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USER AND DESIGN PERSPECTIVES OF MOBILE AUGMENTED REALITY A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY DANIEL COOPER BALL STATE UNIVERSITY ADVISOR: JENNIFER GEORGEPALILONIS MAY 2011

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USER  AND  DESIGN  PERSPECTIVES  OF  MOBILE  AUGMENTED  REALITY    

A  THESIS    

SUBMITTED  TO  THE  GRADUATE  SCHOOL    

IN  PARTIAL  FULFILLMENT  OF  THE  REQUIREMENTS  FOR  THE  DEGREE    

MASTER  OF  ARTS    BY    

DANIEL  COOPER    

BALL  STATE  UNIVERSITY    

ADVISOR:  JENNIFER  GEORGE-­‐PALILONIS    

MAY  2011      

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ABSTRACT  

 Augmented  Reality  is  one  of  the  hottest  trends  in  mobile  media,  yet  there  is  a  

substantial  lack  of  user  studies  within  this  field  of  research.  The  purpose  of  this  

study  is  to  evaluate  the  value  of  mobile  augmented  reality  as  a  vehicle  for  

information  delivery  on  the  basis  of  a  usability  and  design  analysis.  Using  a  multi-­‐

dimensional  qualitative  method,  this  study  examines  the  impressions  of  users  and  

designers  regarding  mobile  augmented  reality,  along  with  a  heuristic  evaluation  of  

select  mobile  applications.  This  analysis  finds  that  (1)  users  believe  mobile  

augmented  reality  offers  great  promise  as  a  medium  for  visual  communication,  and  

(2)  it’s  current  execution  is  limited  by  technical  restraints,  design  flaws  and  a  lack  of  

compelling  content.  It  is  concluded  that  mobile  augmented  reality  will  one  day  

revolutionize  how  consumers  engage  geographical  and  time-­‐based  information.  Yet,  

like  all  new  technologies,  mobile  augmented  reality  needs  time  to  mature  in  order  to  

address  these  limitations.  Finally,  based  on  the  findings  of  this  study,  this  thesis  

offers  suggested  guidelines  for  future  developments  in  this  medium.  

 

 

 

 

 

 

 

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ACKNOWLEDGEMENTS  

 A  great  deal  of  thanks  is  due  to  my  thesis  committee.  My  advisor,  Jennifer  

George-­‐Palilonis  provided  invaluable  guidance  and  support  toward  the  completion  

of  this  study.  Her  passion  for  excellence  and  unwavering  support  she  shows  toward  

her  students  has  profoundly  influenced  my  professional  career.  I  would  also  like  to  

thank  James  Chesebro  and  Michael  Holmes  who  routinely  challenged  me  to  examine  

my  work  with  acute  criticism  and  curiosity.  Their  constructive  feedback  was  both  

invaluable  and  enlightening.  

Special  thanks  is  also  due  to  my  colleagues  at  the  Center  for  Media  Design,  

particularly  Michelle  Prieb  and  Jennifer  Milks  who  graciously  allowed  me  the  

opportunity  to  bounce  methodological  ideas  off  them  when  this  study  first  took  

shape.  Thanks  are  also  due  to  Angie  Faller  and  Shawna  Pierson  for  assisting  with  the  

videography  and  documentation  of  the  focus  groups  and  field  research.    

Finally,  I  thank  my  participants  for  taking  the  time  to  share  their  experiences.

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TABLE  OF  CONTENTS    

Abstract    .........................................................................................................................................................  ii    Acknowledgements    .................................................................................................................................  iii    Chapter  1:  Introduction    ..........................................................................................................................  1    

Defining  Augmented  Reality    ..................................................................................................  5  Research  Questions    ................................................................................................................  11  Significance  to  the  Field    ........................................................................................................  11  

 Chapter  2:  Review  of  the  Literature    ...............................................................................................  12    

History    ..........................................................................................................................................  13  Consumer  Mobile  Augmented  Reality  Applications  ..................................................  15  Development  Concerns  and  Limitations  ........................................................................  17  The  current  state  of  user  research  and  evaluations    .................................................  20  A  potential  solution  .................................................................................................................  21  

 Chapter  3:  Research  Methods    ...........................................................................................................  26    

Data  Collection  and  Procedures  .........................................................................................  31  Ethical  Considerations    ..........................................................................................................  34  

 Chapter  4:  Results    ..................................................................................................................................  35    

First  Impressions  ......................................................................................................................  36  User  Experiences  and  Feedback  ........................................................................................  41  Heuristic  Evaluations  ..............................................................................................................  47  

 Chapter  5:  Discussion    ...........................................................................................................................  58    

Guidelines  for  Future  Mobile  Augmented  Reality  Applications    ..........................  63  Limitations    .................................................................................................................................  65  Recommendations  for  Future  Research    ........................................................................  67  

 References    .................................................................................................................................................  71  

 Appendix  A:  Focus  Group  Discussion  Guide  Protocol    ............................................................  75    Appendix  B:  Designer  Perceptions  Questionnaire    ..................................................................  77    Appendix  C:  Heuristic  Evaluation  Protocol    ...............................................................................    78

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CHAPTER  1:  INTRODUCTION      

Mobile  augmented  reality  is  a  disruptive  technology  that  is  redefining  how  

people  perceive  data  by  transforming  the  visual  environment  into  an  immersive,  

information-­‐based  ecosystem.  By  blending  our  world  with  virtuality,  augmented  

reality  can  enhance  the  perception  of  one’s  personal  space  by  overlaying  digital  

information  in  the  form  of  text,  video,  audio  and  other  forms  of  imagery.  

Geographical  and  time-­‐based  information  has  been  made  relevant  to  the  unique  

perspective  of  individual  users,  simply  through  the  push  of  a  button  on  one’s  cell  

phone.  

However,  in  order  to  realize  the  full  potential  of  mobile  augmented  reality,  

there  is  fundamental  need  for  understanding  how  users  engage  and  perceive  

augmented  reality  content.  Most  research  within  the  field  is  currently  focused  on  

the  technological  state  of  the  art,  in  contrast  to  substantial  user  studies.  

Furthermore,  a  valuable  means  for  evaluating  the  effectiveness  of  mobile  

augmented  reality  applications  ability  to  deliver  information  in  a  clear  and  concise  

way  is  also  required.  

To  that  end,  a  concise  understanding  of  how  information  should  be  designed  

for  an  augmented  reality  system  is  paramount  for  creating  a  desirable  user  

experience.  If  augmented  reality  is  to  become  a  commercial  success,  designers  and  

developers  alike  need  to  understand  the  needs  of  their  user  bases  and  establish  

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fundamental  design  principles  in  order  to  prove  value  for  displaying  information  

over  more  traditional  means.  

This  thesis  posits  that  a  usability  and  design  analysis  of  augmented  reality  is  

both  feasible  and  useful,  and  perhaps  provides  a  conception  of  value  for  mobile  

augmented  reality  as  a  vehicle  for  the  visual  communication  of  personally  relevant  

information.  

 Statement  of  the  Problem  

Mobile  Augmented  Reality  is  struggling  to  find  its  niche.  Marketers  are  

banking  on  its  hype  by  fusing  this  new  technology  with  trading  cards,  cereal  boxes  

and  movie  posters  while  dozens  of  mobile  developers  are  investing  on  their  hopes  

that  augmented  reality  app  will  become  the  “next  big  thing”  (Hurley,  2009;  Husson,  

2010).  Yet,  mobile  augmented  reality  has  many  problems  to  overcome  if  it  is  to  

become  a  commercial  success.  Technical  issues  such  as  slow  network  speeds  and  

information  display  errors  continue  to  plague  users  (Haller,  Billinghurst  &  Thomas,  

p.  26).  It  also  remains  to  be  seen  how  augmented  reality  can  be  used  to  solve  real-­‐

world  problems  rather  than  serve  simply  as  a  marketing  gimmick.  If  solutions  to  

technical  constraints  and  practical  benefits  for  consumers  are  not  realized,  

augmented  reality  could  meet  the  same  fate  as  other  overhyped  technologies,  such  

as  virtual  reality  worlds  like  Second  Life  (Wen,  2010).  While  augmented  reality  may  

be  “next  big  thing”  just  as  virtual  worlds  once  were,  tomorrow  it  could  fade  into  

obscurity  due  to  a  lack  of  consumer  interest.  

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Nevertheless,  the  commercial  sector  sees  potential  business  in  augmented  

reality.  According  to  market  projections  by  Juniper  Research,  revenues  from  mobile  

augmented  reality  applications  will  reach  $732  million  by  2014.  However,  the  

current  user  base  consists  primarily  of  “early  adopters,”  a  demographic  consisting  of  

“trendsetters”  who  are  eager  to  try  out  new  technologies  before  their  peers,  despite  

existing  limitations  (Rogers,  1962).  Additionally,  this  user  pool  is  rather  small  

considering  the  number  of  existing  smartphone  users.  According  to  Mashable.com,  

of  the  83%  of  Americans  who  own  a  cell  phone,  only  25%  are  smartphone  users  

(Schroder,  2010).  Furthermore,  according  to  research  by  Nielson,  a  third  of  all  smart  

phone  users  do  not  subscribe  to  a  data  plan,  which  is  a  necessary  requirement  for  

operating  augmented  reality  based  apps  (Nielson,  2010).  

Furthermore,  the  most  popular  augmented  reality  apps  have  only  realized  

limited  is  distribution.  As  of  2010,  the  most  downloaded  augmented  reality  app,  

Layar  has  a  user  base  of  one  million  active  users.  Meaio’s  Junaio  is  a  distant  second,  

having  been  downloaded  only  half  a  million  times  (Bryne,  2010).  

Not  only  are  there  a  limited  number  of  users;  we  also  know  little  about  them.  

Most  research  within  the  industry  is  focused  on  the  advancement  of  augmented  

reality  technologies  and  software  applications,  rather  than  on  the  user  experience.  

In  academia,  understanding  the  problem  of  how  users  perceive  augmented  reality  

content  has  been  virtually  ignored.  As  of  2010,  only  a  handful  of  usability  tests  have  

been  conducted,  most  of  which  have  been  informal.  (Schmalstieg  et  al.)  Nor  have  the  

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opinions  of  users  on  the  desirability  and  viability  of  existing  mobile  augmented  

reality  applications  been  addressed.  

This  lack  of  user  research,  combined  with  technological  limitations  of  current  

augmented  reality  systems,  is  providing  unique  challenges  for  content  designers  and  

developers  alike.  Peter  Meier,  CTO  of  Metaio  explained  in  a  2010  interview  with  

Veture  Beat,  that  current  user  experience  needs  improvement  and  a  greater  

emphasis  must  be  placed  on  design.  Claire  Boonstra,  co-­‐founder  of  Layar,  also  tells  

Venture  Beat  that  mobile  augmented  reality  is  moving  from  “functional  AR  to  

experience  AR.”  If  the  mobile  augmented  reality  industry  is  to  move  forward,  

developers  must  convert  the  existing  hype  into  engaging  user  experiences  for  larger  

audiences  (Bryne,  2010).  

  Moving  forward,  mobile  augmented  reality’s  greatest  strength  over  prior  

digital  technologies  is  its  ability  to  localize  geographic  and  time-­‐based  information  

within  the  perspective  of  the  user’s  personal  environment  (Rutledge,  2010).  Yet,  

most  companies  are  struggling  to  make  this  work  (Husson,  2010).  In  addition  to  a  

lack  of  user  research,  there  are  also  few  options  for  evaluating  the  ability  of  mobile  

augmented  reality  applications  to  display  information  effectively  (Schmalstieg,  et  

al.).  Effective  information  design  is  increasingly  important  when  users  will  navigate  

a  complex  information  ecosystem  (Baer,  2008).  

   

 

 

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Defining  Augmented  Reality  

Unlike  virtual  reality,  augmented  reality  attempts  to  enhance  one’s  personal  

environment,  rather  than  replace  it.  By  employing  a  technological  lens  that  allows  a  

user  to  see  and  interact  with  the  information  that  surrounds  us,  mobile  augmented  

reality  allows  users  to  interact  with  data  on  a  more  personal  level.  New  technologies  

and  applications  are  rapidly  emerging  in  the  areas  of  information  search,  

entertainment,  gaming  and  location-­‐based  services  such  as  tourism  and  directional  

mapping.  

  Defining  augmented  reality:  Although  many  researchers  have  broadened  the  

definition  and  scope  of  augmented  reality,  the  most  commonly  accepted  defining  

criteria  were  conceived  by  Ronald  Azuma  in  1997  (Zhou,  2008).  Azuma  states  that  

augmented  reality  systems  share  the  following  three  characteristics:  

1. Combines  real  and  virtual  objects  in  the  real  world.  

2. Possesses  interactivity  and  is  presented  in  real-­‐time.  

3. Registers  and  aligns  virtual  and  physical  objects  with  each  other  in  3-­‐D.  

The  rationale  for  these  criteria  is  to  avoid  limiting  augmented  reality  to  specific  

technologies.  Prior  to  Azuma,  researchers  had  primarily  defined  augmented  reality  

through  the  use  of  head-­‐mounted  displays,  an  approach  unable  to  distinguish  some  

AR  and  VR  applications.  These  new  criteria  expand  the  applications  of  augmented  

reality  to  handheld  mobile  devices  such  as  smartphones  and  monitor-­‐based  systems  

that  read  specialized  coded  tags  that  can  present  augmented  reality  information  on  

a  stationary  computer  screen  (Azuma,  1997).  

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  Augmented  reality  vs.  virtual  reality:  Augmented  reality  is  often  looked  upon  

as  a  “middle  ground”  between  virtual  reality  and  the  physical  environment  

(Milgram,  1994).  In  contrast  to  augmented  reality  and  the  physical  world,  the  realm  

of  virtual  reality  lies  entirely  within  the  synthetic.  Virtual  reality  can  be  defined  as,  

“a  computer  generated,  interactive,  three-­‐dimensional  environment  in  which  a  

person  is  immersed”  (Aukstakalnis  &  Blatner,  1992).  Virtual  realities,  such  as  those  

found  in  computer  games  like  World  of  Warcraft  and  Second  Life,  are  experienced  by  

the  player  through  control  of  an  avatar  in  a  computer-­‐generated  environment  

presented  on  a  computer  screen.  Users  may  also  experience  virtual  environments  by  

wearing  head-­‐mounted  displays  such  as  those  are  commonly  used  by  the  military  

for  training  purposes.  

  The  fundamental  difference  between  virtual  and  augmented  realities  lies  in  

the  user  perspective  and  immersion  methods  employed  by  each  system.  Virtual  

reality  systems  strive  to  be  a  completely  immersive  experience,  similar  to  the  level  

of  immersion  users  experience  with  everyday  living.  In  contrast,  augmented  reality  

distinguishes  itself  as  a  “mixed  reality”  between  two  worlds  by  blending  virtual  

elements  within  a  real-­‐world  environment  (Milgram,  1994).  

  Paul  Milgram  expanded  upon  this  concept  with  his  “Reality-­‐Virtuality  

continuum”  (Figure  1).  Milgram  argues  that  augmented  reality  is  a  “mixed  reality”,  

sharing  characteristics  of  both  real  and  virtual  environments.  Milgram’s  “virtuality  

continuum”  visualizes  the  degree  of  user  immersion  and  classes  of  objects  displayed  

within  a  specific  reality.  For  example,  a  user  in  a  virtual  world  is  completely  

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immersed  within  an  artificial  environment  consisting  entirely  of  synthetic  artifacts,  

while  an  augmented  reality  environment  mixes  the  real  world  with  virtual  elements.  

In  contrast,  augmented  virtuality  is  the  merging  of  real  world  objects  into  virtual  

environments  (Milgram,  1994).      

