Skip to main content

Augmented Reality Books: A User Experience Evaluation

  • Conference paper
  • First Online:
Design, User Experience, and Usability: UX Research, Design, and Assessment (HCII 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13321))

Included in the following conference series:

Abstract

The rise of information society and the profound mediatization phenomenon led to a book use decrease. On the other hand, the attempt to promote book use and widen the capacities of the traditional book led to the application of computational resources, one of these resources is Augmented Reality (AR).

This study is about AR published Books and their User Experience (UX). We want to know if publishing AR books shows sufficient UX. We chose three AR books published in Portugal and applied a quantitative empirical study to evaluate their UX and answer this research question. Sixty users read the AR books and then answered the User Experience Questionnaire (UEQ) used as the research instrument of this study. We also compare the results with a benchmark. The results show a positive evaluation in almost all the means of the scales of the three AR books. Only in one book do we find a neutral evaluation in the scales of Stimulation and Novelty. Regarding the benchmark, the scales Attractiveness, Novelty and Stimulation achieved Excellent/Good category levels. On the other hand, the pragmatic quality aspects like Perspicuity, Dependably, and Efficiency revels a below “Good category” level, emphasizing the urgent need to improve the UX of AR books.

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

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Gomes, A,. Esteves, M., Duarte, S.: Hábitos de leitura de livros. Relatório. MC’Donald’s - PNL2027 – Expresso (2019)

    Google Scholar 

  2. Arifin, Y., Sastria, T., Barlian, E.: User Experience metric for augmented reality application: a review. Procedia Comput. Sci. 135, 648–656 (2018). https://doi.org/10.1016/j.procs.2018.08.221

    Article  Google Scholar 

  3. Irshad, S., Awang, D.: A UX oriented evaluation approach for mobile augmented reality applications. In: Proceedings of the 16th International Conference on Advances in Mobile Computing and Multimedia (MoMM 2018), pp. 108–112. Association for Computing Machinery, New York (2018) DOI:https://doi.org/10.1145/3282353.3282357

  4. Laugwitz, B., Held, T., Schrepp, M.: Construction and evaluation of a user experience questionnaire. In: Holzinger, A. (ed.) USAB 2008. LNCS, vol. 5298, pp. 63–76. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-89350-9_6

    Chapter  Google Scholar 

  5. Schrepp, M., Hinderks, A., Thomaschewski, J.: Design and evaluation of a short version of the user experience questionnaire (UEQ-S). IJIMAI 4(6), 103–108 (2017)

    Article  Google Scholar 

  6. Cota, M., Thomaschewski, J., Schrepp, M., Goncalves, R.: Efficient measurement of the user experience: a portuguese version. Procedia Comput. Sci. 27, 491–498 (2014). https://doi.org/10.1016/j.procs.2014.02.053

    Article  Google Scholar 

  7. Schrepp, M., Hinderks, A., Thomaschewski, J.: Construction of a benchmark for the user experience questionnaire (UEQ). Int. J. Interact. Multimedia Artif. Intell. 4(4), 40–44 (2017)

    Google Scholar 

  8. Schrepp, M., Hinderks, A., Thomaschewski, J.: Applying the user experience questionnaire (UEQ) in different evaluation scenarios. In: Marcus, A. (ed.) DUXU 2014. LNCS, vol. 8517, pp. 383–392. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-07668-3_37

    Chapter  Google Scholar 

  9. Rekimoto, J.: Matrix: a real time object identification and registration method for augmented reality. In: 3rd Asia Pacific Computer Human Interaction, Shonan, 17 July 1998, pp. 63–68 (1998)

    Google Scholar 

  10. Billinghurst, M., Kato, H., Poupyrev, I.: The magicbook-moving seamlessly between reality and virtuality. IEEE Comput. Graph. Appl. 21(3), 6–8 (2001)

    Google Scholar 

  11. Vanderschantz, N., Hinze, A., AL-Hashami, A.: Multi-level engagement in augmented reality children’s picture books. In: Lamas, D., Loizides, F., Nacke, L., Petrie, H., Winckler, M., Zaphiris, P. (eds.) INTERACT 2019. LNCS, vol. 11749, pp. 558–562. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-29390-1_37

    Chapter  Google Scholar 

  12. Hita, Z., Lee, Y.: Interactive spatial augmented reality book on cultural heritage of Myanmar. J. Inf. Commun. Conv. Eng. 18(2), 69–74 (2020). https://doi.org/10.6109/JICCE.2020.18.2.69

    Article  Google Scholar 

  13. Shinhyo, K., Jihyun, P., Jusub, K.: E-mmersive Book: the AR book that assists the syntopical reading. In: Proceedings of the 9th Augmented Human International Conference (AH 2018) , Article 37, pp. 1–2. Association for Computing Machinery, New York (2018). https://doi.org/10.1145/3174910.3174942

  14. Garcia-Sanchez, J.C.: Augmenting reality in books: a tool for enhancing reading skills in Mexico. Publ. Res. Q. 33(1), 19–27 (2017). https://doi.org/10.1007/s12109-017-9499-2

    Article  Google Scholar 

  15. Cheng, K.: Reading an augmented reality book: an exploration of learners’ cognitive load, motivation, and attitudes. Austr. J. Educ. Technol. 33(4), 53–69 (2017). https://doi.org/10.14742/ajet.2820

  16. Bakri, F., Oktaviani M., Muliyati, D.: Textbooks equipped with augmented reality technology for physics topic in high-school. Jurnal Penelitian Pengembangan Pendidikan Fisika 5(2), 113–122 (2019). https://doi.org/10.21009/1.05206

