Undersöker användarupplevelsen i mobila appar för augmented reality: Användarutmaningar vid första intrycket
2022 (Swedish)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE credits
Student thesisAlternative title
Examining User Experience in Mobile Augmented Reality Apps : User Challenges In first Impressions (English)
Abstract [en]
Mobile Augmented Reality (MAR) is an emergent technology that can be applied across domains and purposes; therefore, it is gaining strong prominence as a major interactive technology that overlays virtual objects in the real environment. This paper presents the problems encountered by users with different age groups and educational backgrounds interacting with the MAR application for the first time. The secondary research aims to provide suggestions on how to improve the user experience of the MAR application which can help eliminate the difficulties and enhance positive user experience (UX).
This research presents a case study that aims to evaluate two mobile augmented reality applications, Inkhunter and Ikea place in terms of UX perspective using a fast and immediate measurement known as the user experience questionnaire UEQ introduced by (Schrepp et al., 2014). The study includes all three levels of interaction visceral, behavioural, and reflective as they combine to form the entire product experience. Usability testing is done to know what users think while interacting with the product to complete a task. Interviews for qualitative data collection of the research and quantitative data survey and UEQ have been administered.
Furthermore, comparative tests were conducted to compare two designs in terms of two scales of UEQ Attractiveness and Perspicuity. Results reveal that certain areas for improvement need to be considered for the Ikea place in terms of Perspicuity as it was not that easy for the users to get familiar with the product while the Inkhunter MAR application users showed high affection towards ease in use.
Statistics from the descriptive analysis of UEQ data are discussed in detail to highlight the quality of the evaluated product. From the case study evaluation results, user reflection can be considered for improving the UX design of future MAR applications in the same category.
Place, publisher, year, edition, pages
2022. , p. 71
Keywords [en]
Mobile Augmented Reality Apps, User Experience Questionnaire (UEQ), graphical user interface (GUI), onboarding experience, perspicuity, Usability Testing, Think-aloud Method, User Challenges
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:hj:diva-59131ISRN: JU-JTH-IKA-2-20220273OAI: oai:DiVA.org:hj-59131DiVA, id: diva2:1718493
Subject / course
JTH, Informatics
2022-12-132022-12-132022-12-13Bibliographically approved