://doi.org/10.4018/jgcms.2009010101
[106]
Eric G. Poitras, Jason M. Harley, Timothy Compeau, Kevin Kee, and Susanne P. Lajoie. [n.d.]. Augmented Reality in Informal Learning Settings. In Virtual and Augmented Reality. IGI Global, 804–825. https://doi.org/10.4018/978-1-5225-5469-1.ch039
[107]
Iulian Radu. 2014. Augmented reality in education: a meta-review and cross-media analysis. Personal and Ubiquitous Computing 18, 6 (8 2014), 1533–1543. https://doi.org/10.1007/s00779-013-0747-y
[108]
Iulian Radu, Blair MacIntyre, and Stella Lourenco. 2016. Comparing Children’s Crosshair and Finger Interactions in Handheld Augmented Reality. In Proceedings of the The 15th International Conference on Interaction Design and Children. ACM, New York, NY, USA, 288–298. https://doi.org/10.1145/2930674.2930726
[109]
Dayang Rohaya Awang Rambli and Shafaq Irshad. 2015. UX design evaluation of mobile augmented reality marketing products and services for Asia Pacific region. In Proceedings of the Asia Pacific HCI and UX Design Symposium. ACM, New York, NY, USA, 42–45. https://doi.org/10.1145/2846439.2846450
[110]
Gang Ren, Side Wei, Eamonn O’Neill, and Fenfang Chen. 2018. Towards the Design of Effective Haptic and Audio Displays for Augmented Reality and Mixed Reality Applications. Advances in Multimedia 2018 (7 2018), 1–11. https://doi.org/10.1155/2018/4517150
[111]
David Roedl and Erik Stolterman. 2013. Design Research at CHI and its Applicability to Design Practice.
[112]
Cledja Rolim, Dieter Schmalstieg, Denis Kalkofen, and Veronica Teichrieb. 2015. [POSTER] Design Guidelines for Generating Augmented Reality Instructions. In 2015 IEEE International Symposium on Mixed and Augmented Reality. IEEE, 120–123. https://doi.org/10.1109/ISMAR.2015.36
[113]
Carlos Santos, Brunelli Miranda, Tiago Araujo, Nikolas Carneiro, Anderson Marques, Marcelle Mota, Jefferson Morais, and Bianchi Meiguins. 2016. Guidelines for Graphical User Interface Design in Mobile Augmented Reality Applications. 71–80. https://doi.org/10.1007/978-3-319-39907-2_7
[114]
Marc Ericson C Santos, Takafumi Taketomi, Goshiro Yamamoto, Ma Mercedes T Rodrigo, Christian Sandor, and Hirokazu Kato. 2015. Toward guidelines for designing handheld augmented reality in learning support. In Proceedings of the 23rd International Conference on Computers in Education. Citeseer, 723–728.
[115]
Ralph Schoenfelder and Dieter Schmalstieg. 2008. Augmented Reality for Industrial Building Acceptance. In 2008 IEEE Virtual Reality Conference. IEEE, 83–90. https://doi.org/10.1109/VR.2008.4480755
[116]
J. Schomaker and M. Meeter. 2015. Short- and long-lasting consequences of novelty, deviance and surprise on brain and cognition. Neuroscience & Biobehavioral Reviews 55 (8 2015), 268–279. https://doi.org/10.1016/j.neubiorev.2015.05.002
[117]
Ben Shneiderman, Catherine Plaisant, Maxine Cohen, Steven Jacobs, and Niklas Elmqvist. 2016. Designing the User Interface: Strategies for Effective Human-Computer Interaction (6 ed.). Pearson. 1–580 pages.
[118]
Saidatul A’isyah Ahmad Shukri, Haslina Arshad, and Rimaniza Zainal Abidin. 2017. Mobile Augmented Reality System Design Guidelines Based on Tourist’s Emotional State. Journal of Telecommunication, Electronic and Computer Engineering (JTEC) 9, 2-12(2017), 75–79.
[119]
Carl Smith. [n.d.]. (Re)Engineering Cultural Heritage Contexts using Creative Human Computer Interaction Techniques and Mixed Reality Methodologies. In Hospitality, Travel, and Tourism. IGI Global, 1489–1499. https://doi.org/10.4018/978-1-4666-6543-9.ch086
[120]
Carl Smith. 2010. The Design and Evaluation of Augmented Learning Spaces. In EC-TEL Doctoral Consortium. Citeseer, 91–96.
[121]
Sidney L. Smith and Jane N. Mosier. 1986. Guidelines for designing user interface software. Technical Report. The MITRE Coorporation, Bedford, MA. 1–329 pages. https://rauterberg.employee.id.tue.nl/lecturenotes/DA308/MITRE(1986)smith-mosier.pdf
[122]
Peter Sommerauer and Oliver Müller. 2014. Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education 79 (10 2014), 59–68. https://doi.org/10.1016/j.compedu.2014.07.013
[123]
Vicky Teinaki. 2013. The Naughty and Nice of UX Conferences. https://www.uxmas.com/2013/the-naughty-and-nice-of-ux-conferences/
[124]
Jos P Thalen and M C van der Voort. 2011. User Centred Methods for Gathering VR Design Tool Requirements. In Joint Virtual Reality Conference of EGVE - EuroVR, Sabine Coquillart, Anthony Steed, and Greg Welch (Eds.). The Eurographics Association. https://doi.org/10.2312/EGVE/JVRC11/075-081