 Figure  1.    Milgram’s  reality-­‐virtuality  continuum  model.  

   

Mobile  augmented  reality:  A  typical  mobile  augmented  reality  system  

presents  virtual  elements  to  the  user  by  overlaying  data  and  visuals  over  a  real  

environment  by  employing  either  a  handheld  or  wearable  display  device  equipped  

with  a  camera  and  position/orientation  tracking  system.  The  two  most  common  

augmented  reality  display  technologies  are  head-­‐worn  devices  and  smart  phones.  

  A  HWD  provides  the  most  immersive  augmented  reality  experience,  since  the  

visual  information  is  directly  tied  to  the  view  of  the  user.  The  device  can  be  as  small  

as  a  pair  of  sunglasses,  which  are  available  from  established  electronic  companies  

such  as  Minolta  and  Sony.  HWD  devices  can  display  augmented  reality  visuals  in  two  

ways:  through  a  mounted  video  display,  or  through  an  opaque  AR  overlay  while  the  

user  can  still  see  his  surroundings  through  a  transparent  display  device  (Azuma  

2001).  

  Smart  phones  work  along  the  same  principles  as  HWDs  but  they  are  held  

instead  of  worn.  Typically,  the  user  points  the  device  in  the  direction  of  an  item  of  

Usability Testing of Augmented / Mixed Reality Systems

Mark Billinghurst [email protected]

1 Introduction For many decades researchers have been trying to blend Reality and Virtual Reality in interesting ways to create intuitive computer interfaces. For example, in the area of Tangible Interfaces real objects are used as interface widgets [Ishii 97], researchers in Augmented Reality (AR) overlay three-dimensional virtual imagery onto the real world [Feiner 93], while in Virtual Reality (VR) interfaces the real world is replaced entirely with a computer-generated environment.

As Milgram points out [Milgram 94], these types of computer interfaces can be placed along a continuum according to how much of the users environment is computer generated (figure 1). On this Reality-Virtuality line Tangible Interfaces lie far to the left, immersive Virtual Environments are placed at the rightmost extreme, while Augmented Reality and Augmented Virtuality interfaces occupy the middle ground. To encompass this broad range of interfaces Milgram coined the term “Mixed Reality”.

Figure 1: Milgram’s Reality-Virtuality Continuum In this section of the tutorial we describe factors that should be taken into account when developing Mixed Reality usability studies and promising areas of research where usability studies could be conducted. As the previous presenters have shown there has been a wide range of user studies conducted in immersive Virtual Reality. However, there have been fewer experiments presented in the wider context of Mixed or Augmented Reality. It is in the areas outside of immersive VR on the Reality-Virtuality continuum that we are interested in, and particularly in Augmented Reality interfaces. In many ways AR interfaces may have more near term application, so it is important that rigorous users studies are conducted in this area. 2 Types of User Studies In general user studies in Augmented and Mixed Reality can fall into one or more of the following categories:

Perception: How do users perceive virtual information overlaid on the real world? What perceptual cues can be used to distinguish between real and virtual content?

Interaction: How do users interact with virtual information overlaid on the real world? How can real world objects be used to interact with augmented content?

Collaboration: How can MR / AR interfaces be used to enhance face-to-face and remote collaboration?

Real Environment

Virtual Environment

Augmented Reality (AR)

Augmented Virtuality (AV)

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interest,  and  the  camera  output  will  augment  the  display  with  additional  

information  about  the  environment  (Gotow,  2010).  Due  to  the  portable  nature  of  

smart  phones,  mobile  augmented  reality  devices  have  become  the  most  widely  

deployed  consumer  augmented  reality  display  device  and  show  promise  for  

becoming  the  first  commercial  success  for  augmented  reality  technologies.    

  Additionally,  augmented  reality  graphical  information  can  be  presented  

through  the  use  of  wearable  spatial-­‐display  devices  that  project  visuals  on  top  of  

physical  objects.  At  a  TED  conference  in  February  2009,  Pattie  Maes  and  Pranav  

Mistry  presented  SixthSense,  a  gestural  AR  interface  that  is  worn  around  the  neck.  

The  device  itself  consists  of  a  camera,  projector,  smart  phone  and  mirror,  which  is  

able  to  project  an  image  on  any  nearby  surface  such  as  a  hand  or  a  wall.  The  user  

also  wears  four  colored  caps  on  the  fingers,  which  are  used  by  the  AR  unit  to  detect  

hand  gestures  made  by  the  wearer  to  interact  with  the  projected  images  (TED,  

2009).  

  An  augmented  reality  system  must  be  able  to  recognize  what  users  are  

looking  at,  acquire  the  appropriate  virtual  graphics,  and  register  them  in  the  correct  

position  on  the  display  device:  

1.  Recognition:  Mobile  AR  applications  are  able  to  recognize  what  a  user  is  

looking  at  by  triangulating  its  location  by  means  of  information  provided  by  

GPS,  cell-­‐phone  towers,  or  Wi-­‐Fi  hotspots.  Another  approach  used  by  

augmented  reality  developers  is  to  use  physical  markers,  or  ARTags,  which  

can  appear  alone  or  appear  on  objects  such  as  an  advertisement  in  a  

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magazine.  A  mobile  phone  equipped  with  augmented  reality  software  and  a  

camera  will  recognize  the  marker  and  accurately  overlay  a  3D  graphic  image  

in  the  real  world  on  screen.    

2.  Registration:  In  addition  to  recognizing  what  a  user  is  looking  at,  an  

augmented  reality  device  must  be  able  to  accurately  align  and  register  virtual  

objects  over  the  existing  ones  in  physical  surroundings.  Augmented  reality  

display  technologies  are  able  to  accomplish  this  through  landmark  

recognition  by  utilizing  images  of  the  surrounding  area  stored  on  websites  

such  as  Google,  Bing,  and  Flickr  (Vaughan-­‐Nichols,  2009).  The  system  is  able  

to  accurately  pinpoint  the  exact  position  of  the  artifact  through  the  camera’s  

level  of  focus  and  image-­‐recognition  software  (Saite,  1996).  

3.  Image  acquisition:  Once  the  augmented  reality  system  accurately  

recognizes  and  registers  a  fixed  location  in  the  real  world,  it  will  pull  in  the  

correct  data  and  images  to  overlay  on  screen  from  the  Internet  (Vaughan-­‐

Nichols,  2009).  

  Uses:  Mobile  augmented  Reality  is  used  in  a  variety  of  disciplines  ranging  

from  military  training  programs  and  architectural  surveys,  to  aiding  surgeons  

during  medical  procedures  or  replacing  engineering  technical  manuals  in  the  

manufacturing  and  repair  sectors.  Consumer-­‐based  applications  have  recently  

emerged  in  the  form  of  games,  information  browsers  and  immersive  storytelling  

experiences.  

   

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Purpose  of  Study  

As  augmented  reality  continues  to  mature  as  a  communication  medium  for  

information  design,  there  is  a  need  to  explore  the  advantages,  potential  uses  and  

limitations  of  this  immersive  technology  for  smart  phone  users  and  content  

developers.  This  research  will  investigate  (1)  the  perceptions  held  by  first-­‐time  

mobile  augmented  reality  users,  (2)  the  opinions  of  digital  content  developers  about  

potential  applications  of  augmented  reality  in  information  design  and  visual  

storytelling.    Another  aim  of  this  research  is  to  establish  a  paradigm  for  effective  

information  design  when  applied  to  mobile  augmented  reality.    

In  this  study,  the  researcher  will  explore  users'  impressions  of  this  

technology  and  how  they  interact  with  smart-­‐phone  based  augmented  reality  

content.  Additionally,  this  study  will  explore  designers'  and  content  developers’  

ideas  about  how  augmented  reality  can  be  used  as  a  medium  for  information  design  

and  interactive  storytelling  experiences.  The  combination  of  user  and  designer  

perspectives,  along  with  an  evaluation  of  existing  mobile  applications  will  provide  a  

comprehensive  perspective  on  augmented  reality  design.  This  research  will  help  us  

understand:  

• Users'  first  impressions  of  mobile  augmented  reality  applications.  

• The  desirability  of  augmented  reality  as  a  delivery  model  for  interactive  

content.  

• Perceived  limitations  of  augmented  reality  design  as  seen  by  users  and  

content  developers.  

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• Potential  applications  of  augmented  reality  when  applied  to  digital  

storytelling  and  information  design.  

 Research  Questions    

RQ1:  What  are  mobile  augmented  reality  users'  impressions  of  the  technology  

before  and  after  using  it  for  the  first  time?    

RQ2:  What  do  users  and  content  developers  see  as  current  advantages  and  

limitations  of  mobile  augmented  reality?  

RQ3:  Do  current  information  design  principles  need  to  be  revised  in  order  to  apply  

them  to  augmented  reality  experiences?  

 Significance  to  the  Field  

The  power  of  augmented  reality  lies  in  its  ability  to  place  the  world  in  context  to  the  

needs  of  the  consumer.  Combined  with  mobile  devices,  this  technology  can  filter  

massive  amounts  of  data  in  relation  to  the  time  and  space  on  an  individual  user.    The  

market  has  recognized  mobile  augmented  reality’s  potential  for  redefining  

information  distribution  and  is  banking  heavily  on  its  success.  To  that  end,  it  is  

paramount  that  developers  understand  how  users  perceive  augmented  reality  

content  and  define  the  best  practices  for  information  design  for  this  medium.    Doing  

so  will  be  the  first-­‐step  in  ensuring  mobile  augmented  reality’s  commercial  success

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CHAPTER  2:  REVIEW  OF  THE  LITERATURE    

 Consumer  applications  of  mobile  augmented  reality  are  still  in  their  infancy,  

yet  the  technology  itself  is  decades  old.    Only  recently  has  augmented  reality  gained  

popularity  due  to  the  convergence  of  smartphones,  faster  networks  and  cloud  

computing  (Hurley,  2009).  Yet  many  problems  continue  to  plague  mobile  

augmented  reality  as  the  field  struggles  to  find  its  niche.    Most  research  within  the  

field  is  focused  on  developing  better  tools,  while  few  researchers  have  looked  at  

how  users  perceive  this  technology.  This  gap  in  empirical  user  research  represents  a  

need  for  understanding  how  to  create  a  better  user  experience.    

Such  knowledge  would  benefit  developers  as  their  struggle  to  move  past  mobile  

augmented  reality’s  initial  “wow  factor,”  and  avoid  the  stigma  of  being  a  victim  of  

marketing  hype  (Bryne,  2010).  

  This  literature  review  will  provide  a  brief  overview  of  augmented  reality  

advancements,  including  a  survey  of  existing  applications  and  development  

limitations.  Additionally,  the  current  state  of  user  research  and  application  

evaluation  methods  will  be  addressed.  Finally,  the  last  section  will  discuss  using  

prior  research  in  the  field  of  information  design  as  a  basis  for  evaluating  augmented  

reality  applications.  

     

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A  brief  history  

  Although  augmented  reality  is  currently  one  of  the  hottest  trends  in  mobile  

media,  the  technology  itself  is  not  new.  The  earliest  example  of  rudimentary  

augmented  reality  can  be  traced  back  to  the  first  heads-­‐up  display  employed  by  the  

British  Royal  Air  Force  during  World  War  II.    A  radar  screen  superimposed  on  a  

pilot’s  windshield  would  display  information  about  nearby  aircraft,  including  the  

identities  of  enemy  targets  (Vaughn-­‐Nichols,  2009).  

  In  1968,  Ivan  Sutherland  created  the  first  modern  example  of  an  augmented  

reality  system  that  fulfills  the  modern  definition  by  Azuma  and  Milgram  (see  

Chapter  1).  Sutherland  invented  a  head-­‐mounted  display  device  capable  of  

displaying  wireframe  3D  graphics,  which  moved  as  the  wearer  turned  his  head.  By  

1992,  Tom  Caudwell  was  the  first  to  coin  the  term  “augmented  reality”  when  he  

designed  a  head-­‐mounted  device  for  Boeing  to  assist  engineers  wire  an  airplane  

during  the  manufacturing  process.  His  system  displayed  the  aircraft’s  schematics  on  

the  factory  floor  (Zhou,  2008).  

  Hirokazu  Kato  and  Mark  Billinghurst  introduced  the  first  computer  vision-­‐

tracking  library,  called  ARToolKit  (Kato  &  Billinghurst,  1999).  Virtual  imagery  could  

now  be  overlaid  in  the  real  world  through  digital  markers  called  ARTags  that  could  

be  read  by  desktop  computers  equipped  with  cameras.  When  held  in  front  of  a  

camera,  printed  ARTags  are  recognized  by  the  system  and  a  3D  image  is  

superimposed  in  its  place  on  a  computer  screen.  Today,  advertisers  and  magazines  

commonly  use  ARTags  as  a  way  to  bring  interactivity  to  a  printed  product.  

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  The  December  2009  issue  of  Esquire  magazine  demonstrated  how  print  and  

digital  content  could  be  merged  through  the  employment  of  ARTags.  After  

downloading  augmented  reality  software  from  the  Esquire  website,  readers  could  

use  their  computer’s  webcam  to  view  the  magazine’s  digital  features.  This  issue  

includes  the  cover  featuring  Robert  Downey,  Jr.  sitting  on  an  ARTag  that  displays  a  

video  promoting  the  film  Sherlock  Homes.  More  than  half  a  dozen  pages  showcased  

augmented  reality  content,  including  two  advertisements  from  Lexus  (Esquire,  

2009).  Other  marketers  and  publications  have  followed  suit  including  Popular  

Mechanics  and  MINI.  

  Recently,  state  of  the  art  research  in  augmented  reality  has  shifted  toward  

mobile,  hand-­‐held  devices.  Researchers  are  studying  how  portable  devices  can  be  

used  to  enhance  vision  through  AR  tracking  (Wagner,  2008),  while  industry  

developers  are  employing  directional-­‐based  augmented  reality  experiences  through  

mobile  phone  applications.  Early  mobile  AR  during  the  1990s  relied  on  Head-­‐Worn  

Devices  controlled  by  wearable  “backpack  systems”  and  later  expanded  to  PDAs  and  

cell  phones  (Azuma  2001,  Schmalstieg  et  al., 2011).  With  the  advent  of  powerful  

smartphones  equipped  with  GPS  systems,  faster  processing  speeds  and  data  

transfer,  and  larger  displays,  today’s  mobile  augmented  reality  devices  are  capable  

of  overlaying  virtual  information  on  a  smartphone's  camera  output  in  real-­‐time.    

  Combined  with  the  popular  iPhone  and  Android  mobile  platforms,  mobile  

augmented  reality  has  moved  beyond  its  traditional  military  and  industry  

applications  and  has  begun  to  enter  the  hands  of  consumers.  A  variety  of  

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applications  have  been  introduced,  such  as:  information  browsers,  educational  

tools,  and  games.    

   Consumer  mobile  augmented  reality  applications  

  Consumer-­‐based  mobile  augmented  reality  application  development  has  

seen  tremendous  growth  over  the  past  few  years.    According  to  Augmented  Planet,  

as  of  June  2010  there  were  396  applications  listed  in  Apple’s  iTunes  store  with  

descriptions  listing  augmented  reality  as  a  feature.  1  As  of  March  2011,  there  were  

630  iPhone  applications  matching  the  same  description3.  The  applications  range  

from  information  services  and  navigational  tools  to  games  and  entertainment.    

 Table  2.1  Mobile  Augmented  Reality  Categories  

Information  Browsers      

   

Informational  point  of  interest  overlaid  within  a  smartphone  camera’s  field  of  vision.  Users  can  find  local  points  of  interest,  restaurants,  photos,  and  social  media  content.    

