User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications
Abstract
:1. Introduction
- Offering a comprehensive exploration of the assessment techniques of different HCI issues applied in AR;
- Assisting researchers in selecting appropriate methods based on the characteristics of technologies and application domains;
- Providing insight into the essential role of user evaluations in ensuring the success and widespread acceptance of forthcoming AR technologies and applications.
2. Background
3. Framework Elements
3.1. Application Domains
3.2. Investigated HCI Aspects
3.3. Evaluation Methods and Tools
4. Paper Analysis Results
5. Framework Implementation and Usage
- A. Reference tables better illustrate the differences between each domain, evaluation methods, and HCI aspects. They aim to describe the main differences between the various categories to allow for a more accessible selection.
- B. Correlation charts: graphs that show the correlation between the methods used and the most investigated HCI aspects divided into different domains. The metrology correlation graphs reveal which methods are frequently used together, and we can see the strength of each link. The pie chart shows the percentage of studies investigating each HCI aspect.
- C. Method Used and Aspects Matrix: This bubble graph correlates the method used for each HCI aspect for each domain. By looking at the size of each bubble, we can easily see if one pair is used more than the other.
- D. Lookup tables: Tables that report all the evaluation methods used, subdivided by the investigated HCI aspect and our subdivision of user evaluation methods.
- The researcher chooses the most appropriate application domain for their AR system (Section A).
- Using the domain chart in Section B, the researcher should decide what type of HCI investigations they want to conduct. This section can be used to evaluate past explorations and determine the need for further investigation.
- The domain matrix in Section C displays which method was most frequently used in the past based on the selected HCI aspect. It considers the various possible methods.
- Section D provides the lookup table of the correspondent domain and allows a more detailed evaluation of the possible tools and their subtypes.
- Finally, the correlation chart in Section B could be used to refine the selection of the evaluation method and better cover the different HCI aspects of the evaluated AR system.
6. Discussion
7. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Domains | Subdomains | Descriptions |
---|---|---|
Business and Services | Advertising/Product preview, Fashion/Makeup, Retail | AR applications to increase consumer awareness and brand recognition. |
Communication and Telepresence | Remote Help, Telepresence and Remote collaboration, Telepresence Surgery | AR applications foster collaboration by enhancing the remote sense of presence. |
Cultural and Tourism | Commercial exploration and discovery, Heritage exploration and discovery, Museum and Exhibitions | AR systems to enhance museum exhibitions, heritage explorations, and tourism. |
Education and Training | Design, Engineering and Architecture, History, Languages, Music, Orientation, Physical Activities, Science subjects, Serious games, Special needs education | AR solutions stimulate the learning process by making teaching more interactive and engaging. |
Entertainment | Gaming, Music, Narrative experience | AR applications that include explicit ludic components like games, narratives, experiences, toys, etc. |
Field Operations * | Archaeological, Crime Scene Investigation, Military Operations, On-site planning/maintenance | A new domain was added due to the many studies conducted in the field that focused on some operational work. |
Generic Interface * | Calibration, Collaboration, Info presentation/visualization, Interactions and Ergonomics, Perception, Tangible Interface | AR interfaces without a specific application field were thus evaluated from a generic perspective. |
Health Care and Medicine | Elderly, Disables Help, Emergency, Personal Help, Phobia Treatment, Rehabilitation, Surgery, Training | AR solutions to help both patients and healthcare workers, including therapeutic, rehabilitation, and assistance fields. |
Industry | Assembly, Design and Engineering, Logistics, Maintenance, Manufacturing, Training | AR technologies to design and validate prototypes in the early phases of work for maintenance, manufacturing, and logistical support for goods, buildings, and services. |
Navigation and Driving | Driving, Info/Annotations AR and Remote viewing, Inside orientation and space navigation, Outside orientation and space navigation, Remote orientation and navigation | AR systems support users in driving or piloting vehicles, navigating the environment, and informing them about their surroundings. |
Other | Expectations/acceptance, Immersion/motivation, Privacy, State of the art, Human/Robot/AI Interaction Security | All the entries that could not be classified in the other domains |
Investigated HCI Aspects | Description |
---|---|
Collaboration and Communication | User interaction and communication between collaborating users without a specific application domain. |
Education specific | Effectiveness of learning using AR. |
Ergonomics, Loads, and Comfort | Mental and physical load, comfort, sickness, frustration, anxiety, or stress. |
Interaction | Users’ behaviors, interaction patterns and strategies, attentions, and actions during the tests. |
Mixed background questions | Evaluation of generic aspects like technological comfort, general use, and subjective interest in the topic. |
