User experience evaluation and creativity stimulation with augmented reality mobile applications
DOI: https://doi.org/10.3846/cs.2019.3576Abstract
Article in English.
Reikšminiai žodžiai: papildytoji realybė, vartotojo kūrybiškumo skatinimas, mobilioji programa, vartotojo patirties vertinimas.
Keywords:
augmented reality, customer creativity stimulation, mobile application, user experience assessmentHow to Cite
Share
License
Copyright (c) 2019 The Author(s). Published by Vilnius Gediminas Technical University.

This work is licensed under a Creative Commons Attribution 4.0 International License.
References
Abd Majid, N. A., Mohammed, H., & Sulaiman, R. (2015). Students’ perception of mobile augmented reality applications in learning computer organization. Procedia – Social and Behavioral Sciences, 176, 111-116. https://doi.org/10.1016/j.sbspro.2015.01.450
Akram, U., Hui, P., Khan, M. K., Yan, Ch., & Akram, Z. (2018). Factors affecting online impulse buying: Evidence from Chinese social commerce environment. Sustainability, 10(2), 1-28. https://doi.org/10.3390/su10020352
Akrout, H., Diallo, M. F., Akrout, W., & Chandon, J.-L. (2016). Affective trust in buyer-seller relationships: A two-dimensional scale. Journal of Business & Industrial Marketing, 31(2), 260-273. https://doi.org/10.1108/JBIM-11-2014-0223
Albertazzi, D., Okimoto, M. L., & Gitirana Gomes Ferreira, M. (2012). Developing an usability test to evaluate the use of augmented reality to improve the first interaction with a product. Work, 41, 1160-1163.
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. https://doi.org/10.1162/pres.1997.6.4.355
Berryman, D. R. (2012). Augmented reality: A review. Medical Reference Services Quarterly, 31(2), 212-218. https://doi.org/10.1080/02763869.2012.670604
Billinghurst, M., Clark, A., & Lee, G. (2015). A Survey of augmented reality. Foundations and Trends in Human-Computer Interaction, 8(2-3), 73-272. https://doi.org/10.1561/1100000049
Cachero-Martínez, S., & Vázquez-Castielles, R. (2017). Living positive experiences in store: How it influences shopping experience value and satisfaction? Journal of Business Economics and Management, 18(3), 537-553. https://doi.org/10.3846/16111699.2017.1292311
Capuano, N., Gaeta, A., Guarino, G., Miranda, S., & Tomasiello, S. (2016). Enhancing augmented reality with cognitive and knowledge perspectives: A case study in museum exhibitions. Behaviour & Information Technology, 35(11), 968-979. https://doi.org/10.1080/0144929X.2016.1208774
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341-377. https://doi.org/10.1007/s11042-010-0660-6
Chi, H.-L., Kang, Sh.-Ch., & Wang, X. (2013). Research trends and opportunities of augmented reality applications in architecture, engineering, and construction. Automation in Construction, 33, 116-122. https://doi.org/10.1016/j.autcon.2012.12.017
Cianciarulo, D. (2015). From local traditions to “Augmented Reality”. The MUVIG Museum of Viggiano (Italy). Procedia – Social and Behavioral Sciences, 188, 138-143. https://doi.org/10.1016/j.sbspro.2015.03.349
Davidaviciene, V., Pabedinskaite, A., & Davidavicius, S. (2017). Social Networks in B2B and B2C Communication. Transformations in Business & Economics, 16(1), 69-84.
Dey, A., Billinghurst, M., Lindeman, R. W., & Swan II, J. E. (2016, 19-23 September). 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). Merida, Mexico.
Diaz, Ch., Hincapié, M., & Moreno, G. (2015). How the type of content in educative augmented reality application affects the learning experience. Procedia Computer Science, 75, 205-212. https://doi.org/10.1016/j.procs.2015.12.239
Georgiou, Y., & Kyza, E. A. (2017). The development and validation of the ARI Questionnaire: An instrument for measuring immersion in location-based augmented reality settings. International Journal of Human-Computer Studies, 98, 24-37. https://doi.org/10.1016/j.ijhcs.2016.09.014
Javornik, A. (2016). Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour. Journal of Retailing and Consumer Services, 30, 252-261. https://doi.org/10.1016/j.jretconser.2016.02.004
Kipper, G., & Rampolla, J. (2012). Augmented reality: An emerging technologies guide to AR. Amsterdam: Elsevier, Inc., Syngress Publishing.