[125]
Marina Tomara and Dimitris Gouscos. 2019. A Case Study: Visualizing Coulomb Forces With the Aid of Augmented Reality. Journal of Educational Computing Research 57, 7 (12 2019), 1626–1642. https://doi.org/10.1177/0735633119854023
[126]
Stefano Triberti, Eleonora Brivio, and Carlo Galimberti. 2018. On Social Presence. 20–41. https://doi.org/10.4018/978-1-5225-3229-3.ch002
[127]
Tsai-Hsuan Tsai, Hsien-Tsung Chang, Ming-Chun Yu, Huan-Ting Chen, Chun-Yi Kuo, and Wei-Hung Wu. 2016. Design of a Mobile Augmented Reality Application: An Example of Demonstrated Usability. 198–205. https://doi.org/10.1007/978-3-319-40244-4_19
[128]
Tsai Hsuan Tsai, Ching Yen Shen, Zhi Sheng Lin, Huei Ru Liu, and Wen Ko Chiou. 2017. Exploring location-based augmented reality experience in museums. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Vol. 10278 LNCS. Springer Verlag, 199–209. https://doi.org/10.1007/978-3-319-58703-5_15
[129]
Tsai-Hsuan Tsai, Ching-Yen Shen, Zhi-Sheng Lin, Huei-Ru Liu, and Wen-Ko Chiou. 2017. Exploring Location-Based Augmented Reality Experience in Museums. 199–209. https://doi.org/10.1007/978-3-319-58703-5_15
[130]
Steven Vi, Tiago Silva da Silva, and Frank Maurer. 2019. User Experience Guidelines for Designing HMD Extended Reality Applications. Vol. 11749. 319–341. https://doi.org/10.1007/978-3-030-29390-1_18
[131]
Steven Vi, Tiago Silva da Silva, and Frank Maurer. 2019. User Experience Guidelines for Designing HMD Extended Reality Applications. 319–341. https://doi.org/10.1007/978-3-030-29390-1_18
[132]
Philipp Wacker, Oliver Nowak, Simon Voelker, and Jan Borchers. 2019. ARPen. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300849
[133]
Daniel Wagner, Dieter Schmalstieg, and Mark Billinghurst. 2006. Handheld AR for Collaborative Edutainment. 85–96. https://doi.org/10.1007/11941354_10
[134]
Richard Wetzel, Rod McCall, Anne-Kathrin Braun, and Wolfgang Broll. 2008. Guidelines for designing augmented reality games. In Proceedings of the 2008 Conference on Future Play Research, Play, Share - Future Play ’08. ACM Press, New York, New York, USA, 173. https://doi.org/10.1145/1496984.1497013
[135]
Pierre Wijdenes, David Borkenhagen, Julie Babione, Irene Ma, and Greg Hallihan. 2018. Leveraging Augmented Reality Training Tool for Medical Education. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, 1–7. https://doi.org/10.1145/3170427.3174361
[136]
Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy, Richard Shemaka, Brian Schrank, Blair Macintyre, and Tony Tseng. 2011. Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games. In IEEE International Symposium on Mixed and Augmented Reality 2011 Arts, Media, & Humanities Proceedings. 19–28. www.argamestudio.org
[137]
Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy, Richard Shemaka, Brian Schrank, Blair MacIntyre, and Tony Tseng. 2011. Pre-patterns for designing embodied interactions in handheld augmented reality games. In 2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities. IEEE, 19–28. https://doi.org/10.1109/ISMAR-AMH.2011.6093652
[138]
Shys-Fan Yang-Mao, Ming-Hui Lin, Yu-Ting Lin, Wen-Jun Zeng, and Yueh-Yi Lai. 2013. Exploring Psychophysical Factors Influencing Visibility of Virtual Image Display. 327–335. https://doi.org/10.1007/978-3-642-39191-0_37
[139]
Chris Yoon, Ryan Louie, Jeremy Ryan, MinhKhang Vu, Hyegi Bang, William Derksen, and Paul Ruvolo. 2019. Leveraging Augmented Reality to Create Apps for People with Visual Disabilities. In The 21st International ACM SIGACCESS Conference on Computers and Accessibility. ACM, New York, NY, USA, 210–221. https://doi.org/10.1145/3308561.3353788
[140]
DongHyun Youm, SangHyun Seo, and Jung-Yoon Kim. 2019. Design and development methodologies of Kkongalmon, a location-based augmented reality game using mobile geographic information. EURASIP Journal on Image and Video Processing 2019, 1 (12 2019), 1. https://doi.org/10.1186/s13640-018-0395-2
[141]
Dong Hyun Youm, Sang Hyun Seo, and Jung Yoon Kim. 2019. Design and development methodologies of Kkongalmon, a location-based augmented reality game using mobile geographic information. Eurasip Journal on Image and Video Processing 2019, 1(2019), 1–12. https://doi.org/10.1186/s13640-018-0395-2
[142]
Feng Zhou, Henry Been-Lim Duh, and Mark Billinghurst. 2008. Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR. In IEEE International Symposium on Mixed and Augmented Reality 2008. IEEE, Cambridge, UK, 193–202.