Perception and Cognition | Perceptual effects of alternative rendering techniques, depth perception, etc. |
Prototype focus | Evaluation of the AR system prototype: missing features, general opinions, feedback, and suggestions. |
Task performance | Users’ performance in their interactions with the system, e.g., time, errors, length traveled, etc. |
Treatment Specific | Medical treatment, rehabilitation, or phobia study. It is tied with the Health Care and Medicine domain. |
UX—Emotion | All the affective components the user experiences, e.g., satisfaction, joy of usage, pleasure, excitement, amusement, etc. |
UX—Meaning | The users expected long-term personal relationships with the system or product addressed, the society, personal beliefs, self-expression, and more. |
UX—Usability | How well users can use a product according to different aspects, e.g., ease of use, performance, efficiency, error avoidance, learnability, memorability, etc. |
UX—Usefulness | Ability perceived by the user of the system or product addressed to accomplish the user’s pre-determinate goals. |
Other | Elements that are not categorized into other groups. |
Methods | Description |
---|---|
Conventional Test (Written/Oral) | Tests are carried out in an educational setting (e.g., schools or universities), where the teacher performs a test to understand the efficiency of the method taught (this is specific to the Education and Training domain). |
Experts Review/Evaluation | One or more experts in the field evaluate the product or system addressed using cognitive or pluralistic walkthroughs, heuristic evaluations, product insights, etc. |
Focus Group | Evaluations are conducted in a focus group environment, where users, stakeholders, or experts meet and discuss the prototype using different techniques. |
Interviews | Evaluation is conducted orally, where an exterminator asks the users to answer questions about the product or system. This could be structured or unstructured, but the users would express their opinions qualitatively. |
Observation | Evaluations conducted by the examiner, who indirectly observes the users interacting with or using the prototype, are usually qualitative. |
Question-answer-Protocol | A procedure where the examiner asks a question to the user, and the user should answer with a predetermined answer, such as Yes or No. These questions are asked while the user is interacting with the prototype. |
Questionnaire | Surveys in which users must express their opinions following predetermined questions and answers. These questionnaires could be qualitative or quantitative. |
Self-Reported/Diaries | Evaluations are where the users are asked to report about the use of the product or system during an extended period, so other assessments are not possible. |
Think aloud/Shadowing | Evaluation involves following the users by an exterminator/facilitator who observes and reports their interactions and behaviors with the prototype. This differs from observation because the users know about the evaluator’s presence. |
User Action Logging | The system logs the user’s actions and behaviors in this evaluation and later elaborates. |
User Measurements | Evaluation where the user’s physical attributes (such as heart rate, eye patterns, and so on…) are measured and tracked during the exam. |
Domains | Occurrences | Percentage |
---|---|---|
Generic Interface | 164 | 34.7% |
Education and Training | 70 | 14.8% |
Health Care and Medicine | 60 | 12.7% |
Industry | 39 | 8.2% |
Navigation and Driving | 39 | 8.2% |
Cultural and Tourism | 26 | 5.5% |
Entertainment | 22 | 4.7% |
Communication and Telepresence | 16 | 3.4% |
Field Operations | 16 | 3.4% |
Business and Services | 11 | 2.3% |
Other | 10 | 2.1% |
TOTAL | 473 | 100% |
Investigated HCI Aspects | Occurrences | Percentage |
---|---|---|
UX—Usability | 288 | 18.39% |
Perception/Cognition | 213 | 13.60% |
Prototype focus | 190 | 12.13% |
Task performance | 181 | 11.56% |
UX—Emotion | 139 | 8.88% |
Interaction | 138 | 8.81% |
Ergonomics/Load/Comfort | 120 | 7.66% |
UX—Usefulness | 93 | 5.94% |
Collaboration/Communication | 51 | 3.26% |
Mixed background questions | 50 | 3.19% |
Education specific | 48 | 3.07% |
UX—Meaning | 31 | 1.98% |
Treatment Specific | 20 | 1.28% |
other | 4 | 0.26% |
TOTAL | 1566 | 100% |
Methods | Occurrences | Percentage |
---|---|---|
Questionnaire | 347 | 36.03% |
User Action Logging | 252 | 26.17% |
Observations | 119 | 12.36% |
Interviews | 94 | 9.76% |
Question-answer-Protocol | 52 | 5.40% |
Conventional Test (Written/Oral) | 29 | 3.01% |
User Measurements | 27 | 2.80% |
Experts Review/Evaluation | 20 | 2.08% |
Focus Group | 8 | 0.83% |
Think aloud/Shadowing | 8 | 0.83% |
Self-Reported/Diaries | 7 | 0.73% |
TOTAL | 963 | 100% |
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Picardi, A.; Caruso, G. User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications. Multimodal Technol. Interact. 2024, 8, 41. https://doi.org/10.3390/mti8050041
Picardi A, Caruso G. User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications. Multimodal Technologies and Interaction. 2024; 8(5):41. https://doi.org/10.3390/mti8050041
Chicago/Turabian StylePicardi, Andrea, and Giandomenico Caruso. 2024. "User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications" Multimodal Technologies and Interaction 8, no. 5: 41. https://doi.org/10.3390/mti8050041
APA StylePicardi, A., & Caruso, G. (2024). User-Centered Evaluation Framework to Support the Interaction Design for Augmented Reality Applications. Multimodal Technologies and Interaction, 8(5), 41. https://doi.org/10.3390/mti8050041