Ko, S. M., Chang, W. S., & Ji, Y. G. (2013). Usability principles for augmented reality applications in a smartphone environment. International Journal of Human-Computer Interaction, 29(8), 501-515. https://doi.org/10.1080/10447318.2012.722466
Laine, T. H., & Suk, H. J. (2016). Designing mobile augmented reality exergames. Games and Culture, 11(5), 548-580. https://doi.org/10.1177/1555412015572006
Liao, T. (2016). Is It “Augmented Reality”? Contesting boundary work over the definitions and organizing visions for an emerging technology across field-configuring events. Information and Organization, 26(3), 45-62. https://doi.org/10.1016/j.infoandorg.2016.05.001
Liao, T., & Humphreys, L. (2015). Layar-ed places: Using mobile augmented reality to tactically reengage, reproduce, and reappropriate public space. New Media & Society, 17(9), 1418-1435. https://doi.org/10.1177/1461444814527734
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies, 2351, 282-292. https://doi.org/10.1117/12.197321
Mota, J. M., Ruiz-Rube, I., Dodero, J. M., & Arnedillo-Sánchez, I. (2018). Augmented reality mobile app development for all. Computers & Electrical Engineering, 65, 250-260. https://doi.org/10.1016/j.compeleceng.2017.08.025
Nam, Y. (2015). Designing interactive narratives for mobile augmented reality. Cluster Computing, 18(1), 309-320. https://doi.org/10.1007/s10586-014-0354-3
Nielsen, J. (2000). Why you only need to test with 5 Users. NN / g Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/
Paiva Guimarães, de, M., & Farinazzo Martins, V. (2014, 12-15 May). A checklist to evaluate augmented reality applications. In 2014 XVI Symposium on Virtual and Augmented Reality (pp. 45-52). Piata Salvador, Brazil.
Pantano, E., Rese, A., & Baier, D. (2017). Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets. Journal of Retailing and Consumer Services, 38, 81-95. https://doi.org/10.1016/j.jretconser.2017.05.011
Rashid, R. A., Mohamed, H., & Hussin, A. R. Ch. (2018). Mobile augmented reality tourism application framework. In F. Saeed, N. Gazem, S. Patnaik, A. S. Saed Balaid, & F. Mohammed (Eds.), Recent trends in information and communication technology. Proceedings of the 2nd International Conference of Reliable Information and Communication Technology (IRICT 2017) (pp. 108-115). Series: Lecture Notes on Data Engineering and Communications Technologies. Vol. 5. Cham: Springer International Publishing AG. https://doi.org/10.1007/978-3-319-59427-9_12
Raudeliūnienė, J., Davidavičienė, V., Tvaronavičienė, M., & Jonuška, L. (2018). Evaluation of advertising campaigns on social media networks. Sustainability, 10(4), 1-14. https://doi.org/10.3390/su10040973
Rauschnabel, Ph. A., Rossmann, A., & Dieck, Tom M. C. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go, Computers in Human Behavior, 76, 276-286. https://doi.org/10.1016/j.chb.2017.07.030
Rese, A., Baier, D., Geyer-Schulz, A., & Schreiber, S. (2017). How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions. Technological Forecasting and Social Change, 124, 306-319. https://doi.org/10.1016/j.techfore.2016.10.010
Santoso, H. B., Schrepp, M., Isal, R. Y. K., Utomo, A. Y., & Priyogi, B. (2016). Measuring user experience of the student-centered e-learning environment. Journal of Educators Online, 13(1), 58-79. https://doi.org/10.9743/JEO.2016.1.5
Scholz, J., & Smith, A. N. (2016). Augmented reality: Designing immersive experiences that maximize consumer engagement. Business Horizons, 59(2), 149-161. https://doi.org/10.1016/j.bushor.2015.10.003
Schrepp, M., Hinderks, A., & Thomaschewski, J. (2014, 22-27 June). Applying the User Experience Questionnaire (UEQ) in different evaluation scenarios. In Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience (pp. 383-392). A. Marcus (Ed.). Third International Conference, DUXU (International Conference of Design, User Experience, and Usability) 2014, Held as Part of HCI International 2014. Heraklion, Crete, Greece. Proceedings, Part I. Series: Lecture Notes in Computer Science. Vol. 8517. New York: Springer.
Schrepp, M., Hinderks, A., & Thomaschewski, J. (2017). Construction of a Benchmark for the User Experience Questionnaire (UEQ). International Journal of Interactive Multimedia and Artificial Intelligence, 4(4), 40-44. https://doi.org/10.9781/ijimai.2017.445
User Experience Questionnaire. (2018). What does it measure? Retrieved from https://www.ueq-online.org/
Wang, Ch.-H., Chiang, Y.-Ch., & Wang, M.-J. (2015). Evaluation of an augmented reality embedded on-line shopping system. Procedia Manufacturing, 3, 5624-5630. https://doi.org/10.1016/j.promfg.2015.07.766
View article in other formats
Published
Issue
Section
Copyright
Copyright (c) 2019 The Author(s). Published by Vilnius Gediminas Technical University.
License

This work is licensed under a Creative Commons Attribution 4.0 International License.