Social  Networking   Shares  and  displays  geo-­‐tagged  social  networking  content  

Tourism   City  guides  and  sightseeing  applications  Entertainment  and  Games   360-­‐degree  shooters,  virtual  scavenger  hunts,  

virtual  pets  and  puzzle  cheat  overlays.  Education   Learning  based  applications  such  as  satellite  finders  

or  constellation  identifiers.      Shopping   Virtually  try  out  products  and  or  shop  for  

merchandise  by  using  image  or  bar  code  scanners  Navigation   Assist  users  with  navigating  to  a  fixed  location  such  

as  a  local  restaurant  or  bus  stop.  Utilities   Compasses,  head  up  displays  and  overlays  such  as  

color  identifiers,  rulers  or  assembly  instructions.  Translation   Dynamically  translates  text  in  images  from  a  

camera’s  perspective  into  one’s  native  language.                                                                                                                      1  Figure  determined  by  an  information  search  using  the  term  “augmented  reality”  in  iTunes  App  Store.  3  Updated  figures  based  on  search  based  on  same  terminology  by  the  researcher  on  March  1,  2011  

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  The  most  popular  and  largest  application  category  to  date  is  information  

browsers.  Mobile  augmented  reality  browsers  display  data  points  of  interest  within  

a  mobile  phone  camera’s  field  of  vision.  They  are  used  to  find  local  points  of  interest  

such  as  landmarks,  public  transportation,  restaurants  or  retail  outlets.  

  In  2009,  SPRX  mobile  created  Layar,  the  first  mobile  augmented  reality  

browser.  The  application  offers  several  options  for  overlaying  digital  information  

relating  to  brands,  services  and  social  networking.    When  a  user  searches  for  local  

restaurants  or  businesses,  Layar  will  overlay  navigational  information  directing  the  

user  toward  the  nearest  location.    There  are  over  1,500  “layers”  to  choose  from  

including:    Wikipedia  entries,  restaurant  guides,  games  and  social  networking  

integration.  Additionally,  Layar  is  an  open  platform,  which  encourages  other  

developers  and  content  providers  to  create  additional  layers  showcasing  their  

information  or  services.    

  Other  competitors  have  surfaced  in  the  browser  category.  Junaio,  a  general-­‐

purpose  browser  similar  to  Layar,  is  the  first  augmented  reality  application  to  

employ  LLA  (latitude,  longitude,  altitude)  markers.  LAA  markers  are  considered  to  

be  a  more  accurate  location  system  when  employed  indoors,  which  tends  to  be  

problematic  under  GPS-­‐based  systems  (Junaio,  2011)  due  to  the  difficulty  of  indoor  

reception  of  GPS  satellite  signals.      

  Other  information  browsers  employ  more  targeted  functions.  These  can  

include  city  guides,  subway  locators,  or  wikis.  For  example,  Zagat  To  Go,  based  on  

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the  popular  Zagat  Dining  guide,  directs  diners  to  the  nearest  fine  dining  locations.  

Wikitude  World  Browser  is  a  smart  phone  travel  guide  application  that  

superimposes  information  about  historical  landmarks  or  other  points  of  interest  

from  Wikipedia.    

  In  addition  to  information-­‐based  services,  mobile  augmented  reality  has  

become  integrated  into  new  forms  of  social  networking,  shopping  and  games.  

Integrating  social  networking  has  been  a  popular  trend.  It  can  appear  either  

integrated  into  a  larger  application  or  as  a  separate  mobile  application.  Social  

networking  applications  such  as  TwittAround  allow  augmented  reality  users  to  

virtually  geo-­‐tag  their  tweets,  which  can  be  visualized  in  real  time  on  a  mobile  

display  for  others  to  see.  Shopping  apps  such  as  Red  Laser  by  Occiptal  can  read  

labels  and  bar  codes  in  order  to  compare  prices  and  discover  discounts  and  sale  

items.  Mobile  augmented  reality  is  also  delivering  new  gaming  experiences.  

Smartphone  gamers  can  participate  in  the  virtual  scavenger  hunt  game,  Crimsonfox  

(Toto,  2010)  or  play  a  360  degree  shooter  like  Sky  Siege,  in  which  the  user  shoots  

down  enemy  aircraft  flying  around  their  living  room  or  office.  

 Development  Concerns  and  Limitations  

  Augmented  Reality  is  far  from  the  point  at  which  consumers  and  developers  

universally  accept  it  as  a  viable  technology.  While  most  people  have  seen  examples  

of  how  augmented  reality  works  in  the  news  or  other  popular  culture  sources,  few  

people  have  experienced  AR  first  hand  due  to  access  barriers  and  limited  adoption  

of  AR-­‐ready  smart  phones.  Significant  advances  have  been  made  over  the  last  15  

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years  in  AR  display  devices,  especially  in  mobile  media.  However,  mobile  augmented  

reality  still  faces  significant  hardware  and  software  limitations.  Additionally,  

developers  must  deal  with  a  lack  of  open  standards  and  a  growing  concern  over  

user  privacy  and  security.  

  Tobias  Höllerer,  an  associate  professor  of  computer  science  at  UC  Santa  

Barbara,  has  said  in  a  Wired.com  interview:    

Augmented  reality  is  stifled  by  limitations  in  software  and  hardware,  he  

explained.  Cell  phones  require  superb  battery  life,  computational  power,  

cameras  and  tracking  sensors.  For  software,  augmented  reality  requires  

a  much  more  sophisticated  artificial  intelligence  and  3D  modeling  

applications.  And  above  all,  this  technology  must  become  affordable  to  

consumers.  The  best  possible  technology  that  is  available  today  would  

nearly  cost  $100,000  for  a  solid  augmented-­‐reality  device.  (Chen,  2009)  

  Smart  phones  also  provide  limited  screen  space  for  displaying  augmented  

information.  Registration  problems  continue  to  plague  augmented  reality  systems,  

since  GPS  is  only  accurate  to  within  30  feet  and  does  not  work  well  indoors  (Metz,  

2009).    Registration  errors  are  considered  the  most  significant  limitation  of  mobile  

augmented  reality  systems.  They  are  often  the  result  of  tracking  and  alignment  

issues  caused  by  sensor  and/or  camera  calibration  errors  and  network  latency  

(Haller,  Billinghurst  &  Thomas,  p.  26).  Registration  errors  are  of  particular  concern  

in  the  scope  of  information  design  as  misaligned  visual  representation  of  data  leads  

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to  inaccurate  reporting  of  information.  Furthermore,  it  hinders  the  viability  of  the  

application  by  diminishing  user  satisfaction.  

  Interoperability  and  open  standards  will  also  be  necessary  to  encourage  

content  developers  to  adopt  augmented  reality.  Currently,  users  are  required  to  

access  content  data  through  a  specific  application.  For  example,  the  only  way  to  

access  Wikitude  data  is  to  use  the  Wikitude  mobile  application.  Lack  of  cross-­‐

platform  interoperability  could  result  in  “AR  wars”  similar  to  the  web  browser  wars  

of  the  1990s  (Kirkpatrick,  2009).  If  augmented  reality  development  is  to  become  

mainstream,  standardized  data  formats,  are  necessary.  Concurrently,  application  

developers  also  lack  easy  to  use  authoring  tools  for  creating  mobile  augmented  

reality  content  (Schmalstieg,  et  al.,  2011).  

  In  addition  to  these  technological  limitations,  augmented  reality  has  several  

image  and  security  concerns.  Science-­‐fiction  author  and  renowned  augmented  

reality  critic  Bruce  Sterling  discussed  the  issues  the  augmented  reality  industry  is  

facing  in  his  keynote  address,  “At  the  Dawn  of  the  Augmented  Reality  Industry.”  

According  to  Sterling,  augmented  reality  is  an  exciting  technology  with  tremendous  

promise,  yet  it  still  has  a  sleazy,  gimmicky  feel  to  it  (2009).  Sterling  also  warned  that  

security  and  spam  could  be  potential  problems  in  the  future  as  porn  and  

pharmaceutical  companies  and  hackers  attempt  to  crowd  the  augmented  view  with  

unwanted  spam.  In  addition,  augmented  reality  adopters  can  potentially  face  

information  overload  or  dependence,  similar  to  Internet  addiction.  

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  Moving  forward,  the  mobile  augmented  reality  industry  must  address  the  

monetary  and  technical  limitations  of  existing  display  systems  if  this  technology  is  

to  achieve  any  significant  market  penetration.  Furthermore,  open  development  

standards  must  be  realized  if  the  industry  wishes  to  attract  developers  for  creating  

new  mobile  augmented  reality  content.  

 The  current  state  of  user  research  and  evaluations    

The  majority  of  published  research  in  the  field  of  augmented  reality  has  

focused  on  the  development  of  new  technologies  and  application  prototypes.  Few  

studies  have  addressed  user  experience  and  mobile  application  evaluation.  Studies  

that  have  focused  on  users  have  been  informal  and  under  structured  testing  setups  

(Schmalstieg,  et  al.).  According  to  a  2005  literature  survey  by  Swann  et  al.  (2005)  

reviewing  all  augmented  reality  literature  published  in  leading  journals  and  

conferences,  less  than  8%  had  any  reference  to  formal  user  evaluations.  The  HIT  Lab  

NZ  conducted  a  similar  study  in  2008  and  found  that  only  29%  of  published  

augmented  reality  articles  in  major  computer  science  journals  included  references  

to  user  research.  As  of  2011  according  to  scholarly  reference  searches  conducted  by  

this  researcher,  no  published  research  studies  address  perceptions  and  experiences  

of  consumers  using  mobile  augmented  reality  applications.  

If  mobile  augmented  reality  is  to  become  a  viable  medium  for  delivering  

visual  information,  empirical  research  must  be  conducted  that  seeks  to  discover  

how  commercially  available  applications  are  perceived  and  employed.  According  to  

Schmalstieg,  et  al.,  if  mobile  augmented  reality  applications  are  to  become  

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commonplace,    attention  must  be  devoted  to  user  studies.  There  is  a  need  for  novel  

approaches  to  evaluating  application  interfaces  and  the  consumers  that  use  them.  

Research  gaps  in  this  area  can  be  found  in  the  evaluation  of  mobile  applications  that  

employ  social  networking  and  location-­‐based  user  collaborations  (p.  33);  These  

features  are  commonly  employed  by  information-­‐  bowser  application  such  as  Layar.  

   A  potential  solution  

  Mobile  augmented  reality’s  potential  lies  in  its  ability  to  make  location-­‐based  

information  contextually  relevant  to  the  perception  of  the  individual  user.  The  

amount  of  available  data  is  limitless.  The  Internet  has  brought  worldwide  access  to  

data  sources  including  news,  information  services,  shopping  and  social  networking.  

However,  the  problem  lies  in  how  the  end-­‐user  wades  through  the  exorbitant  

amount  of  data.    A  way  to  make  sense  of  this  data  from  one’s  personal  point  of  view  

is  needed.  Paul  Saffo,  a  technology  forecaster  and  analyst  states:  

“’Point  of  view’  is  that  quintessentially  human  solution  to  information  

overload,  and  intuitive  process  of  reducing  things  to  an  essential  

relevant  and  manageable  minimum…  In  a  world  of  hyperabundant  

content,  point  of  view  will  become  the  scarcest  of  resources.”  (Baer,  

18)  

The  principles  of  information  design,  combined  with  the  technological  

advantages  offered  by  mobile  augmented  reality  displays,  can  be  a  filtering  lens  that  

brings  order  to  this  chaos.  Information  design  is  a  framework  for  clear  

communication  of  data.  It  is  employed  as  an  organization  and  presentation  method  

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designed  to  bring  meaning  to  unstructured  data.  Data  alone  is  considered  worthless  

without  user  context  (Shedroff,  270).  Through  effective  information  design,  one  can  

create  value  by  defining  filtering  constraints  that  communicate  data  in  such  a  way  

that  carries  both  meaning  and  purpose  in  context  to  the  user's  point  of  view  (Dervin,  

43;  Shedroff,  270).    

The  presentation  of  a  tailored  information  scheme  is  important  for  mobile  

augmented  reality  since  it  relies  on  the  placement  of  visual  artifacts  within  the  

user's  environment.  Additionally,  the  aesthetics  of  information  design  are  closely  

related  to  graphic  design,  where  principles  of  visual  communication  are  applied  to  

the  delivery  of  information.  Foremost  among  information  visualizers  is  Edward  

Tufte,  the  leading  authority  on  the  visual  presentation  of  data  (AIGA,  2004).  Tufte  is  

a  pioneer  in  the  field  who  established  the  general  principles  of  information  design,  

using  visual  language  as  a  means  to  enhance  the  delivery  and  clarity  of  information  

(Horn,  20).  

 In  his  three  books,  The  Visual  Display  of  Quantitative  Information  (1983),  

Envisioning  Information  (1990),  and  Visual  Explanations  (1997),  Tufte  describes  his  

general  principles  of  information  design.  These  principles  are  a  means  for  enabling  

users  to  understand  and  “envision”  information.    The  foundational  principle  is  

avoidance  of  visual  overload,  a  condition  Tufte  refers  to  as  “chartjunk.”  Tufte  defines  

chartjunk  as  any  frivolous  visual  elements  not  required  for  the  comprehension  of  

information,  or  distracting  the  viewer  from  said  information  (1983).  This  is  

significant  for  the  design  of  mobile  augmented  reality  applications.  Designers  must  

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take  into  account  competing  environmental  elements  within  the  users  field  of  

vision,  which  the  designer  has  no  control  over.  To  counter  this,  designers  and  

mobile  application  developers  can  look  to  Tufte’s  information  design  principles:  

micro/macro  design,  layering  and  separation,  small  multiples,  color  and  

information,  and  the  integration  of  words  and  images.  

Micro/Macro  Design:  Tufte  describes  Micro/Macro  compositions  as  

visualizations  that  contain  large  amounts  of  detail,  yet  within  which  patterns  

emerge.    "Micro"  refers  to  the  smaller  details  that  make  up  the  greater  whole  

(macro),  thus  creating  structure    (Tufte,  1990,  p.  33).  Tufte  argues  that  macro/micro  

design  is  both  a  critical  and  valuable  method  for  displaying  information  in  ways  that  

readers  can  understand  the  complexities  of  the  “big  picture,”  yet  also  place  the  

smaller  details  in  context  (1990,  p.  50).  

Layering  and  Separation:  By  layering  information,  one  can  establish  a  visual  

hierarchy  that  emphasizes  content  important  to  the  reader  and  deemphasizes  

what’s  not.    By  creating  salience  through  design,  Tufte  argues  that  the  reader  can  

easily  navigate  through  a  structured,  organized  construct  for  presenting  

information.  

The  separation  of  data  categories  is  equally  as  important  as  hierarchal  

presentation  structures.  According  to  Tufte,  Designers  should  separate  layers  of  

information  by  means  of  weight,  shape,  size,  value  or  color.  Failure  to  do  so  results  

in  “jumbled  up,  blurry,  incoherent,  [and]  chaotic”  designs  (1990,  p.  58).  

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Small  Multiples:  A  small  multiple  is  a  single  design  element,  repeated  multiple  

times  in  order  to  show  variations  of  a  theme.  It  is  a  reliable  method  for  allowing  

users  to  see  changes  and  differences  among  similar  objects  (1990,  p.  67).  Through  

the  principle  of  small  multiples,  Tufte  argues  one  can  create  contrast  in  detail,  yet  

maintain  context  without  the  need  for  changing  the  design  (1983,  p.  170).  Designers  

often  employ  this  method  to  create  a  sense  of  unity  by  using  similar  colors  and  

typefaces,  yet  may  use  larger  type  for  headlines  or  categories  to  visualize  

significance.  

