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Augmented Reality: Beyond Usability Dr. Pamela Rutledge Director, Media Psychology Research Center July 16, 2012 WORLDCOMP EEE'12 - The 2012 International Conference on e- Learning, e-Business, Enterprise Information Systems, and e- Government @pamelarutledge

Augmented Reality: Beyond Usability

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Presentation to WorldComp12: Engagement is the new standard of usability. Identity project as task-based versus experientially-based, then design for Flow and Narrative Transportation using research-based techniques. Introduces the Positive Engagement Evaluation Model.

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Augmented Reality: Beyond UsabilityDr. Pamela Rutledge Director, Media Psychology Research Center

July 16, 2012

WORLDCOMP EEE'12 - The 2012 International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government

@pamelarutledge

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Augmented Reality:

Virtual information superimposed over reality to add value or ‘augment’ experience

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Virtual information: Down lines, player number, 3rd & 5 arrow added to enhance viewer experience of game

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What Drives Success?

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Success Depends upon User Experience

User Experience > Usability

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1st Wave: Hardware

2nd Wave: Software

3rd Wave: Usability

4th Wave:

Engagement

Source: HFI International

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Usability is no longer a key differentiator

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The future is engagement

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Overview:

1. Define engagement

2. Need for holistic evaluation

3. The 3-brain model

4. How brain theory fits with Flow

5. Story to achieve optimal engagement

6. Flow versus narrative immersion

7. The Positive Engagement Evaluation Model

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Usability is not what gets a customer or user to buy or act

Engagement

Persuasion

Trust

Motivation

Transaction

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What isengagement?

And why does it matter?

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21st Century Infrastructure: Mobile

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You use technology to satisfy your needs.

You design technology to facilitate human behaviors

and goals.

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People process experience holistically Experience

Goals

Emotions

SensesInstincts

Beliefs

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Engagement starts here

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Conscious

Emotional Brain

Reptilian Brain

Subconscious

New Brain

Three in One

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Sight

Sound

Taste

Smell

Touch

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Goals are narrative structures

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My Store: AR Dressing Room

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AR College Recruiting Brochure

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Old: Instinct and Emotion

• Relevance

• Pain or Gain/Threat or Reward

• Control

• Pattern Recognition

• Feelings and Attachment

• Creates emotional context

• Activates memories

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New Brain: Conscious Thought

• Identity and sense of self

• Skill-building and logic

• Social collaboration

• Empathy

• Planning

• Validation

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OLD BRAIN NEW BRAINEmotions Skill-building

Visual images Responsive feedbackPain and gain Participation, ownership

User-centric, personal Social validationCertainty Empathy

Narrative

Nature

Nurture

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Benefit for Designers:

Model identifies how to target each part of the brain for maximum impact

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AR Amplifies Effects

• Expands the user’s sensory perceptions

• Creates immediacy and relevance

• Shifts locus of control

• Enhances meaning and engagement

• Triggers macro- and micro-persuasive effects

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Flow:The theory of optimal engagement

• Challenging activity requiring skill

• Merging of action and awareness

• Clear goals with feedback

• Concentration on activity

• Sense of control

• Loss of self-consciousness and time

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Challenge

Skill

Boredom

Anxiety

Apathy

Relaxation

ControlWorry

Arousal

Flow

Emotional Dimensions of Flow

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Challenge

Skill

Flow Channel

High Arousal

Low Arousal

Boredom

Anxiety

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Challenge

Skill

Flow Channel

High Arousal

Low Arousal

Boredom

Anxiety Notional

User Path

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Challenge

Skill

Boredom

Anxiety Flow StateHigh

Arousal

Low Arousal

Decreasing Challenge

Less Demanding

Skills

Increasing Challenge

Increasing Skills

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Challenge

Skill

Flow Channel

High Arousal

Low Arousal

Boredom

Anxiety

Flow Exit Point

Flow Exit Point

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Loss Of Sense Of Time

Clear Goal

Sense Of Accomplishment

Experience Of Place

Empathy

Lack Of Self

Consciousness and Physical Surroundings

Identity-Enhancing

Activity

Overt Narrative And Characters

Conscious Directed Focus Conscious Sense of Presence

Emotion-Enhancing Activity

Flow vs. Narrative

FLOW NARRATIVE

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Design Objectives

Task-Based Flow

Experience-Based Narrative

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Evaluation Model Assumptions

• Attention comes before engagement

• Designers need guidelines to identify

psychological drivers underlying Flow and

Narrative engagement

• Flow increases focus on task-based goals

• Narrative increases focus on experiential goals

• Engagement is a holistic experience

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Device Properties: Interaction Design Functionality Content Narrative Structure

Unconscious ProcessingAttention: Movement, novelty, pattern recognition, threat, rewardPerception: Sensory activation, Sensory stimuli congruent with content

Conscious Processing

OPTIMAL USER EXPERIENCE

Task-BasedSelf-Relevance

• Goal importanceConcentration

• Challenge manageable• Feedback • Action = Expectations• Self-efficacy

Immersion• Directed focus• Social validation

Narrative-BasedSelf-Relevance

• Image enhancementConcentration

• Creative ambiguity• Feedback • Action = Discovery• Self-efficacy

Immersion• Emotional activation• Narrative transportation• Social connection

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8 Domains:1. Goals

2. Attention

3. Concentration

4. Interaction

5. Content

6. Identity

7. Social Connection

8. Emotional Outcome

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User Experience

Designer Intention

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Summary• User experience = engagement

• Usability is no longer a differentiator

• Singularly focused assessment approaches aren’t enough

• 3-brain model applies neuroscience to design

• Flow is a framework for optimal engagement in task-based projects

• Narrative theory is a framework for optimal engagement in

experiential-based projects

• AR amplifies the impact of design decisions (better & worse)

• The distinction between task and narrative based product goals

makes a difference

• Evaluation must embrace a holistic, user-centric approach  

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Resources

This presentation was based on the following papers.

Neal, M. (2012). Creating and Maintaining a Psychological Flow State in Augmented Reality

Applications. Paper presented at the 2012 EEE International Conference on e-Learning, e-

Business, Enterprise Information Systems, and e-Government, Las Vegas, NV.

Rutledge, P. B. (2012). Augmented Reality: Brain-based Persuasion Model. Paper presented at

the 2012 EEE International Conference on e-Learning, e-Business, Enterprise Information

Systems, and e-Government, Las Vegas, NV.

Rutledge, P. B., & Neal, M. (2012). A New Model for the Evaluation of Interactive and Immersive

Media. Paper presented at the 2012 EEE International Conference on e-Learning, e-Business,

Enterprise Information Systems, and e-Government, Las Vegas, NV.

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Thank You

Dr. Pamela Rutledge Director, Media Psychology Research Center

For copies of the slides or papers, please email [email protected] or send me an DM via Twitter @pamelarutledge

July 16, 2012