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Influence of Interactivity in Shaping User Experience and Social Acceptance of Mobile XR

Tanja Kojić, Maurizio Vergari, Maximilian Warsinke, Sebastian Möller, Jan-Niklas Voigt-Antons

TL;DR

The study examines how body movements required for interaction with AR content affect both UX and SA, shedding light on users’ comfort levels and potential social barriers in public settings and suggesting a complex relationship between interactivity, perceived usability, and social considerations.

Abstract

This study investigates the impact of the Degree of Interactivity on User Experience (UX) and social acceptability (SA) in Mobile Augmented Reality (MAR) applications. As AR technologies become more prevalent, understanding how varying levels of interactivity influence both user perception and social dynamics is crucial for their design and adoption. Two commercially available MAR applications, IKEA and Virtlo, which differ significantly in their interactivity levels, were used to conduct a user study. The study examines how body movements required for interaction with AR content affect both UX and SA, shedding light on users' comfort levels and potential social barriers in public settings. The findings suggest a complex relationship between interactivity, perceived usability, and social considerations, emphasizing the need for a balanced design approach. This research provides valuable insights into the development of future AR applications by addressing not only usability but also the broader social implications of AR interactions. By integrating social acceptability into traditional UX evaluations, this study highlights its significance in ensuring the seamless integration of AR technologies into everyday environments.

Influence of Interactivity in Shaping User Experience and Social Acceptance of Mobile XR

TL;DR

The study examines how body movements required for interaction with AR content affect both UX and SA, shedding light on users’ comfort levels and potential social barriers in public settings and suggesting a complex relationship between interactivity, perceived usability, and social considerations.

Abstract

This study investigates the impact of the Degree of Interactivity on User Experience (UX) and social acceptability (SA) in Mobile Augmented Reality (MAR) applications. As AR technologies become more prevalent, understanding how varying levels of interactivity influence both user perception and social dynamics is crucial for their design and adoption. Two commercially available MAR applications, IKEA and Virtlo, which differ significantly in their interactivity levels, were used to conduct a user study. The study examines how body movements required for interaction with AR content affect both UX and SA, shedding light on users' comfort levels and potential social barriers in public settings. The findings suggest a complex relationship between interactivity, perceived usability, and social considerations, emphasizing the need for a balanced design approach. This research provides valuable insights into the development of future AR applications by addressing not only usability but also the broader social implications of AR interactions. By integrating social acceptability into traditional UX evaluations, this study highlights its significance in ensuring the seamless integration of AR technologies into everyday environments.
Paper Structure (19 sections, 4 figures, 1 table)

This paper contains 19 sections, 4 figures, 1 table.

Figures (4)

  • Figure 1: Comparison of MAR application interfaces. The left and middle images represent the IKEA app, showcasing its object-based interactivity for furniture placement. The right image represents the Virtlo app, illustrating its navigation-based Augmented Reality experience.
  • Figure 2: This figure presents four comparisons of UX and SA metrics based on significant results. The top-left subplot compares users' concerns about physical collisions between the IKEA and Virtlo apps. The top-right subplot illustrates the perceived complexity (Complicated-Easy) of both apps. The bottom-left subplot shows gender differences in interest regarding whether others can see what the user is seeing. The bottom-right subplot highlights gender differences in concerns about physical collisions.
  • Figure 3: Comparison of UX metrics for the IKEA and Virtlo applications using UEQ scores on a scale from -3 to +3. Error bars show variability in the ratings.
  • Figure 4: Comparison of UX metrics for gender differences using UEQ scores on a scale from -3 to +3. Error bars show variability in the ratings.