  Color  and  Information:  The  principle  of  applying  color  to  information  is  a  

means  to  label  categories,  quantify  intensity,  imitate  reality,  and  to  enliven  or  

beautify  data  (1990,  p.  81).  When  using  color,  Tufte  suggests  that  strong,  darker  

tones  should  be  used  sparingly  since  they  are  both  “loud”  and  “disruptive”  and  can  

distort  one’s  visual  field,  thus  creating  unpleasant  effects.  Secondly,  using  light  and  

brighter  colors  next  to  each  other  can  also  cause  visual  distortions  (1990,  p.  83).  

Instead,  Tufte  suggests  that  designers  use  earth  tones,  and  lighter  shades  of  blue,  

yellow  and  grey  (1990,  p.  90).  

Integrating  words  and  images:  Words  and  images  are  the  fundamental  

building  blocks  of  information  design.  Designers  employ  this  principle  in  order  to  

present  information  in  story  form.  Tufte  argues  that  words  and  images  should  never  

be  separated,  as  it  would  burden  the  reader  with  the  task  of  having  to  cognitively  

associate  the  separate  elements.  Designers  who  effectively  integrate  text  and  images  

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can  control  the  navigation  and  flow  of  the  reader’s  experience  to  facilitate  

understanding  (1990,  p.  116).  

Although  these  principles  were  originally  conceptualized  with  print  in  mind,  

Tufte  and  information  designers  consider  these  principles  to  be  “timeless”  and  

applicable  to  any  medium.  Tufte  argues  his  principles  of  information  design  “are  

universal-­‐like  mathematics  and  are  not  tied  to  unique  features  of  a  particular  

language  or  culture”  (1990,  p.  10)  Tufte’s  influence  has  expanded  into  web  design  

and  other  forms  of  information  interfaces,  including  the  iPhone  (Tufte,  2008).  

This  point  has  also  been  proven  through  academic  research.  Beverly  

Zimmerman  of  Brigham  Young  University  conducted  a  study  in  1997  to  test  if  

Tufte’s  principles  of  information  design  could  be  applied  to  effective  web  design.  

The  study  used  Tufte’s  principles  to  evaluate  the  design  effectiveness  of  two  

websites.  Her  results  indicated  Tufte’s  principles  are  applicable  to  interactive  media  

like  the  web,  and  can  also  serve  as  a  measurement  tool  for  evaluating  the  

effectiveness  of  a  web  page  in  conveying  information  (Zimmerman,  1997).  This  

research  is  relevant  to  mobile  augmented  reality  since  there  is  a  need  for  effective  

measurement  of  the  effectiveness  of  mobile  augmented  reality  application  designs.  

Edward  Tufte’s  principles  could  potentially  fill  this  need.  

 

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CHAPTER  3:  RESEARCH  METHODS    

Evaluating  a  new  communication  medium  such  as  mobile  augmented  reality  

requires  a  multi-­‐dimensional  qualitative  method  that  takes  into  account  both  user  

and  design  perspectives,  along  with  an  evaluation  of  existing  applications.  This  

study  implemented  a  qualitative  thematic  analysis  and  heuristic  evaluations  in  

order  to  answer  the  following:  

RQ1:  What  are  mobile  augmented  reality  users'  impressions  of  the  

technology  before  and  after  using  it  for  the  first  time?    

RQ2:  What  do  users  and  content  developers  see  as  the  advantages  and  

limitations  of  mobile  augmented  reality?  

RQ3:  Do  information  design  principles  need  to  be  revised  in  order  to  apply  

them  to  augmented  reality  experiences?  

  This  study  describes  the  initial  perceptions  of  college  students  before  and  

after  they  engaged  with  a  mobile  augmented  reality  application  for  the  first  time.  

Additionally,  a  small  number  of  questionnaires  were  conducted  to  explore  the  

problem  from  the  perspective  of  augmented  reality  designers  and  content  

developers.  Focus  groups  and  questionnaires  were  used  to  collect  data  in  the  areas  

of  usability  and  desirability  as  well  as  the  advantages  and  disadvantages  of  the  

medium.  The  primary  goal  of  this  research  is  to  evaluate  the  viability  of  mobile  

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augmented  reality  applications  as  a  vehicle  for  information  design.  The  narrative  

data  was  transcribed,  coded  and  categorized  into  main  themes  related  to  RQ  1-­‐2.    

  To  answer  RQ  3,  the  researcher  conducted  a  heuristic  evaluation  of  Junaio  

and  Layar,  the  two  most  popular  information-­‐based  mobile  augmented  reality  

applications  available  at  the  time  of  this  study.  A  heuristic  evaluation  is  an  effective  

method  for  identifying  the  strengths  and  limitations  of  an  interactive  system,  based  

on  accepted  standards  of  practice.  For  this  study,  evaluative  criteria  were  derived  

from  established  principles  of  information  design.      

 Methods  overview  

  Thematic  analysis:  This  study  relied  on  thematic  analysis  to  identify  user  

perceptions  of  mobile  augmented  reality  application  and  the  designers  who  create  

them.    Braun  and  Clark  (2006)  define  thematic  analysis  as  “method  for  identifying,  

analyzing  and  reporting  patterns  (themes)  within  data”  (p.  79).  A  themes,  as  defined  

by  Boyatiz  (1998),  is:    

“...a  pattern  found  in  the  information  that  at  the  minimum  describes  and  

organizes  possible  observations  or  at  the  maximum  interprets  aspects  of  the  

phenomenon.  Themes  can  be  generated  inductively  from  raw  data  sets,  or  

deducted  through  the  use  of  theory  and  prior  research.”  (p.  161)  

A  theme  may  be  identified  at  the  manifest  level  (directly  observable  in  the  

information)  or  at  the  latent  level  (categorizing  issues  underlying  the  phenomenon)  

(p.  9).  

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  The  advantage  to  using  thematic  analysis  is  that  it  is  a  flexible  methodology  

used  to  quickly  highlight  similarities  and  differences  within  a  data  set  (Braun  and  

Clark,  p.  97).  Thematic  analysis  is  sound  way  to  compare  and  contrast  the  strengths  

and  weaknesses  of  mobile  augmented  reality  when  applied  to  information  design  

from  the  perspective  of  users  and  designers.  Furthermore,  this  method  can  be  used  

to  categorize  problems  found  in  usability  tests,  such  as  heuristic  evaluations.  

Researchers  often  employ  a  thematic  analysis  when  data  focuses  on  experiences,  

practices  or  compliance-­‐oriented  evaluations.  

  Heuristic  Evaluation:  Heuristic  Evaluation  is  a  common  tool  for  interaction  

design  analysis  .  It  is  an  easy  and  inexpensive  way  to  evaluate  the  viability  of  a  

design,  such  as  a  mobile  phone  application  (Unger  &  Chandler,  2009,  p.  71).  Rogers,  

et  al.  (2007)  define  heuristic  evaluation  as,  “an  approach  to  evaluation  in  which  

knowledge  of  typical  users  is  applied,  often  guided  by  heuristics,  to  identify  usability  

problems“  (p.  590).  Heuristics  are  principles  based  on  common-­‐sense  knowledge,  or  

rules  of  thumb  and  design  usability  guidelines.  A  key  feature  of  this  method  is  that  

does  not  require  the  presence  of  users  and  can  be  conducted  by  an  expert  reviewer  

(Nielsen  &  Tahir,  2002).    

For  the  purpose  of  this  study,  the  heuristics  used  in  the  evaluation  of  smart  

phone  applications  are  based  on  the  principles  of  information  design  derived  from  

the  works  of  Edward  Tufte.  Described  by  The  New  York  Times  as  “The  Leonardo  Da  

Vinci  of  data,”  Tufte  is  considered  the  leading  authority  on  the  visual  presentation  of  

data.  (AIGA,  2004)  His  principles  are  regarded  as  “universal”  across  all  forms  of  

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media.  For  this  reason,  Tufte’s  guidelines  are  the  ideal  criterion  for  evaluating  

information  design  practices  on  mobile  augmented  reality  platforms.  

 Setting  

  This  study  was  conducted  at  Ball  State  University,  a  mid-­‐sized  university  

located  in  Muncie,  Indiana.    Participants  were  selected  from  a  population  of  22,000  

students.    Additional  field  research  was  conducted  in  Indianapolis,  for  the  purpose  

of  heuristically  evaluating  mobile  augmented  reality  applications  usage  within  a  

metropolitan  environment.  

 Participants  

First-­‐time  users:  The  researcher  employed  convenience  sampling  to  collect  

subjects  for  Test  Group  1.    Selection  of  participants  was  restricted  to  undergraduate  

and  graduate  students  currently  enrolled  at  Ball  State  University.  Participants  were  

also  selected  because  they  currently  owned  an  iPhone  or  android-­‐based  smartphone  

and  had  no  prior  experience  using  mobile  augmented  reality  applications.  Six  non-­‐

design  students  were  chosen  at  random  to  participate.    

The  participants  in  the  study  represented  a  variety  of  majors  and  

departments  within  the  University.  Four  students  were  male;  two  were  female.  Two  

of  the  four  male  students  were  graduate  students  while  the  rest  of  the  participants  

were  undergraduates.  All  student  participants  were  in  their  early  to  mid-­‐twenties.      

Designers  and  content  developers:    Two  participants  were  identified  and  

selected  to  complete  questionnaires  by  the  researcher  through  Internet  searches  

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and  recommendations.  Participants  were  selected  based  on  their  skills  and  

experience  in  mobile  augmented  reality  development,  along  with  a  visual  

communication  background  in  one  or  more  of  the  following  areas:  information  

design,  visual  storytelling,  multimedia  graphics,  mobile  platforms,  and  or  art  

direction.  Both  participants  have  been  recognized  as  leaders  in  their  field,  based  on  

their  publication  and  presentation  records.  

 

Research  Instruments  

  Focus  group:  A  focus  group  explored  initial  user  perceptions  of  augmented  

reality,  before  and  after  using  a  mobile  augmented  reality  application  for  the  first  

time.  The  focus  group  met  for  two  sessions,  both  lasting  one  and  a  half  hours  in  

length.  Sessions  were  separated  by  a  seven-­‐day  period  during  which  participants  

were  asked  to  complete  an  assigned  task  with  an  AR  application.  The  total  time  

commitment  for  participants  was  five  hours  (see  Appendix  A).  

I. Session  One:    Participants  were  presented  two  short  videos  introducing  the  

concept  of  augmented  reality  and  the  Layar  mobile  application.  Both  of  these  

videos  were  produced  by  Layar  and  demonstrate  the  application’s  purpose,  

along  with  a  preview  of  its  information,  social  media  and  gaming  features.  

Following  the  videos,  subjects  were  asked  to  discuss  their  first  impressions,  

how  they  might  use  the  application,  whether  they  found  it  desirable,  and/or  

potential  concerns.  At  the  conclusion  of  the  session,  the  participants  were  

instructed  to  download  the  Layar  application  onto  their  personal  smart  

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phone  and  to  use  it  to  complete  an  assigned  task.  The  task  was  to  try  out  and  

evaluate  the  Layar  application  for  at  least  two  hours  over  a  seven-­‐day  period.  

II. Session  Two:  Students  reconvened  to  discuss  their  experiences  using  the  

Layar  application.  Discussion  probes  covered  usability,  viability  as  a  medium  

for  information  delivery,  features,  suggestions  for  future  applications,  

problems  and  concerns,  desirability,  and  willingness  to  use  the  application  in  

the  future.    

Questionnaires:    Perceptions  about  mobile  augmented  design  and  its  

implications  in  communicating  information  were  measured  by  questionnaires  

completed  by  two  design  professionals.  Questions  explored  respondents  opinions  

about  how  augmented  reality  can  be  used  to  advance  information  design  and  

interactive  storytelling,  including  its  advantages  and  disadvantages  relative  to  other  

communication  mediums  (see  Appendix  B).  

Heuristic  Evaluations:  An  evaluation  checklist  was  devised  using  judging  

protocols  derived  from  the  information  design  principles  written  by  Edward  Tufte  

in  his  books:  The  Visual  Display  of  Quantitative  Information  (1983),  Envisioning  

Information  (1990)  and  Visual  Explanations  (1997).  Problems  and  instances  are  

noted  for  each  applied  principle  on  the  basis  of  structure,  presentation  and  

dynamics  in  the  application  design  (see  Appendix  C).  

 Data  Collection  and  Procedures  

  Data  was  collected  through  moderated  focus  groups,  surveys  and  heuristic  

evaluations:  

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I. Focus  groups:  Data  was  collected  through  interactive  group  discussion,  

moderated  by  the  researcher.  The  focus  groups  were  conducted  under  

natural  settings  using  a  discussion  guide  protocol  (see  Appendix  A).  

Discussions  took  place  on  campus  at  Ball  State  University,  where  all  

participants  were  currently  registered  students.  The  researcher  guided  the  

group’s  discussion  through  predefined  probes  (see  Appendix  A)  and  asked  

follow-­‐up  questions  based  on  participant  responses.  The  data  collection  

process  took  place  during  two  focus  group  sessions  conducted  over  a  two-­‐

week  period,  totaling  three  hours  of  discussion  time.  Each  session  was  video-­‐

recorded  for  accuracy  and  lasted  one-­‐and-­‐a-­‐half  hours.  

II. Surveys:    An  open-­‐ended  questionnaire  (see  Appendix  B)  that  consisted  of  

unstructured  and  sentence  completion  type  questions  were  sent  to  

participating  design  experts,  along  with  instructions  for  how  to  complete  and  

submit  the  survey  by  e-­‐mail.  Participants  completed  the  questionnaires  at  

home  or  work  on  their  own  time.  

III. Heuristic  Evaluation:  The  researcher  evaluated  two  mobile  augmented  

reality  applications,  Layar  and  Junaio  by  using  an  evaluation  checklist  based  

on  heuristics  derived  from  the  following    information  design  principles  by  

Edward  Tufte:  micro/macro  design,  layering  and  separation,  small  multiples,  

effective  use  of  color  and  integration  of  words  and  images.  The  evaluation  

was  conducted  by  testing  the  mobile  applications  at  Ball  State  University’s  

main  campus  and  its  surrounding  neighborhoods  in  Muncie,  Indiana.  Every  

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function  was  tested  twice  for  reliability,  and  all  problems  were  documented  

for  further  analysis.  Additional  field  research  was  also  conducted  in  

Indianapolis  to  provide  contrast  regarding  how  the  applications  preformed  

in  a  metropolitan  environment  versus  rural  area.  Observations  were  

recorded  on  the  heuristics  scorecard  during  a  one-­‐week  period,  totaling  six  

hours  of  evaluation  time.        

 Data  Analysis  

  The  collected  narrative  data  from  the  user  focus  groups  and  designer  surveys  

were  transcribed  and  categorized  by  thematic  analysis.    Subject  responses  were  

categorized  into  themes  applicable  to  answering  the  research  questions.  The  

researcher  used  a  coding  method  to  organize  collect  data  into  themes  that  

illuminated  the  key  concepts  of  this  study.    Additionally,  interview  responses  from  

designers  were  used  to  provide  supplemental  evidence  in  support  of  user  responses    

  The  applications  Layar  and  Junaio  were  analyzed  in  accordance  with  the  

information  design  principles  defined  on  the  heuristic  evaluation  scorecard  (see  

Appendix  C).  A  thematic  analysis  was  applied  to  categorize  the  strengths  and  

weaknesses  of  the  applications  in  accordance  with  the  design  principles  to  establish  

a  paradigm  for  information-­‐based  augmented  reality  design.  Emergent  themes  from  

the  heuristic  evaluations  were  cross-­‐referenced  and  validated  by  the  narrative  data  

sets.  

   

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Ethical  Considerations  

  As  this  study  required  the  participation  of  human  subjects,  ethical  issues  

were  addressed  to  protect  the  privacy  and  safety  of  all  participants.  The  most  

significant  issues  considered  during  this  study  were  informed  consent  and  

confidentiality.  Prior  to  participation,  each  subject  was  fully  informed  of  all-­‐

important  aspects  of  the  study,  including  its  aim  and  purpose.  Furthermore,  

participants  were  advised  of  their  right  to  withdraw  from  the  study  at  any  time.  