  17. Weng, C., Otanga, S., Christianto, S., Chu, R.: Enhancing students’ biology learning by using augmented reality as a learning supplement. J. Educ. Comput. Res. 58(4), 747–770 (2020). https://doi.org/10.1177/0735633119884213

    Article  Google Scholar 

  18. Swan, J., Gabbard, J.: Survey of user-based experimentation in augmented reality. In: Proceedings of 1st International Conference on Virtual Reality, vol. 22, pp. 1–9 (2005)

    Google Scholar 

  19. Koutromanos, G., Mavromatidou, E.: Augmented reality books: what student teachers believe about their use in teaching. In: Tsiatsos, T., Demetriadis, S., Mikropoulos, A., Dagdilelis, V. (eds.) Research on E-Learning and ICT in Education, pp. 75–91. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-64363-8_5

    Chapter  Google Scholar 

  20. Billinghurst, M., Lindeman, R., Swan, J.: A systematic review of usability studies in augmented reality between 2005 and 2014. In: 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct), pp. 49–50 (2016). https://doi.org/10.1109/ISMAR-Adjunct.2016.0036

  21. Law, E., Heintz, M.: Augmented reality applications for K-12 education: a systematic review from the usability and user experience perspective. Int. J. Child-Comput. Interact. 30, 100321 (2021)

    Article  Google Scholar 

  22. Olsson, O., Lagerstam, E., Kärkkäinen, T., Väänänen-Vainio-Mattila, K.: Expected user experience of mobile augmented reality services: a user study in the context of shopping centres. Pers. Ubiq. Comput. 17(2), 287–304 (2013). https://doi.org/10.1007/s00779-011-0494-x

    Article  Google Scholar 

  23. Irshad, S., Rambli, D.: Multi-layered mobile augmented reality framework for positive user experience. In: Proceedings of the 2nd International Conference in HCI and UX Indonesia 2016 (CHIuXiD 2016), pp. 21–26. Association for Computing Machinery, New York (2016). https://doi.org/10.1145/2898459.2898462

  24. Irshad, S., Rambli, D., Sulaiman, S.: Design and implementation of user experience model for augmented reality systems. In: Proceedings of the 18th International Conference on Advances in Mobile Computing & Multimedia (MoMM 2020), pp. 48–57. Association for Computing Machinery, New York (2020). https://doi.org/10.1145/3428690.3429169

  25. Pamparău, C, Vatavu, R.: A research agenda is needed for designing for the user experience of augmented and mixed reality: a position paper. In: 19th International Conference on Mobile and Ubiquitous Multimedia (MUM 2020), pp. 323–325. Association for Computing Machinery, New York (2020) DOI:https://doi.org/10.1145/3428361.3432088

  26. Grasset, R., Dünser, A., Billinghurst, M.: Edutainment with a mixed reality book: a visually augmented illustrative childrens’ book. In: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology (ACE 2008), pp. 292–295. Association for Computing Machinery, New York (2008). https://doi.org/10.1145/1501750.1501819

  27. Dünser, A., Hornecker, E.: Lessons from an AR book study. In: Proceedings of the 1st International Conference on Tangible and embedded interaction (TEI 2007), pp. 179–182. Association for Computing Machinery, New York (2007). https://doi.org/10.1145/1226969.1227006

  28. Gazcón, N., Castro, S.: ARBS: an interactive and collaborative system for augmented reality books. In: De Paolis, L.T., Mongelli, A. (eds.) AVR 2015. LNCS, vol. 9254, pp. 89–108. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-22888-4_8

    Chapter  Google Scholar 

  29. Cao, R., Hou, W.: Research on the interaction design of AR picture books via usability test. In: Tang, Y., Zu, Q., Rodríguez García, J.G. (eds.) HCC 2018. LNCS, vol. 11354, pp. 524–534. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-15127-0_53

    Chapter  Google Scholar 

  30. Polyzou, S., Botsoglou, K., Zygouris, N., Stamoulis, G.: Interactive books for preschool children: from traditional interactive paper books to augmented reality books: listening to children’s voices through mosaic approach. Education, 3–13 (2022). https://doi.org/10.1080/03004279.2021.2025131

  31. Kljun, M., et al.: Augmentation not duplication: considerations for the design of digitally-augmented comic books. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI 2019), Paper 103, pp. 1–12. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3290605.3300333

  32. Stumpp, S., Knopf, T., Michelis, D.: User experience design with augmented reality (AR). In: Proceedings of the ECIE 2019 14th European Conference on Innovation and Entrepreneurship, pp 1032–1040 (2019)

    Google Scholar 

  33. Alenljung, Z., Lindblom, J.: User experience in augmented reality: a holistic evaluation of a prototype for assembly instructions. In: Soares, M.M., Rosenzweig, E., Marcus, A. (eds.) HCII 2021. LNCS, vol. 12781, pp. 139–157. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-78227-6_11

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Joana Casteleiro-Pitrez .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Casteleiro-Pitrez, J. (2022). Augmented Reality Books: A User Experience Evaluation. In: Soares, M.M., Rosenzweig, E., Marcus, A. (eds) Design, User Experience, and Usability: UX Research, Design, and Assessment. HCII 2022. Lecture Notes in Computer Science, vol 13321. Springer, Cham. https://doi.org/10.1007/978-3-031-05897-4_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-05897-4_25

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05896-7

  • Online ISBN: 978-3-031-05897-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics