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User Experience Research Play Card in Augmented Reality: A sensemaking case study on designing Visibility and Modality.

Liang, S., Dogan, H., Giff, S. and Barsoum, R., 2025. User Experience Research Play Card in Augmented Reality: A sensemaking case study on designing Visibility and Modality. In: 2024 10th International Conference on Virtual Reality (ICVR). New York, NY: IEEE, 127-132.

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DOI: 10.1109/ICVR62393.2024.10868803

Abstract

Despite the existence of high-level guidelines and frameworks in Human-Computer Interaction (HCI), there is a lack of specific user experience principles for designing augmented reality (AR). This paper proposed the creation of a series of user experience research (UXR) play cards aimed at providing UX practitioners concrete, AR-specific UX design based on The Point of view (POV) UXR playbook. Through the development of a series of 'Hidden Reality' and 'Modality' play cards, we propose a tool that not only enhances the design process but also enriches the overall AR experience for users, paving the way for more meaningful and engaging AR applications. At the heart of this process is the concept of sensemaking, a key method that clarifies the way forward, simplifies the upward journey of the UX's POV pyramid and offers profound insights into user needs and behaviours.

Item Type:Book Section
ISBN:9798350364231
Additional Information:Bournemouth, 24-26 July 2024
Uncontrolled Keywords:Human computer interaction; Heart; Hands; Technological innovation; Solid modeling; Navigation; Data collection; User experience; Augmented reality; Guidelines; Augmented Reality; User Experience; Human Computer Interaction; HCI models
Group:Faculty of Science & Technology
ID Code:40900
Deposited By: Symplectic RT2
Deposited On:01 Apr 2025 09:17
Last Modified:01 Apr 2025 09:17

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