Subject  confidentiality  was  ensured  by  not  disclosing  their  names  or  personal  

information  in  the  research.  Only  relevant  data  pertinent  to  answering  the  research  

questions  were  included.    

 Conclusion  

  This  study  employed  a  qualitative  method  to  answer  the  three  stated  

research  questions.  Data  collected  from  focus  groups,  questionnaires  and  

evaluations  of  existing  augmented  reality  applications  were  thematically  analyzed  

to  gauge  the  viability  of  mobile  augmented  reality  as  a  medium  for  visual  

information  communication.      

                   

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CHAPTER  4:  RESULTS      

This  study  employed  a  qualitative  methodology  to  (1)  discover  and  identify  

the  initial  perceptions  of  first  time  augmented  reality  users  and  (2)  identify  the  

advantages  and  limitations  of  mobile  augmented  reality  systems  from  a  design  

perspective.  Focus  groups  were  used  to  collect  data  in  the  areas  of  usability  and  

desirability,  along  with  the  perceived  advantages  and  disadvantages  of  using  mobile  

augmented  reality  as  a  medium  for  information  delivery.  Additionally,  

questionnaires  submitted  by  two  professional  designers  with  experience  in  the  field  

provided  supplemental  insights  into  mobile  augmented  reality  from  a  designer’s  

perspective.  Finally,  a  heuristic  evaluation  was  conducted  to  evaluate  how  existing  

mobile  augmented  reality  applications  conform  to  established  information  design  

principles.  

A  thematic  analysis  revealed  that  mobile  augmented  reality  is  struggling  to  

find  its  niche  among  consumers.  Themes  derived  from  participant  responses  were  

problematic  technical  limitations  and  a  lack  of  compelling  content  and  user  

experiences.  Additionally,  a  heuristic  evaluation  of  two  augmented  reality  

applications  discovered  limitations  in  how  augmented  reality  content  is  displayed  

on  mobile  devices.  

 

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First  Impressions  

  Focus  group  discussions  provided  insight  into  how  participants  perceived  

the  technology  before  using  it  for  the  first  time.  Prior  to  discussion,  participants  

watched  two  short  videos  (totaling  10  minutes  in  length)  that  introduced  the  

concepts  of  mobile  augmented  reality  and  the  Layar  application.  Both  videos  

demonstrated  Layar  and  the  social  media,  gaming  and  information-­‐delivery  

capabilities  of  mobile  augmented  reality.  Following  this  brief  overview,  the  

researcher  facilitated  discussion  by  asking  participants  to  share  their  initial  

thoughts  and  opinions  based  on  the  introductory  videos.  Additional  questions  

explored  how  they  might  use  the  application,  its  desirability  and/or  potential  

concerns.  Although  the  discussions  were  structured,  participants  were  encouraged  

to  speak  freely  about  their  thoughts  and  opinions.  In  addition  to  the  group’s  first  

impressions,  two  themes  emerged  from  the  patterns  of  discussion:  perceived  uses  

with  an  emphasis  on  information-­‐based  services  and  a  potential  invasion  of  user  

privacy.  

  First  impressions:  Initial  judgments  about  mobile  augmented  reality  were  

generally  positive,  with  most  participants  viewing  mobile  augmented  reality  as  

potentially  useful.    The  entire  group  was  in  agreement  that  this  was  an  application  

they  would  be  willing  to  try  out  for  themselves.  Participants  described  the  

application  as  a  potential  tool  they  could  use  for  socializing  with  friends  or  as  an  

immersive  information  guide  they  could  employ  when  exploring  a  new  city.  Some  

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participants  viewed  mobile  augmented  reality  as  the  next  evolution  of  virtual  

spaces:  

“(Mobile  Augmented  Reality)  Almost  seems  like  a  cross  between  

second  life  and  reality.  You  are  meeting  in  a  virtual  space,  but  you  are  

actually  meeting  in  the  same  space.  It's  kind  of  like  Second  Life  2.0,  the  

evolution  of  second  life.  Instead  of  trying  and  take  everything  that  is  

reality  and  make  it  virtual,  it  creates  the  best  of  both  worlds.”  

Perceived  information-­‐based  uses:  When  participants  were  asked  to  describe  

how  they  might  use  an  augmented  reality  application  such  as  Layar,  each  person  

described  a  function  or  use  relating  to  information  based  services.  The  most  

common  responses  could  be  subdivided  into  information-­‐based  searches,  

navigation,  tourism  and  shopping.    Social  networking  and  gaming  were  also  

mentioned  as  potentially  valuable  reasons  for  using  mobile  augmented  reality.  

However,  all  participants  considered  these  to  be  secondary.  

Being  able  to  point  your  mobile  phone  at  an  artifact  within  one’s  own  

surroundings  was  of  particular  interest  to  these  potential  mobile  augmented  reality  

users.  They  were  intrigued  by  the  possibility  of  being  able  to  use  their  mobile  

devices  to  discover  additional  information,  such  as  a  restaurant’s  hours  of  

operations  or  the  historical  significance  of  a  local  landmark.  A  common  idea  among  

all  participants  was  to  use  this  technology  within  a  museum  as  a  personal  tour  guide  

for  learning  more  about  artifacts  on  display:  

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“I  would  use  AR  for  information  purposes.  Like  if  I  was  going  to  a  

museum,  finding  out  about  the  artifacts  that  I'm  looking  at.  If  you  put  

the  phone  over  the  art,  it  gives  you  information  about  the  piece  and  

it's  history.  I  recently  went  over  to  the  Air  Force  museum  in  Dayton  

over  spring  break.  They  have  some  of  the  stations  have  podcasts,  but  I  

think  an  augmented  reality  would  be  a  better  suited  since  it  could  feed  

more  content.”  

  Participants  recognized  tourism-­‐based  information  as  one  of  the  most  

potentially  useful  applications  of  mobile  augmented  reality.  Everyone  in  the  focus  

group  saw  this  as  a  tool  they  would  want  to  take  with  them  on  their  next  vacation  or  

use  to  explore  an  unknown  destination  or  city.  Paired  with  the  built  in  navigational  

features  of  a  smart  phone,  several  participants  described  mobile  augmented  reality  

as  a  “personal  tour  guide:”  

“I  like  the  idea  of  having  a  device  like  this  when  I  was  traveling  last  

year.  I  had  never  been  to  the  place,  and  it  would  have  been  great  to  

have  a  guided  tour  that  continually  updates  live  information  like  

traffic  flow,  highlights  in  the  city,  that  sort  of  thing.”  

  This  concept  of  using  mobile  augmented  reality  as  a  personal  tour  guide  was  

also  used  as  a  metaphor  for  describing  how  this  technology  could  be  employed  as  a  

personal  shopping  guide:  

“If  you  tell  the  app  what  you  want,  and  the  app  points  out  a  route  for  

you...  so  as  you  are  walking  through  the  store,  telling  you  where  the  

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items  are  located.  A  guided  experience,  like  walking  through  IKEA...  A  

virtual  tour  guide  as  you  are  looking  for  your  products.”  

  Being  able  to  use  a  mobile  phone  as  a  shopping  guide  was  conceived  as  a  

valuable  tool  for  both  consumers  and  marketers.  Participants  envisioned  using  

mobile  augmented  reality  for  comparative  shopping,  virtually  trying  out  

merchandise  and  researching  additional  information  about  a  product  by  simply  

pointing  the  cell  phone’s  camera  at  the  item  of  interest.  Many  also  recognized  the  

value  to  marketers  and  companies  who  could  use  the  application  to  attract  

customers  by  offering  special  deals  to  mobile  augmented  reality  users.  

  Other  uses:  In  addition  to  information-­‐based  services,  several  focus  group  

members  were  also  attracted  to  the  notion  of  using  mobile  augmented  reality  for  

social  networking  and  gaming.  Students  expressed  how  essential  social  networking  

tools  such  as  Twitter  and  Facebook  are  to  how  they  communicate  with  their  peers.  

Participants  conceptualized  using  mobile  augmented  reality  as  a  way  to  virtually  

communicate  and/or  meet  new  people  in  their  immediate  surroundings.  

Participants  suggested  they  would  want  to  use  this  technology  as  a  means  for  

communicating  anonymously  with  others  on  their  daily  commute  to  class  or  work.  

They  saw  this  as  an  innovative  way  for  connecting  to  new  people  in  their  

communities.  

  Gaming  was  also  mentioned  both  as  an  extension  of  social  networking  and  as  

a  potentially  attractive  feature  of  mobile  augmented  reality.  Younger  students,  who  

did  not  own  a  car  and/or  had  limited  spending  money,  saw  mobile  augmented  

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reality  games  as  a  cheap  and  entertaining  way  to  socialize  with  friends.  Other  

participants  described  mobile  augmented  reality  gaming  as  a  “virtual  theme  park”  in  

which  children  could  play  within  the  confinements  of  their  own  backyards.  

  Privacy  Risks:  The  perceived  risk  of  privacy  when  operating  a  mobile  

augmented  reality  application  was  of  significant  concern  to  many  of  the  subjects.  

Participants  feared  that  their  actions  and  locations  could  potentially  be  tracked  

through  location-­‐based  technologies:  

“I  have  issues  with  privacy;  I  don't  use  any  applications  that  are  

location-­‐based  because  I  don't  want  people  following  me.  Not  that  I'm  

afraid  of  a  ‘Big  Brother’  idea.  But  at  the  same  time,  I  like  having  some  

anonymity  of  where  I’m  at.  I  don't  think  it’s  really  relevant  that  people  

know  my  whereabouts.  With  augmented  reality,  it's  obvious  that  

people  would  know  where  I  or  other  people  are  located.”  

  The  majority  of  participants  in  this  study  made  clear  that  they  want  direct  

control  over  what  information  may  potentially  be  shared:  

“I  do  want  control.  All  of  the  stories  that  have  come  out  in  the  news  

about  these  privacy  issues  are  causing  me  to  trust  these  entities  less  

and  less.    Privacy  controls  absolutely  need  to  be  involved.  You  need  to  

be  able  to  have  the  option  to  turn  off  your  location,  because  if  you  

don't  you  are  going  to  get  people  who  don't  understand  the  risks  

involved.”  

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  Although  the  majority  of  students  had  concerns  about  potential  privacy  risks,  

a  few  members  of  this  study  considered  it  a  non-­‐issue.  Those  who  were  concerned  

however,  also  recognized  that  a  minimum  amount  of  personal  information  sharing  

would  be  necessary.  Otherwise,  the  user  experience  could  be  significantly  crippled.    

 

User  Experiences  and  Feedback  

  Following  the  group’s  sharing  of  their  first  impressions  about  mobile  

augmented  reality,  the  research  subjects  were  instructed  to  try  out  the  Layar  

application  on  their  own  and  report  back  in  one  week  to  discuss  their  experience.  

Participants  were  asked  to  discuss  what  they  liked  and  disliked  about  the  

application,  any  problems  they  incurred,  suggestions  for  improvement,  and  their  

desire  and  willingness  to  use  the  application  in  the  future.  

   After  having  a  chance  to  use  the  application  for  the  first  time,  a  majority  of  

the  participants  reported  that  they  had  “mixed  feelings”  about  their  experiences.  

Although  they  liked  the  concept  of  mobile  augmented  reality,  in  practice  the  

application  left  much  to  be  desired.    Participants  pointed  out  design,  contextual  and  

technical  limitations  which  hindered  their  experience.  Additionally,  several  of  the  

features  they  reported  trying  did  not  work  as  expected  (or  at  all),  while  those  that  

did  were  not  considered  to  be  intuitive:  

“I  feel  it’s  not  incredibly  intuitive.  It  took  a  lot  of  poking  around  to  

figure  out  exactly  what  I  was  actually  doing.  I  considered  at  many  

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points  to  go  online  to  look  up  what  I  was  doing  and  try  to  find  a  ‘How  

To’  guide.”  

Other  students  shared  this  same  sentiment  and  suggested  that  an  in-­‐

application  help  guide  would  be  both  helpful  and  necessary,  since  the  types  of  

interfaces  used  for  mobile  augmented  reality  applications  are  likely  unfamiliar  to  

most  new  users.  

 “A  tutorial  would  be  good,  just  like  a  lot  of  mobile  phone  games  have  

a  tutorial  option.  The  same  thing  would  work  here.  This  is  what  you  

can  do....  even  if  your  first  screen  options  are  asking  what  do  you  want  

to  do,  and  list  specific  options  ...  you  tap  that....  then  it  guides  you  

through  that  process.”  

Understanding  how  to  use  the  application  was  not  the  only  concern.  By  far,  

user  interface  and  information  design  problems  were  the  most  significant  

complaints  among  all  participating  users.  Analysis  of  the  responses  revealed  that  

information  overload  and  a  lack  of  hierarchy  between  displayed  elements  caused  

the  greatest  hindrance  to  usability  as  a  result  of  the  application’s  design.  Other  

notable  factors  included  technological  constraints,  a  lack  of  content  in  rural  areas,  

and  a  general  lack  of  compelling  content.    

  Design  concerns:  Participants  were  dismayed  by  how  the  application  

displayed  augmented  reality  content.  Although  they  found  the  aesthetics  of  the  

interface  to  be  visually  pleasing,  they  also  found  it  difficult  to  differentiate  between  

the  multiple  data  points  displayed  on  screen.  The  larger  the  pool  of  content  

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available  within  the  user’s  vicinity,  the  harder  it  was  to  navigate  through  the  

information  displayed  on  screen.  Content  was  continually  overlapping,  making  it  

nearly  impossible  to  see  or  access  the  information  that  was  covered  up.  Most  of  the  

subjects  described  the  situation  as  “overwhelming,”  especially  within  larger  

metropolitan  areas.  As  one  student  describes:  

“I  went  downtown  to  Indianapolis  circle  and  the  application  was  

throwing  hits  from  every  store  in  the  mall.  The  screen  on  my  phone  

was  overloaded  and  I  wasn’t  even  in  the  mall!”  

Even  limiting  the  distance  parameters  within  the  application  did  not  improve  

the  experience.  Another  subject  explained:  

“I  don't  know  what's  the  best  way  to  go  about  solving  that  issue,  I  did  

mess  with  the  parameters  a  bit,  it  helped  some,  but  at  the  same  time  

on  the  lowest  area  in  a  heavy  populated  area,  you  are  going  to  get  

overlap.”  

Participants  also  suggested  they  would  like  to  see  options  for  hiding  content,  

such  as  a  particular  user’s  tweets  or  a  retail  location  tag  they  are  not  interested  in.  

They  said  this  might  serve  as  a  means  for  combating  the  application’s  display  issues.  

Additionally,  many  participants  considered  that  it  may  be  valuable  to  add  “like”  and  

“dislike”  buttons  as  a  way  for  the  application  to  learn  what  types  of  content  a  user  

might  be  interested  in  and  filter  out  any  irrelevant  data.  

  Technological  constraints:  Most  subjects  reported  that  the  quality  of  the  

application’s  performance  on  their  smartphones  was  less  than  adequate.  Several  

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issues  were  raised,  including  slower  processing  speeds  when  running  the  

application  and  detrimental  effects  on  battery  life.  Several  subjects  described  their  

experiences  as  “glitchy”  and  often  reported  the  incorrect  location  of  data.  A  subject  

describes  his  experience:  

“My  phone  wouldn't  calibrate  proper  north  and  south.  I  tried  it  out  a  

couple  different  times  and  it  would  tell  me  that  Thai  Smile  was  ‘that  

way’,  while  I'm  standing  right  there  staring  at  it.  I  don't  know,  I  really  

hate  things  that  are  glitchy,  so  I'm  really  hesitant  to  use  it  again.”  

