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Enhancing User Performance and Human Factors through Visual Guidance in AR Assembly Tasks

Leon Pietschmann, Michel Schimpf, Zhu-Tian Chen, Hanspeter Pfister, Thomas Bohné

TL;DR

This paper addresses the mixed evidence on AR Visual Guidance effects by conducting a between-subject AR experiment that compares no VG, VG per the XRVG framework, and VG with an Occlusion Avoidance Feature (OAF) during a Lego car assembly task. The study finds a 31% reduction in Time to Completion when combining VG with OAF, but a substantial rise in placement errors, with cognitive load and motivation largely unchanged and usability improved. The results suggest a complex trade-off where VG facilitates cognitive aspects of part selection yet can hinder motor execution due to occlusion, which OAF helps mitigate. The work provides actionable guidance for AR interface design in industrial tasks and points to future research on occlusion, tracking reliability, and the optimal balance between guidance and execution.

Abstract

This study investigates the influence of Visual Guidance (VG) on user performance and human factors within Augmented Reality (AR) via a between-subjects experiment. VG is a crucial component in AR applications, serving as a bridge between digital information and real-world interactions. Unlike prior research, which often produced inconsistent outcomes, our study focuses on varying types of supportive visualisations rather than interaction methods. Our findings reveal a 31% reduction in task completion time, offset by a significant rise in errors, highlighting a compelling trade-off between speed and accuracy. Furthermore, we assess the detrimental effects of occlusion as part of our experimental design. In addition to examining other variables such as cognitive load, motivation, and usability, we identify specific directions and offer actionable insights for future research. Overall, our results underscore the promise of VG for enhancing user performance in AR, while emphasizing the importance of further investigating the underlying human factors.

Enhancing User Performance and Human Factors through Visual Guidance in AR Assembly Tasks

TL;DR

This paper addresses the mixed evidence on AR Visual Guidance effects by conducting a between-subject AR experiment that compares no VG, VG per the XRVG framework, and VG with an Occlusion Avoidance Feature (OAF) during a Lego car assembly task. The study finds a 31% reduction in Time to Completion when combining VG with OAF, but a substantial rise in placement errors, with cognitive load and motivation largely unchanged and usability improved. The results suggest a complex trade-off where VG facilitates cognitive aspects of part selection yet can hinder motor execution due to occlusion, which OAF helps mitigate. The work provides actionable guidance for AR interface design in industrial tasks and points to future research on occlusion, tracking reliability, and the optimal balance between guidance and execution.

Abstract

This study investigates the influence of Visual Guidance (VG) on user performance and human factors within Augmented Reality (AR) via a between-subjects experiment. VG is a crucial component in AR applications, serving as a bridge between digital information and real-world interactions. Unlike prior research, which often produced inconsistent outcomes, our study focuses on varying types of supportive visualisations rather than interaction methods. Our findings reveal a 31% reduction in task completion time, offset by a significant rise in errors, highlighting a compelling trade-off between speed and accuracy. Furthermore, we assess the detrimental effects of occlusion as part of our experimental design. In addition to examining other variables such as cognitive load, motivation, and usability, we identify specific directions and offer actionable insights for future research. Overall, our results underscore the promise of VG for enhancing user performance in AR, while emphasizing the importance of further investigating the underlying human factors.

Paper Structure

This paper contains 12 sections, 4 figures, 2 tables.

Figures (4)

  • Figure 1: Experiment setup and implementation of AR overlays, specifically instruction screen (A), navigation menu (B), main workpiece (C), parts area (D), and tracking target (E)
  • Figure 2: Implementation of Object Identification (Arrow A and Hologram B) and Action Guidance (Hologram C)
  • Figure 3: Experimental procedure, including treatment groups, and participants per treatment group
  • Figure 4: Boxplots for TTC, mistakes, CL, usability, motivation, and perceived helpfulness per group