Skip to main content

AR Scribble: Evaluating Design Patterns for Augmented Reality User Interfaces

  • Conference paper
  • First Online:
Augmented Reality, Virtual Reality, and Computer Graphics (AVR 2021)

Abstract

The virtual enhancement of the physical world through Augmented Reality (AR) has an enormous potential in its application, but faces challenges in its development. The lack of standards and the increased complexity of interaction opportunities complicate the definition of suitable User Interfaces (UIs). Several principles and patterns have been formulated to simplify UI design for AR applications, but their joint contribution to a positive usability as well as the influence of individual patterns remain unclear. In this paper we merged design principles for AR to formulate a comprehensive pattern model. Based on this model, we developed AR Scribble, a mobile AR application which imitates a physical spray can to virtually sketch within a real environment. In a user-based study, we evaluated the usability of AR Scribble as well as the role of individual patterns for the overall usability. We found promising indications that the pattern model implementation is related to a positive usability. The individual pattern analysis showed that AR users particularly desire a consistent and structured UI. A consistent appealing design and multimodal interaction concepts were also found to positively correlate with the overall usability.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 109.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 139.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Patterns have been reduced to their core objectives within Table 1. Full explanations can be found in the corresponding literature.

  2. 2.

    The classification of effect sizes is based on Cohen [8].

References

  1. Abawi, D.F., Dörner, R., Haller, M., Zauner, J.: Efficient mixed reality application development. In: 1st European Conference on Visual Media Production, CVMP 2004, pp. 289–294 (2004)

    Google Scholar 

  2. Agati, S.S., Bauer, R.D., Hounsell, M.d.S., Paterno, A.S.: Augmented reality for manual assembly in industry 4.0: gathering guidelines. In: 2020 22nd Symposium on Virtual and Augmented Reality (SVR), pp. 179–188 (2020). https://doi.org/10.1109/SVR51698.2020.00039

  3. Ashtari, N., Bunt, A., McGrenere, J., Nebeling, M., Chilana, P.K.: Creating augmented and virtual reality applications: current practices, challenges, and opportunities. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, pp. 1–13. Association for Computing Machinery, New York (2020). https://doi.org/10.1145/3313831.3376722

  4. Billinghurst, M., Clark, A., Lee, G.: A survey of augmented reality. Found Trends® Human-Comput. Interact. 8(2–3), 73–272 (2015). https://doi.org/10.1561/1100000049

  5. Brooke, J.: SUS: a ‘quick and dirty’ usability scale. In: Usability Evaluation in Industry, p. 189 (1996)

    Google Scholar 

  6. Burova, A., et al.: Utilizing VR and gaze tracking to develop AR solutions for industrial maintenance. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, CHI ’20, pp. 1–13. Association for Computing Machinery, New York (2020). https://doi.org/10.1145/3313831.3376405

  7. Chang, A., Paz, F., Jesús Arenas, J., Díaz, J.: Augmented reality and usability best practices: a systematic literature mapping for educational videogames. In: 2018 IEEE Sciences and Humanities International Research Conference (SHIRCON), pp. 1–5 (2018). https://doi.org/10.1109/SHIRCON.2018.8592976

  8. Cohen, J.: A power primer. Psychol. Bull. 112(1), 155–159 (1992). https://doi.org/10.1037//0033-2909.112.1.155

    Article  Google Scholar 

  9. Dearden, A., Finlay, J.: Pattern languages in HCI: a critical review. Human-Comput. Interact. 21(1), 49–102 (2006). https://doi.org/10.1207/s15327051hci2101_3

    Article  Google Scholar 

  10. Dünser, A., Grasset, R., Seichter, H., Billinghurst, M.: Applying HCI principles to AR systems design. In: Mixed Reality User Interfaces: Specification, Authoring, Adaptation (MRUI ’07) Workshop Proceedings, Charlotte, NC, USA, pp. 37–42 (2007)

    Google Scholar 

  11. Endsley, T.C., Sprehn, K.A., Brill, R.M., Ryan, K.J., Vincent, E.C., Martin, J.M.: Augmented reality design heuristics: designing for dynamic interactions. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 61, no. 1, pp. 2100–2104 (2017). https://doi.org/10.1177/1541931213602007

  12. Gasques, D., Johnson, J.G., Sharkey, T., Weibel, N.: What you sketch is what you get: quick and easy augmented reality prototyping with PintAR. In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, CHI EA ’19, pp. 1–6. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3290607.3312847

  13. Hagbi, N., Grasset, R., Bergig, O., Billinghurst, M., El-Sana, J.: In-place sketching for content authoring in augmented reality games. In: Proceedings of the 2010 IEEE Virtual Reality Conference, VR ’10, pp. 91–94. IEEE Computer Society, USA (2010). https://doi.org/10.1109/VR.2010.5444806

  14. Kang, S., et al.: ARMath: augmenting everyday life with math learning. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, CHI ’20, pp. 1–15. Association for Computing Machinery, New York (2020). https://doi.org/10.1145/3313831.3376252

  15. Ko, S.M., Chang, W.S., Ji, Y.G.: Usability principles for augmented reality applications in a smartphone environment. Int. J. Hum.-Comput. Interact. 29(8), 501–515 (2013). https://doi.org/10.1080/10447318.2012.722466

    Article  Google Scholar 

  16. Langlotz, T., Mooslechner, S., Zollmann, S., Degendorfer, C., Reitmayr, G., Schmalstieg, D.: Sketching up the world: in situ authoring for mobile augmented reality. Pers. Ubiq. Comput. 16, 1–8 (2011). https://doi.org/10.1007/s00779-011-0430-0

    Article  Google Scholar 

  17. MacIntyre, B., Gandy, M., Dow, S., Bolter, J.D.: DART: a toolkit for rapid design exploration of augmented reality experiences. In: Proceedings of the 17th Annual ACM Symposium on User Interface Software and Technology, UIST ’04, pp. 197–206. ACM, New York (2004). https://doi.org/10.1145/1029632.1029669

  18. Martinez, H., Skournetou, D., Hyppölä, J., Laukkanen, S., Heikkilä, A.: Drivers and bottlenecks in the adoption of augmented reality applications. J. Multimedia Theory Appl. 2, 27–44 (2014). https://doi.org/10.11159/jmta.2014.004

  19. Sauro, J., Lewis, J.R.: Quantifying the User Experience: Practical Statistics for User Research, 2nd edn. Morgan Kaufmann, Cambridge (2016)

    Google Scholar 

  20. de Sá, M., Churchill, E.: Mobile augmented reality: exploring design and prototyping techniques. In: Proceedings of the 14th International Conference on Human-computer Interaction with Mobile Devices and Services, MobileHCI ’12, pp. 221–230. ACM, New York (2012). https://doi.org/10.1145/2371574.2371608

  21. Tuli, N., Mantri, A.: Usability principles for augmented reality based kindergarten applications. Procedia Comput. Sci. 172, 679–687 (2020). https://doi.org/10.1016/j.procs.2020.05.089

    Article  Google Scholar 

  22. Xu, Y., et al.: Pre-patterns for designing embodied interactions in handheld augmented reality games. In: 2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities, pp. 19–28 (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ingo Börsting .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Börsting, I., Fischer, B., Gruhn, V. (2021). AR Scribble: Evaluating Design Patterns for Augmented Reality User Interfaces. In: De Paolis, L.T., Arpaia, P., Bourdot, P. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2021. Lecture Notes in Computer Science(), vol 12980. Springer, Cham. https://doi.org/10.1007/978-3-030-87595-4_13

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-87595-4_13

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-87594-7

  • Online ISBN: 978-3-030-87595-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics