Understanding Young People's Creative Goals with Augmented Reality
November 04, 2024 Β· Declared Dead Β· π Proc. ACM Hum. Comput. Interact.
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Authors
Amna Liaqat, Fannie Liu, Brian Berengard, Jiaxun Cao, AndrΓ©s Monroy-HernΓ‘ndez
arXiv ID
2411.02601
Category
cs.HC: Human-Computer Interaction
Citations
2
Venue
Proc. ACM Hum. Comput. Interact.
Last Checked
4 months ago
Abstract
Young people are major consumers of Augmented Reality (AR) tools like PokΓ©mon GO, but they rarely engage in creating these experiences. Creating with technology gives young people a platform for expressing themselves and making social connections. However, we do not know what young people want to create with AR, as existing AR authoring tools are largely designed for adults. To investigate the requirements for an AR authoring tool, we ran eight design workshops with 17 young people in Argentina and the United States that centered on young people's perspectives and experiences. We identified four ways in which young people want to create with} AR, and contribute the following design implications for designers of AR authoring tools for young people: (1) Blending imagination into AR scenarios to preserve narratives, (2) Making traces of actions visible to foster social presence, (3) Exploring how AR artifacts can serve as invitations to connect with others, and (4) Leveraging information asymmetry to encourage learning about the physical world.
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