Subjects  suggested  that  a  “lite”  version  of  the  Layar  application  should  be  

released.  They  said  they  are  willing  to  accept  fewer  features  in  return  for  better  

hardware  performance  and  battery  life.  The  participants  were  also  in  agreement  

that  the  screen  size  of  a  typical  smartphone  is  inadequate  for  an  application  of  this  

nature.  One  of  the  subjects  commented,  “I  think  the  screen  size  is  too  small  to  cram  

so  much  information  into  it.”  Others  suggested  that  the  larger  screens  employed  by  

tablet  devices  such  as  the  iPad  would  be  a  more  suitable  medium  for  displaying  

augmented  reality  content.  

The  design  respondents  shared  this  same  sentiment.  Smaller  screens,  

in  combination  with  limited  tracking  systems  and  a  lack  of  computing  power,  

diminish  a  designer’s  ability  to  create  immersive,  three-­‐dimensional  

experiences.  Instead,  designers  are  limited  to  developing  two-­‐dimensional  

overlays  in  a  three-­‐dimensional  environment,  which  designers  and  end-­‐users  

find  to  be  limiting.  Display  technologies  must  evolve  to  the  point  that  a  

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seamless  presentation  of  augmented  reality  content  becomes  possible  within  

a  physical  space.  As  one  designer  stated,  “3D  content  is  really  what  works  

best  for  an  augmented  reality  application.”    

  Furthermore,  both  designers  argued  that  today’s  display  technologies  offer  

more  of  a  “forced”  experience,  rather  than  an  immersive  one.  The  user  is  limited  by  

what  they  see  and  is  forced  to  experience  augmented  reality  through  the  

perspective  of  a  hand-­‐held  device,  rather  than  through  the  user’s  own  eyes.  As  one  

designer  explained:  

“When  you  are  looking  around  through  your  device,  you  are  always  

being  mediated  through  something.  You  are  always  looking  through  

the  screen.    The  point  of  focus  is  always  the  device.  You're  not  really  

experience  augmented  reality,  you  are  experiencing  a  trick  on  your  

mobile  phone.”  

In  one  designer’s  opinion,  head-­‐worn  display  devices  will  eventually  

mature  to  the  point  that  they  will  usurp  smartphones  and  the  leading  display  

device  for  mobile  augmented  reality  content.  A  head-­‐worn  display  device  

would  be  able  to  provide  a  seamless,  immersive  viewing  experience  and  

open  the  door  to  new  forms  of  interactivity  based  on  physical  movement,  

rather  than  a  touchscreen  interface.  

  Lack  of  content  in  rural  areas:  In  contrast  to  the  “information  overload”  

concerns  many  of  the  participants  had,  several  subjects  felt  that  the  amount  of  

content  available  within  smaller  communities  was  significantly  lacking.  Although  

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most  of  the  subjects  had  the  opportunity  to  try  the  application  in  larger  

metropolitan  cities,  nearly  all  of  them  reside  in  a  smaller  mid-­‐western  city  with  

approximately  70,000  citizens.4  Subjects  argued  they  would  be  less  likely  to  

regularly  use  the  application  in  their  own  neighborhoods  if  local  content  was  

limited.        

Lack  of  compelling  content:  At  the  conclusion  of  the  study,  participants  were  

asked  if  they  intended  to  use  Layar  in  the  future.  Each  stated  they  would  either  

seldom  use  the  application,  or  not  at  all.  Despite  its  glitches,  the  students  argued  

that  the  application  itself  offers  little  compelling  content  to  warrant  repeated  use.  

Rather  than  focusing  on  static  content  such  as  location-­‐based  information,  the  

subjects  said  they  would  be  more  interested  in  seeing  non-­‐static  content  such  as  

local  news,  events  such  as  concerts  and  sports,  or  current  specials  run  by  local  

business.    

Likewise,  the  design  respondents  agreed  that  existing  applications  

have  little  to  offer.  They  blame  this  lack  of  quality  content  on  an  existing  top-­‐

down  application  development  cycle  where  corporate  objectives  overshadow  

the  need  for  a  compelling  user  experience.  In  their  opinion,  most  mobile  

applications  are  being  employed  as  marketing  tools,  which  can  be  seen  as  

overhyped  and  gimmicky.  A  culture  driven  by  content  developers  is  

necessary  to  support  the  maturation  of  this  new  form  of  interaction  and  

                                                                                                               4  Population  count  as  reported  by  2010  census.    

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presentation.  In  the  meantime,  as  one  designer  laments:  “Augmented  reality  

is  going  to  be  a  really  gimmicky  field  for  a  very  long  time.”  

 Heuristic  Evaluations  

  In  order  to  validate  the  design  limitations  raised  by  the  focus  group,  this  

study  employed  a  heuristic  evaluation  process  to  appraise  mobile  augmented  reality  

applications  on  their  ability  to  effectively  present  information.  The  evaluation  was  

conducted  by  the  researcher  using  information  design  standards  as  evaluative  

criteria.  A  set  of  heuristics  was  devised  from  Edward  Tufte’s  principles  of  

information  design  to  appraise  the  mobile  applications  Layar  and  Junaio  on  the  

basis  of  structure,  presentation  and  dynamics  in  the  applications’  information  

design  (Appendix  C).  

  For  this  study,  five  heuristics  were  used  to  examine  how  Layar  and  Junaio  

present  augmented  reality  content  within  a  smartphone  camera’s  view.  The  

research  compared  how  each  application  displayed  Twitter  and  Wikipedia  content.  

The  purpose  of  this  evaluation  was  to  identify  major  information  design  flaws  

within  Layar  and  Juniao  through  the  application  of  five  heuristics:  

1. Presents  individual  data  points  within  a  framework  relating  to  a  larger  

context;  

2. Effectively  layers  and  separates  information  to  emphasize  hierarchy  and  

structure;  

3. Employs  small  multiples  as  a  means  of  comparing  differences  between  

related  data;  

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4. Effectively  uses  color  for  information  display  purposes;  

5. Integrates  words  and  images  effectively.  

Although  usability  is  an  important  component  of  interactive  information  

design,  a  usability  evaluation  is  beyond  the  scope  of  this  study.  Usability  studies  are  

standard  practice  for  any  interaction  design  project  prior  to  deployment.  Instead,  

this  study  examines  the  unique  problems  mobile  augmented  reality  faces  when  

visually  presenting  information.    

After  the  evaluation  was  complete,  10  problem  areas  were  identified  as  

violations  of  established  information  design  principles  and  rated  according  to  

severity:  

1  —  Design  problem  that  occurs  infrequently  and/or  with  minor  user  hindrance.  

2  —  Moderate  design  problem  that  occurs  occasionally  and  may  result  in  

readability  issues.  

3  —  Severe  design  flaws  that  occurs  frequently  and  damages  the  readability  of  

data.  

 Issue  1:  Oversized  icons  cover  up  the  background  (camera  view)  and  other  data  points.      

 Application:  Layar  

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

1  

Oversized  icons  cover  up  the  background  (camera  view)  and  other  data  points.  

3   1,  2  Micro  design  elements  should  not  overshadow  the  main  view.  

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   Problem:  Although  this  problem  does  not  occur  within  the  Twitter  and  Wikipedia  

components  in  the  application,  it  is  worth  mentioning  since  it  severely  affects  other  

layers  within  the  application  such  as  Livespot  (See  image  4.1).  By  covering  up  the  

entire  screen,  the  application  violates  the  micro/macro  design  principle.  The  minor  

detail  (restaurant  icon)  overshadows  the  macro  view  by  failing  to  display  its  

location  in  context  to  the  user’s  visual  perception  of  the  environment  as  seen  

through  the  smartphone’s  camera.  It  is  also  problematic  when  content  completely  

covers  and  eliminates  access  to  other  points  of  interest;  this  is  a  violation  of  Tufte’s  

layering  and  separation  principle.  

 

                                                     Image  4.1:  Livespot  on  Layar                                  Image  4.2:  Layar’s  “Bird’s  Eye”  view      

                       Image  4.3:  Reality  view  on  Layar                                              Image  4.4:  Twitter  on  Layar  

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   Issue  2:  Oversized  icons  cover  up  the  background  (camera  view)  and  other  data  points.                              

   Application:  Layar      Problem:  Layar  offers  two  options  for  viewing  augmented  reality  data  in  camera  

mode:  “Reality”  view  and  “Bird’s  Eye”  view.  The  reality  view  (Image  4.3)  employs  

the  layering  and  separation  principle  by  presenting  data  points  in  a  visual  hierarchy  

according  to  its  geographical  proximity  to  the  user.  Closer  points  of  interest  appear  

closer  in  the  foreground,  while  distant  location  points  are  placed  further  back.  

Additionally,  the  subtle,  yet  noticeable  changes  in  dot  sizes  are  an  effective  

execution  of  the  small  multiples  rule.  The  size  differences  between  the  dots  

represent  their  relative  distance  to  the  user,  thus  maintaining  an  accurate  visual  

perspective.  In  contrast,  the  “bird’s  eye”  view  (Image  4.2)  fails  to  layer  information  

points  appropriately  in  addition  to  stripping  much  of  its  location-­‐based  context  in  

relation  to  the  user’s  position.  Furthermore,  large  data  sets,  such  as  the  one  depicted  

in  image  4.1,  can  result  in  unnecessary  data  point  overlapping.  This  can  lead  to  

usability  issues  since  information  can  be  missed  or  difficult  to  access.  

 

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

2  

“Bird’s  eye”  view  feature  results  in  data  point  overlap  and  diminishes  location-­‐based  context.  

2   2  Data  should  be  appropriately  layered  in  proximity  to  the  user’s  location  

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 Issue  3:  Difficult  to  recognize  which  tweet  is  currently  selected.        

 

 

 

 

 

 

 

 

 

 

 

   

Application:  Layar      Problem:  As  seen  in  image  4.4,  Layar  uses  Twitter  avatars  to  represent  

geographically  tagged  tweets  within  the  camera  view.    While  this  method  offers  the  

benefit  of  placing  tweets  in  context  with  its  creator,  it  does  create  confusion  for  the  

user.  The  only  way  to  determine  which  tweet  is  currently  being  viewed  is  the  small  

arrow  connected  to  the  corresponding  dialog  box  and  the  identical  avatar  image  

located  within.  This  is  the  result  of  a  lack  of  separation  between  other  displayed  

avatar  images.  A  better  approach  would  be  to  model  it  after  the  Wikipedia  layer  

(Image  4.3),  which  represents  Wikipedia  entries  as  consistent  visual  icons,  while  

separating  selected  data  points  by  a  change  in  color.      

 Issue  4:  A  visual  disconnect  exists  between  data  points  and  their  related  text  and/or  images.                            

   

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

3  Difficult  to  recognize  which  tweet  is  currently  selected  

2   2,  3  Selected  objects  should  be  highlighted.  Icons  should  be  simple,  and  consistent.  

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

4  

A  visual  disconnect  exists  between  data  points  and  their  related  text  and/or  images  

2   5  Data  points  should  have  strong  visual  associations  with  related  images  and  text.  

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 Application:  Layar  

 

Problem:  Layar  loosely  presents  text  and  images  relating  to  a  point  of  interest  by  

means  of  a  static  dialog  box  located  always  at  the  bottom  of  the  screen.  Content  

appearing  inside  the  box  is  dependent  on  which  data  point  is  currently  being  

viewed.  The  application  employs  a  small  arrow  that  points  at  the  highlighted  dot  to  

create  a  visual  association.  (images  4.3,  4.4)  Although  this  presentation  form  loosely  

adheres  to  the  integrating  words  and  images  principle,  it  does  create  an  

unnecessary  burden  for  the  user  who  is  tasked  to  associate  related  content  by  

means  of  a  subtle  visual  clue.  This  problem  is  particularly  troublesome  when  it  

occurs  in  conjunction  with  issue  3.  

 

                             Image  4.5:  Layar  (4.0)  dialog  box                                    Image  4.6:  Layar  (3.0)  dialog  box                                                    Issue  5:  Large  text  boxes  take  up  a  considerable  amount  of  screen  real  estate.    

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

5  Large  text  boxes  take  up  a  considerable  amount  of  screen  real  estate.    

2   1,  2  

The  display  of  secondary  content  should  not  overpower  the  framework  of  the  bigger  scene.      

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Application:  Layar  

 

Problem:  Dialog  boxes  in  Layar  (version  4.0)  take  up  one-­‐third  of  the  available  

screen  real  estate,  thus  diminishing  the  environmental  view.  Tufte’s  layering  and  

separation  principle  suggests  this  content  requires  additional  visual  emphasis  since  

it  takes  priority  over  other  content  on  screen.  However,  this  execution  unnecessarily  

obscures  the  user’s  view  by  covering  up  other  data  points  and  their  surroundings.  

Furthermore,  the  information  presented  with  the  dialog  box  is  poorly  laid  out,  

resulting  in  a  waste  of  precious  space  on  the  small  screen.  Earlier  versions  of  Layar  

were  more  conservative  in  the  dialog  box  design.    Version  3.0  dialog  box  designs  

(Image  4.6)  presented  only  basic  identification  information  in  one-­‐sixth  of  the  

available  screen  space.  If  a  user  wanted  more  information,  she  could  open  an  

expanded  dialog  box  that  overlays  on  top  of  the  camera  view.  This  display  option  

appropriates  layered  content  to  establish  visual  dominance  by  dimming  the  

background.  

 

Issue  6:  White  text  on  bright  colored  backgrounds  difficult  to  read.    

   Application:  Layar    

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

6  White  text  on  bright  colored  backgrounds  difficult  to  read.  

1   4   Poor  color  selection  and  lack  of  contrast.  

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Problem:  Brightly  colored  backgrounds  can  make  white  type  illegible.  This  is  not  a  

consistent  problem  within  the  Layar  application,  since  each  layer  employs  different  

visual  styles.  However,  when  it  does  occur,  the  small  type  size,  combined  with  a  lack  

of  contrast  with  the  background,  makes  the  text  especially  hard  to  read.  Tufte  

suggests  that  designers  avoid  brightly  colored  backgrounds  for  this  very  reason,  

since  it  causes  too  much  visual  distortion.  Instead,  designers  should  use  earth  tones  

such  as  lighter  colors  of  blue,  yellow  and  gray  with  black  type.    

   Issue  7:  User-­‐interface  controls  do  not  orient  correctly  when  viewing  in  landscape  mode.                          

 

   Application:  Junaio  

 

Problem:  When  switching  from  portrait  to  landscape  mode,  the  navigational  

interface  elements  do  not  reorient  to  conform  to  the  new  view  (image  4.7).  This  is  

more  of  a  usability  issue,  but  it  also  presents  a  flaw  in  the  information  design  as  it  

hinders  the  readability  of  presented  information.  The  small  multiples  principle  

suggests  that  repeated  navigational  devices  such  as  links,  arrows,  or  icons  should  

maintain  a  consistent  design.  Failing  to  orient  navigational  elements  correctly  is  

both  visually  unappealing  and  unnecessarily  burdens  the  user.  

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

7  

User-­‐interface  controls  do  not  orient  correctly  when  viewing  in  landscape  mode.  

3   3  User  interface  should  be  consistent  throughout  the  application.  

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           Image  4.7:  Junaio  

 Issue  8:  User-­‐interface  controls  do  not  orient  correctly  when  viewing  in  landscape  mode.                          

 

 

Application:  Junaio  

 

Problem:  When  operating  the  application  in  landscape  mode,  expanded  dialog  

boxes  display  text  sideways.  This  problem  is  the  result  of  the  same  design  flaw  as  

issue  7.  In  this  instance,  the  poor  alignment  of  text  creates  significant  readability  

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

8  

Expanded  dialog  boxes  are  presented  sideways  when  using  application  in  landscape  mode.  

