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A master's thesis from Aalborg University
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A Framework for Evaluating User Experience of Mobile AR Apps

Author

Term

4. term

Publication year

2019

Submitted on

Pages

150

Abstract

Denne kandidatafhandling udvikler et rammeværk til at vurdere brugeroplevelse (UX) i forbrugerapps med udvidet virkelighed (AR) – apps der lægger digitale lag oven på den fysiske verden. Arbejdet begyndte med en omfattende litteraturgennemgang for at samle UX-dimensioner og evalueringsmetoder. Herfra blev et udvalg af dimensioner undersøgt nærmere med fokus på, hvordan de måles i praksis (metoder og spørgeskemapunkter), hvilket førte til en antagelse om en flerlags dimensionsstruktur. Det første rammeværk blev præsenteret for fageksperter og justeret ud fra deres feedback. Derefter gennemførte vi et fjernstudie: 119 deltagere downloadede og afprøvede en af fire AR-apps (Bang & Olufsen AR Experience, IKEA Place, ModiFace MakeUp eller Just a Line) og vurderede deres oplevelse via 25 punkter fra rammeværket. For at teste strukturens gyldighed brugte vi bekræftende faktoranalyse (CFA), som undersøger om data passer til en forudantaget model; det gjorde de ikke. Derfor udførte vi en eksplorativ faktoranalyse (EFA), som afdækker mønstre i data. EFA'en pegede på syv pålidelige faktorer: oplevet brugervenlighed, oplevet værdi, nydelse, social accept, visuel æstetik, engagement og stimulation. Tre af dem er blandt de mest anvendte UX-dimensioner, og nogle stemmer overens med de oprindelige antagelser. Resultaterne informerer det videre arbejde med at evaluere UX i AR-forbrugerapps.

This thesis develops a framework for evaluating the user experience (UX) of consumer augmented reality (AR) apps—apps that layer digital content onto the real world. We began with a comprehensive literature review to compile UX dimensions and evaluation methods. From this list, we closely examined a subset of dimensions, focusing on how they are typically measured (methods and questionnaire items), which led us to propose a multilayered structure of UX dimensions. The initial framework was presented to domain experts and refined based on their feedback. We then conducted a remote user study: 119 participants downloaded and tried one of four AR apps (Bang & Olufsen AR Experience, IKEA Place, ModiFace MakeUp, or Just a Line) and rated their experience using 25 items from the framework. To test the framework’s structure, we used confirmatory factor analysis (CFA) to check whether the data fit the hypothesized model; they did not. We therefore ran an exploratory factor analysis (EFA) to uncover patterns in the data. The EFA revealed seven reliable factors: Perceived Ease of Use, Perceived Value, Enjoyment, Social Acceptance, Visual Aesthetics, Engagement, and Stimulation. Three of these are among the most commonly assessed UX dimensions, and some align with the original hypotheses. These findings inform further work on evaluating UX in AR consumer apps.

[This abstract was generated with the help of AI]