Cited By

View all
  • (2024)Lessons From Working in the Metaverse: Challenges, Choices, and Implications from a Case StudyProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641972(1-16)Online publication date: 11-May-2024
  • (2023)Digital Process Twins as Intelligent Design Technology for Engineering Metaverse/XR ApplicationsSustainability10.3390/su15221606215:22(16062)Online publication date: 17-Nov-2023
  • (2023)Extended Reality Authoring System for Creating Immersive Experiences: A Requirements AnalysisProceedings of the 20th International Conference on Culture and Computer Science: Code and Materiality10.1145/3623462.3624632(1-9)Online publication date: 28-Sep-2023
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
VRST '21: Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology
December 2021
563 pages
ISBN:9781450390927
DOI:10.1145/3489849
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 December 2021

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Augmented Reality
  2. Design Recommendations
  3. Design Theory and Practice
  4. Guidelines
  5. Mixed Reality
  6. User Interface Design

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

VRST '21

Acceptance Rates

Overall Acceptance Rate 66 of 254 submissions, 26%

Upcoming Conference

VRST '24

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)139
  • Downloads (Last 6 weeks)11
Reflects downloads up to 18 Aug 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Lessons From Working in the Metaverse: Challenges, Choices, and Implications from a Case StudyProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641972(1-16)Online publication date: 11-May-2024
  • (2023)Digital Process Twins as Intelligent Design Technology for Engineering Metaverse/XR ApplicationsSustainability10.3390/su15221606215:22(16062)Online publication date: 17-Nov-2023
  • (2023)Extended Reality Authoring System for Creating Immersive Experiences: A Requirements AnalysisProceedings of the 20th International Conference on Culture and Computer Science: Code and Materiality10.1145/3623462.3624632(1-9)Online publication date: 28-Sep-2023
  • (2023)Evaluating design guidelines for hand proximate user interfacesProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596117(1159-1173)Online publication date: 10-Jul-2023
  • (2023)Prototyping Large Scale Projection Based Experiences in VR2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00348(1005-1006)Online publication date: Mar-2023
  • (2023)Simulating Location-Based Experiences in VR2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00030(119-122)Online publication date: Mar-2023
  • (2023)Beyond Well-Intentioned: An HCI Students’ Ethical Assessment of Their Own XR Designs2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00020(59-68)Online publication date: 16-Oct-2023
  • (2022)Elements of XR Prototyping: Characterizing the Role and Use of Prototypes in Augmented and Virtual Reality DesignProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517714(1-18)Online publication date: 29-Apr-2022

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media