3   5   Text  presented  sideways  is  difficult  to  read.  

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issues,  thus  breaking  the  principle  of  integrating  words  effectively.  Large  amounts  of  

copy  should  never  be  oriented  on  its  side,  as  it  makes  the  text  difficult  to  read.  

 Issue  9:  Radar  size  is  inadequate  for  presenting  surrounding  information  in  360  degrees.    

 Application:  Junaio  

 

Problem:  The  radar  graphic  (see  image  4.7)  used  to  display  nearby  points  of  

interest  within  a  360-­‐degree  radius  of  the  user  is  too  small.  There  is  not  enough  

separation  between  elements  to  adequately  gauge  the  distance  between  them.  

Layar’s  execution  of  the  radar  navigational  element  would  be  more  appropriately  

size  (image  4.4).    

 

Issue  10:  Text  displayed  within  individual  data  points  is  difficult  to  read.    

   Application:  Junaio  

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

9  

Radar  size  is  inadequate  for  presenting  surrounding  information  in  360  degrees.  

2   3   Difficult  to  separate  content  effectively  on  a  smaller  scale.  

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

10  Text  displayed  within  individual  data  points  is  difficult  to  read.  

1   4  

Reversing  type  out  of  dark  backgrounds  requires  strong  color  contrast  and  larger  type  sizes.  

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Problem:  In  contrast  to  Layar,  the  Junaio  application  employs  a  tighter  integration  

of  words  and  images  using  the  dialog  boxes  themselves  as  geographically  pinned  

data.  This  execution  offers  many  advantages  over  Layar  since  it  does  not  

unnecessarily  burden  the  reader  with  having  to  visually  associate  separate  

components.  However,  the  execution  could  use  refinement  of  the  color  of  the  text.  

White  text,  instead  of  gray  over  the  dark  translucent  background  would  provide  

greater  contrast,  thereby  making  the  text  easier  to  read.  

 Conclusion  

According  to  the  respondents,  mobile  augmented  reality  is  a  compelling  

medium  for  displaying  visual  information.  Participants  in  this  study  see  mobile  

augmented  reality  as  an  immersive  tool  for  engaging  everyday  information  in  a  

more  personal  context.  However  in  its  present  form,  mobile  augmented  reality  is  

lacking  in  functionality  and  desirability.  User  studies  and  design  evaluations  suggest  

that  mobile  augmented  reality  is  limited  by  poor  information  display  factors  and  

technological  limitations  of  mobile  devices.    Furthermore,  there  is  a  lack  of  

compelling  content  and  an  overhyped  push  by  corporations  and  marketers.    

Despite  these  limitations,  the  participants  in  this  study  agreed  that  mobile  

augmented  reality  has  potential.  However,  it  needs  time  to  mature.    As  one  student  

concluded,  “I  see  potential  in  this,  but  it's  just  like  anything  else,  it's  just  going  to  

take  time  before  it  finds  its  niche.”

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CHAPTER  5:  DISCUSSION      

This  thesis  postulated  that  a  usability  and  design  analysis  is  a  feasible  and  

useful  method  for  comprehending  the  value  of  mobile  augmented  reality  as  a  vehicle  

for  the  visual  communication  of  personally  relevant  information.  To  ascertain  this  

theory,  the  following  questions  were  posed  and  answered  by  means  of  user  studies,  

questionnaires  and  application  evaluations.  

 RQ1:  What  are  mobile  augmented  reality  users'  impressions  of  the  technology  

before  and  after  using  it  for  the  first  time?  

 Users  welcome  the  idea  of  mobile  augmented  reality  with  open  arms.  They  

recognize  its  potential  for  revolutionizing  social  media  and  information  services  by  

connecting  with  content  on  a  more  personal  level.  In  their  opinions,  mobile  

augmented  reality  applications  could  be  employed  as  immersive  tour  guides  for  

exploring  one’s  community  or  to  interact  with  neighbors  whom  they  are  unlikely  to  

meet  by  conventional  means  in  a  face-­‐to-­‐face  reality.  

  Additionally,  these  same  users  perceive  mobile  augmented  as  a  new  tool  for  

marketers  and  companies  to  employ  as  immersive  advertising  and  shopping  

experiences.    Commercial  applications  of  mobile  augmented  reality  could  offer  

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guided  tours  through  shops,  comparative  pricing  tools  or  bargains  tailored  

specifically  for  mobile  users.      

These  same  users  were  less  optimistic  after  using  a  mobile  augmented  reality  

application  for  the  first  time.  Participants  reported  that  their  experience  was  

hindered  by  design,  contextual  and  technical  limitations.  Oftentimes  the  test  

application,  Layar,  would  perform  erratically  and  failed  to  operate  as  expected.  

Subjects  frequently  complained  about  information  overload  due  to  the  small  size  of  

mobile  phones.  Additionally,  users  were  dismayed  by  a  general  lack  of  compelling  

content.  Participants  were  more  interested  in  seeing  non-­‐static  content  such  as  local  

news  and  social  media,  rather  than  commercially  based  information.      

  Although  mobile  augmented  reality  users  are  open  to  using  such  

applications,  they  are  weary  of  the  privacy  risks  that  come  with  sharing  their  

personal  information,  particularly  their  current  locations.  Prior  to  using  any  mobile  

augmented  reality  service,  users  want  direct  control  over  what  information  they  are  

sharing  and  or  receiving  from  content  providers.    

 RQ2:  What  do  users  and  content  developers  see  as  current  advantages  and  

limitations  of  mobile  augmented  reality?  

 Mobile  augmented  reality  currently  offers  little  value  for  smartphone  users  

and  content  designers.  Technical  limitations  and  a  lack  of  compelling  features  are  

the  leading  factors  for  a  poor  user  experience.  Consumers  frequently  complained  

that  the  test  application  Layar  was  plagued  by  slow  operating  speeds,  data  

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inaccuracies  and  detrimental  effects  on  battery  life.  Additionally,  smaller  screens  

were  found  to  be  inadequate  for  displaying  augmented  reality  content.    Smaller  

screens  forcibly  burden  the  user  by  requiring  the  use  of  a  hand  held  device  as  a  

point  of  visual  perception  when  displaying  augmented  reality  content.  Furthermore,  

using  the  application  within  heavily  populated  areas  may  result  in  information  

overload  for  the  user  since  there  are  limits  to  how  much  information  can  be  

efficiently  displayed  on  a  smaller  screen  at  one  time.    

These  same  technical  limitations  have  constrained  the  potential  for  

developing  content  by  designers  as  well.    Mobile  phone  technologies  have  not  yet  

advanced  to  the  point  in  which  they  can  accurately  and  efficiently  display  three-­‐

dimensional  visualizations.    Instead,  designers  are  limited  to  creating  mobile  

applications  that  provide  geographically  tagged,  augmented  reality  content  within  a  

two-­‐dimensional  overlay  on  a  camera  screen.  

Designers  consider  these  limitations  to  be  frustrating  and  as  a  result,  are  

finding  that  mobile  augmented  reality  has  yet  to  live  up  to  its  expectations.  Current  

applications  are  being  viewed  as  limited  and  boring,  while  consumers  are  left  

wanting.  Instead  of  geographically  tagging  information  one  could  easily  find  in  the  

yellow  pages,  consumers  are  more  interested  in  seeing  dynamic  content  such  as  

local  news  and  events  or  daily  specials  currently  offered  by  local  business.    

Mobile  augmented  reality  does  have  a  potential  advantage  over  other  

communication  technologies  in  that  it  offers  an  immersive  experience  by  merging  

the  physical  and  virtual  worlds.  However,  this  advantage  has  yet  to  be  realized.  Both  

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designers  and  consumers  foresee  mobile  augmented  reality  having  a  major  

influence  on  how  we  play  games  or  access  information  in  the  future.  But  due  its  

limitations,  it  remains  an  underdeveloped  technology.  

 RQ3:  Do  current  information  design  principles  need  to  be  revised  in  order  to  apply  

them  to  augmented  reality  experiences?  

    A  heuristic  evaluation  of  two  mobile  augmented  reality  applications  revealed  

the  traditional  principles  of  information  design  remain  applicable  for  augmented  

reality  content  displayed  on  hand  held  devices.  Furthermore,  these  principles  can  

also  serve  as  an  effective  benchmark  for  measuring  the  viability  of  mobile  

augmented  reality  as  a  medium  for  presenting  visual  information  from  a  user’s  

geographical  context.  

  Using  Edward  Tufte’s  principles  of  information  design  for  print  and  

multimedia  as  judging  criteria,  several  presentation  issues  were  noted  ranging  from  

poor  color  usage  to  a  failure  to  properly  separate  and  layer  visual  information.  

Furthermore,  the  identified  limitations  were  validated  by  prior  focus  group  

responses  pertaining  to  the  same  issues.  Many  of  these  problems  are  a  result  of  

limited  screen  space  offered  by  the  mobile  device.  To  rectify  this,  a  conservative  

approach  is  required  where  only  the  minimum  amount  of  detail  is  presented  

without  loosing  context.  Tufte  refers  to  this  concept  as  the  “Data-­‐Ink  ratio,”  where  

the  largest  use  of  ink  (or  pixels)  should  present  data-­‐information.  Everything  else  is  

expendable  (Tufte,  1983).  Oversized  icons  and  wasted  space  in  dialog  boxes  take  up  

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valuable  screen  real  estate,  which  often  conceals  other  sets  of  information.  This  is  

especially  problematic  in  larger  populated  areas  where  the  amount  of  augmented  

reality  content  available  outpaces  the  visual  limitations  of  the  small  screen.  The  

resulting  effect  is  information  overload  for  the  user.  

  It  is  evident  applications  designers  have  attempted  to  make  the  best  

presentation  decisions  possible  within  the  technical  limitations.  By  following  the  

suggestions  mentioned  above,  designers  can  improve  the  presentation  of  

information  and  create  a  better  experience  for  the  user.  However,  this  will  not  solve  

the  underlying  problem  presented  by  all  mobile  augmented  reality  applications:  The  

ineffective  use  of  a  two-­‐dimensional  content  overlay  within  a  three-­‐dimensional  

space.  

  Augmented  reality  content  is  often  displayed  within  a  location-­‐based  context,  

and  current  mobile  applications  are  failing  in  this  regard.  Simply  overlaying  a  dot  on  

screen  to  signify  a  location  provides  no  context  to  distance  or  relative  proximity  to  

any  nearby  points  of  interest.  It  merely  provides  a  compass  direction.  This  may  

work  if  there  are  only  one  or  two  information  points  displayed,  but  when  there  are  

several  present,  the  metaphor  is  less  effective.    Tufte’s  micro/macro  design  principle  

states  that  the  smaller  details  must  be  visualized  in  context  to  the  greater  whole.  

When  applied  to  augmented  reality,  it’s  not  enough  to  place  individual  location  

markers  in  context  with  other  data  points,  since  it  shares  a  direct  relationship  with  

its  environment  as  well.      

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  The  user’s  environment  displayed  on  screen  is  visual  information  that  also  

needs  to  be  taken  into  account  when  it’s  augmented  with  supplemental  information.  

The  principle  of  layering  and  separation  states  that  a  visual  hierarchy  should  be  

established  to  emphasize  which  content  is  most  important  to  the  reader,  while  

deemphasizing  what  is  not.    For  the  user,  this  means  distinguishing  which  content  is  

in  close  proximity  in  relation  to  physical  objects  in  their  surroundings.  The  optimum  

way  to  accomplish  this  is  to  spatially  display  data  points  within  three  dimensions.  

However,  this  option  is  not  yet  feasible  due  to  the  technical  limitations  of  modern  

mobile  technology.  

 Guidelines  for  Future  Mobile  Augmented  Reality  Applications  

  While  this  study  has  highlighted  the  shortcomings  of  mobile  augmented  

reality,  it  also  recognized  potential  areas  for  improvement.  Based  on  user  feedback  

and  heuristic  design  evaluations  of  current  applications,  the  following  guidelines  

would  serve  to  improve  the  design  and  user  experience  of  future  applications:  

Applications  should  implement  navigational  controls  that  are  both  intuitive  

and  easy  to  use.  User  controls  should  be  easy  to  navigate  with  minimum  instruction  

or  prompting.  Users  find  multiple  viewing  options  confusing  and  would  prefer  a  

single  modular  interface.  Additionally,  users  would  also  benefit  from  a  simple  visual  

cue  that  highlights  the  central  viewpoint  on  their  mobile  devices.  By  employing  a  

small  box  or  cross  hairs  in  the  middle  of  the  screen,  users  would  better  gauge  the  

geographical  location  of  mobile  augmented  reality  content.  This  implementation  

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would  effectively  work  in  concert  with  the  existing  practice  of  highlighting  selected  

data  points  for  separation  purposes.  

Augmented  content  should  be  spatially  oriented  in  3D.  Mobile  display  

technologies  will  eventually  mature  to  the  point  that  they  can  accurately  display  

augmented  reality  content  in  3D.  When  this  occurs,  developers  should  move  beyond  

the  magic  mirror  approach  and  seek  to  seamlessly  place  points  of  interest  within  the  

users  environment.  Such  implementations  would  offer  significant  advantages  over  

traditional  2D  overlays  since  it  presents  an  accurate  representation  of  geophysical  

locations.    

Augmented  reality  content  should  be  filtered  on  the  basis  of  user  interests  and  

proximity.  Information  overload  is  a  significant  usability  hindrance  of  existing  

applications  due  to  the  limited  screen  space  afforded  by  mobile  phones.  Developers  

must  understand  these  limitations  and  design  around  them.  Existing  applications  

are  currently  addressing  this  issue  by  filtering  content  based  on  user  proximity.  

Filtering  content  based  on  user  interests  could  strengthen  this  system,  thus  

reducing  the  risk  of  information  overload.  Participants  in  this  study  expressed  their  

desire  for  a  filtering  features  that  hiding  uninteresting  or  non-­‐applicable  

information.  A  progressive  approach  would  be  to  devise  an  educated  filter  that  

learns  by  means  of  users  marking  content  as  “liked”  or  “disliked.”  

Applications  should  emphasize  social  bonding  and  sharing  of  information  to  

create  compelling  user  experiences.  Social  media  has  taken  a  central  role  in  how  

people  communicate  today.  Applications  like  Facebook  and  Twitter  have  

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strengthened  social  bonds  while  offering  new  ways  of  connecting  to  new  people.  

The  participants  of  this  study  have  noted  that  social  media  is  an  important  part  of  

their  lives  and  expect  mobile  augmented  reality  applications  to  take  advantage  of  

this.  Furthermore,  these  same  users  are  also  interested  in  seeing  local  content  that  

is  both  dynamic  and  useful  such  as  restaurant  specials  or  community  events.  If  this  

content  is  both  useful  and  engaging,  users  are  more  likely  to  share  it  with  friends,  

thus  expanding  an  application’s  active  user  base.  

Information  should  be  interoperable  between  all  applications.  If  augmented  

reality  is  to  become  a  successful  medium  for  information  delivery,  there  needs  to  be  

open  standards  for  sharing  content  among  all  applications.  This  current  lack  of  

interoperability  burdens  content  developers,  as  they  must  reformat  information  for  

multiple  augmented  reality  applications.  It’s  especially  problematic  when  

formatting  dynamic  content  that  must  be  updated  on  a  regular  basis.  Consumers  

would  also  benefit  from  standardization.  In  the  future,  users  will  be  the  driving  force  

in  generating  new  augmented  reality  content  by  means  of  geographically  tagging  

social  media  and  personally  relevant  content.  These  users  will  be  able  to  reach  a  

wider  audience  if  tagged  information  can  be  shared  between  multiple  applications.  

 Limitations  

  Although  this  research  helps  to  explain  how  users  and  designers  perceive  

mobile  augmented  reality,  there  were  several  limitations.  The  first  was  related  to  

the  participant  sample  for  the  user  focus  groups.  Participants  in  this  study  were  

pooled  from  a  smaller  audience  (college  students)  rather  than  addressing  all  

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demographics  representing  smart  phone  users.    A  second  limitation  was  that  while  

student  participants  tested  the  Layar  application  in  both  rural  and  urban  settings,  

the  primary  testing  location  was  in  a  smaller  community.    Since  the  analysis  of  this  

study  suggests  that  population  density  has  a  direct  effect  on  the  user  experience,  a  

second  sample  derived  from  residents  in  a  metropolitan  area  would  have  been  

beneficial.    

  Additional  limitations  were  related  to  the  implementation  of  the  heuristic  

evaluation  of  the  Layar  and  Junaio  applications.  Ideally,  multiple  expert  reviewers  

are  employed  to  access  and  document  the  limitations  of  an  application  when  

applying  the  heuristic  evaluation  method.  Due  to  time  and  financial  constraints,  the  

evaluation  was  limited  to  the  findings  and  opinions  of  a  single  researcher.  Although  

the  final  analysis  has  merit,  multiple  evaluators  could  have  further  validated  the  

results.    

  Furthermore,  Edward  Tufte’s  information  design  principles  required  

modification  in  order  to  apply  them  to  mobile  augmented  reality.  While  Tufte’s  

principles  are  applicable  to  this  medium,  they  were  originally  intended  for  print  or  

static  mediums.  In  his  original  works,  Tufte  never  addressed  interactivity  or  spatial  

design  within  a  3D  environment.  While  Tufte’s  guideline  for  presenting  information  

within  a  3D  projection  presented  in  2D  proved  applicable  to  augmented  reality,  it’s  

meaning  had  to  be  inferred  when  applied  to  spatial  environments.  

         

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Recommendations  for  Future  Research    

  As  mobile  augmented  reality  is  relatively  young,  there  are  many  avenues  for  

future  research  in  this  area.  New  applications  are  introduced  on  a  weekly  basis  and  

mobile  technologies  continue  to  improve  every  year.  Future  studies  would  benefit  

by  examining  how  users  perceive  and  interact  with  other  forms  of  mobile  

augmented  reality  applications  besides  information  browsers.    Applications  in  social  

media,  gaming  and  navigation  are  worthy  of  a  closer  look.  Furthermore,  as  

augmented  reality  applications  are  refitted  for  tablet  computers,  it  would  be  

valuable  to  reassess  the  limitations  found  in  this  study’s  analysis  in  context  to  

mobile  phones  to  see  if  they  still  apply.  

  Finally,  it  would  be  advantageous  to  expand  the  designer’s  perspective  

component  into  a  full  research  study.  The  initial  research  in  this  area  suggests  that  

designers  have  a  central  role  in  defining  the  direction  mobile  augmented  reality  

takes.  Their  thoughts  and  opinions  would  be  valuable  to  future  studies  exploring  

mobile  augmented  reality  content.  

 Conclusion  

  Mobile  augmented  reality  is  on  the  cusp  of  revolutionizing  how  people  

interact  with  digital  information  in  their  daily  lives.  Content  will  no  longer  be  tied  to  

a  specific  medium  such  as  print  or  the  web;  rather  it  will  seamlessly  blend  with  

one’s  surroundings.  This  disruptive  technology  will  soon  redefine  how  consumers  

engage  with  news,  entertainment,  and  other  forms  of  data  on  a  daily  basis.  In  all  

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respects,  mobile  augmented  reality  may  one  day  become  the  ultimate  immersive  

user  experience.  

  Nevertheless,  mobile  augmented  reality  requires  time  to  mature.  Just  as  

every  disruptive  technology  that  has  come  before,  mobile  augmented  reality  must  

address  its  initial  flaws  and  limitations  if  it’s  to  become  a  commercial  success.  While  

augmented  reality  has  demonstrated  that  it  can  be  an  innovative  medium  for  

displaying  information,  it’s  mobile  counterpart  has  yet  to  create  a  sense  of  “need”  

for  consumers.  Further  advancements  in  content  development  are  necessary  in  

order  to  generate  universal  acceptance  and  demand  and  to  shed  the  “gimmicky”  

perceptions  that  users  and  content  designers  have  about  this  technology.  

  Additionally,  mobile  technologies  and  applications  have  not  advanced  to  the  

point  in  which  they  can  deliver  on  augmented  reality’s  promise  of  immersive  

information  delivery.    Despite  the  hype  generated  by  marketers  and  corporations,  

current  hand-­‐held  devices  are  incapable  of  displaying  pure  augmented  reality  

experiences.  By  definition,  augmented  reality  systems  must  be  able  to  register  and  

align  virtual  and  physical  objects  in  relation  to  each  other  within  a  3D  space.  Current  

mobile  offerings  such  as  Layar  or  Junaio  fail  to  meet  this  criterion,  as  they  instead  

rely  on  visual  trickery  by  employing  a  two-­‐dimensional  overlay  on  top  of  a  

smartphone  camera-­‐viewfinder.  To  that  end,  consumers  are  left  with  a  “magic  

mirror,”  which  plasters  virtual  content  over  their  small  screens  rather  than  fully  

integrating  within  the  user’s  surroundings.    

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  Although  mobile  augmented  reality  has  been  limited  by  technical  constraints,  

the  recent  arrival  of  faster  processers  and  larger  displays  will  have  a  profound  

impact  on  the  depth  and  viability  of  future  applications.  Tablet  computers  such  as  

the  iPad  are  beginning  to  redefine  how  developers  approach  augmented  reality  

content.  These  devices  are  equipped  with  powerful  3D  graphics  hardware  and  

larger  screens,  which  move  beyond  the  limitations  of  mobile  phone  displays.  

However,  tablet  and  mobile  devices  are  only  the  next  evolution,  not  the  final  step  in  

mobile  augmented  reality’s  development.  Most  designers  and  users  find  using  a  

hand-­‐held  device  to  be  cumbersome  since  it  restrains  their  visual  perception  to  the  

device’s  limited  perspective.  Eventually  head-­‐worn  displays  such  as  augmented  

reality  glasses  will  become  the  standard.  Users  will  gain  unparalleled  access  to  

content  from  a  first-­‐person  viewpoint,  thus  eliminating  the  need  for  employing  

hand-­‐held  displays  as  windows  for  viewing  augmented  reality  content.  

Furthermore,  augmented  reality  systems  will  expand  to  allow  users  to  interact  with  

virtual  content  in  the  same  way  they  would  use  physical  objects  by  means  of  

gestural  interfaces.      

  Once  mobile  augmented  reality  moves  beyond  its  limitations,  the  potential  

benefits  for  information  delivery  and  entertainment  are  enormous.  Mobile  

augmented  reality  could  be  used  to  hyper-­‐localize  content  such  as  dining  reviews  or  

present  statistical  overlays  during  live  sporting  events.  Additionally,  the  immersive  

nature  of  augmented  reality  could  also  be  used  to  pull  gamers  and  readers  into  

stories  by  interacting  with  virtual  characters  in  their  own  space  in  real  time.  The  

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opportunities  for  content  designers  and  users  alike  are  potentially  limitless.  Unlike  

overhyped  technologies  of  the  past,  mobile  augmented  reality  has  the  greatest  

potential  for  redefining  how  consumers  view  the  world  by  merging  the  physical  and  

virtual  into  a  single  reality.  

     

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APPENDIX  A:  FOCUS  GROUP  DISCUSSION  GUIDE  PROTOCOL      

Session  1    Introduction  (10  minutes)  

Explanation  of  Focus  Group:  Today  I  am  going  to  be  introducing  to  you  a  mobile  augmented  reality  application  called  Layar.  Over  the  next  1  ½  hours  we  are  going  to  be  discussing,  sometimes  individually,  and  other  times  as  a  whole  group  your  thoughts  about  augmented  reality  and  the  Layar  application.    

To  begin,  we’re  going  to  introduce  ourselves.  If  you  would,  please  state  your  name,  major,  year  in  school  and  a  little  bit  about  the  types  of  mobile  apps  you  typically  use.    

 Activity:  Presentation  of  Augmented  Reality  and  Layar  concept  videos        (15  minutes)       Participants  will  be  presented  with  two  videos  about  augmented  reality  and  the  Layar  mobile  application,  produced  by  Layar.    Video  1:  http://www.youtube.com/watch?v=b64_16K2e08    Video  2:  http://www.youtube.com/watch?v=EtpNx7Y14d0&feature=related  

After  watching  the  video  clips,  the  moderator  will  open  the  floor  to  discussion  asking  participants  what  do  they  think  of  augmented  reality  and  the  Layar  app  based  on  what  they  just  watched.  

   Discussion:    First  impressions  of  mobile  augmented  reality      (40  minutes)  

The  moderator  will  facilitate  discussion  about  the  participants  first  impressions  about  mobile  augmented  reality  and  the  application,  Layar  by  utilizing  the  following  probing  questions:    

 • Does  Layar  seem  like  an  application  you  would  be  interested  in  trying  out  for  

yourself?    Why  or  Why  not?  

• How  do  you  think  you  might  use  this  application?  

• Are  you  more  likely  to  use  Layar  for  tourism,  social  networking,  shopping,  or  games?    Why  did  you  choose  that  category?  

• Can  you  think  of  any  other  potential  augmented  reality  applications  you  would  like  to  see?    How  would  they  work,  and  why  would  you  want  to  use  it?  

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• Can  you  think  of  reasons  why  you  would  not  use  an  application  like  Layar?    

 Assignment:    Testing  out  the  Layar  application        (10  minutes)  

Participants  will  be  provided  directions  on  how  to  download  the  Layar  application  to  their  smart  phone,  and  asked  to  try  out  the  application  for  a  period  of  at  least  two  hours  over  the  next  week.    The  focus  group  will  reconvene  a  week  from  today.    

   Session  2    Introduction  (5  minutes)  

Explanation  of  Focus  Group:  Today  we  are  going  to  share  and  discuss  your  experiences  using  the  Layar  mobile  reality  application.  What  I’m  interested  in  hearing  from  you  are  you’re  your  likes  and  dislikes  about  the  app,  how  you  used  the  app,  and  whether  or  not  you  intend  to  continue  using  this  app  in  the  future.  

 Discussion:    First  impressions  of  mobile  augmented  reality      (70  minutes)  

The  moderator  will  facilitate  discussion  about  the  participants’  first  experiences  using  a  mobile  augmented  reality  application,  by  utilizing  the  following  probing  questions:      • So,  what  did  you  think  of  the  Layar  application  now  that  you  have  had  a  chance  

to  try  it  out?  

• Did  the  application  work  as  you  expected  it  to?    If  not,  what  surprised  you?  

• Did  you  have  any  problems  using  the  application?  If  so,  what  were  they?  

• If  you  could  change  one  aspect  of  the  application  or  add  one  feature,  what  would  it  be?  

• Please  fill  in  the  blank.  It  would  be  really  cool  if  an  augmented  reality  application  could  do  __________.  

• If  you  were  to  recommend  Layar  to  a  friend?    Who  would  it  be,  and  why  do  you  think  they  would  like  using  it?  

• Do  you  plan  to  continue  using  this  application  in  the  future?  If  not,  why?  

 

 

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APPENDIX  B:  DESIGNER  PERCEPTIONS  QUESTIONARE      

Name:    Occupation:        1.  What  types  of  content  do  you  think  works  best  in  an  augmented  reality  application?    2.  How  do  you  utilize  mobile  augmented  reality  as  a  medium  for  content  creation?  What  are  your  current  plans  on  using  augmented  reality  in  the  future?  

3.  Please  fill  in  the  blank.  It  would  be  really  cool  if  an  augmented  reality  application  could  do  __________.  

4.  How  is  the  design  process  for  creating  augmented  reality  applications  different  from  other  forms  of  interactive  media?  

5.  What  do  you  see  as  the  advantages  and  limitations  to  developing  augmented  reality  information  and  storytelling  based  applications?  

6.  What  are  the  must  have  elements  to  every  augmented  reality  design?  

7.  What  do  you  think  are  mobile  augmented  reality’s  greatest  design  challenges?  

8.  In  what  direction  do  you  see  augmented  reality  taking  information  design  and  digital  storytelling  in  the  future?  

                                 

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APPENDIX  C:  HEURISTIC  EVALUATION  PROTOCOL      

This  document  provides  a  detailed  analysis  of  the  heuristic  evaluation  of  two  mobile  augmented  reality  applications:  Layar  and  Junaio.    Evaluation  criteria  were  derived  from  established  principles  of  information  design  written  by  Edward  Tufte  in  his  books:  The  Visual  Display  of  Quantitative  Information  (1983),  Envisioning  Information  (1990)  and  Visual  Explanations  (1997).  Problems  and  instances  are  noted  for  each  applied  principle  on  the  basis  of  structure,  presentation  and  dynamics  in  the  application  design.      Evaluative  heuristics    

1. Individual  elements  are  presented  within  a  framework  relating  to  a  larger  context  

2. Effectively  layers  and  separates  information  to  emphasize  hierarchy  and  structure  

3. Employs  small  multiples  as  a  means  of  comparing  differences  between  related  data  

4. Effectively  uses  color  for  information  display  purposes  5. Integrates  words  and  images  effectively  

 Severity  rankings  1  —  Minimum  design  problem  that  occurs  infrequently  and/or  with  minor  user  hindrance.  2  —  Moderate  design  problem  that  occurs  occasionally  and  may  result  in  readability  issues.  3  —  Severe  design  flaws  that  occurs  frequently  and  damages  the  readability  of  data.                                

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Evaluation  1:  Layar    

#   Problem   Severity    Rating  

Heuristic  Number   Broad  Heuristic  

1  Oversized  icons  cover  up  the  background  (camera  view)  and  other  data  points.  

3   1,  2  Micro  design  elements  should  not  overshadow  the  main  view.    

2  

“Bird’s  eye”  view  feature  results  in  data  point  overlap  and  diminishes  location-­‐based  context.  

2   2  

Data  should  be  appropriately  layered  in  proximity  to  the  user’s  location  

3   Difficult  to  recognize  which  tweet  is  currently  selected   2   2,  3  

Selected  objects  should  be  highlighted.  Icons  should  be  simple  and  consistent.  

4  

A  visual  disconnect  exists  between  data  points  and  their  related  text  and/or  images  

2   5  

Data  points  should  have  strong  visual  associations  with  related  images  and  text.  

5  Large  text  boxes  take  up  a  considerable  amount  of  screen  real  estate.    

2   1  

The  display  of  secondary  content  should  not  overpower  the  framework  of  the  bigger  scene.      

6  White  text  on  bright  colored  backgrounds  difficult  to  read.  

1   4   Poor  color  selection  and  lack  of  contrast.  

                           

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Evaluation  2:  Junaio    #   Problem   Severity    

Rating  Heuristic  Number   Broad  Heuristic  

7  

User  interface  controls  do  not  orient  correctly  when  viewing  in  landscape  mode  

3   3  User  interface  should  be  consistent  throughout  the  application.  

8  

Expanded  dialog  boxes  are  presented  sideways  when  using  application  in  landscape  mode  

3   5   Text  presented  sideways  is  difficult  to  read.  

9  

Radar  size  is  inadequate  for  presenting  surrounding  information  in  360  degrees.  

2   3  Difficult  to  separate  content  effectively  on  a  smaller  scale.  

10  Text  displayed  within  individual  data  points  is  difficult  to  read  

1   5  

Reversing  type  out  of  dark  backgrounds  requires  strong  color  contrast  and  larger  type  sizes.