Augmented Reality Television (ARTV) can take many forms, from AR content displayed outside the TV frame to video-projected TV screens to social TV watching in VR to immersive holograms in the living room. While the user experience (UX) of individual forms of ARTV has been documented before, "journeys"as transitions between such forms have not. In this work, we examine the UX of watching TV when switching between various levels of augmentation. Our findings from an experiment with fourteen participants reveal an UX characterized by high perceived usability, captivation, and involvement with a low to medium workload and a moderate feeling of dissociation from the physical world. We interpret our results in the context of Garrett's established five-plane model of UX - strategy, scope, structure, skeleton, and surface - and propose a sixth plane, "switch,"which separates conceptually the design of user journeys in ARTV from the specifics of the other UX planes.
CITATION STYLE
Pamparǎu, C., & Vatavu, R. D. (2022). The User Experience of Journeys in the Realm of Augmented Reality Television. In IMX 2022 - Proceedings of the 2022 ACM International Conference on Interactive Media Experiences (pp. 161–173). Association for Computing Machinery, Inc. https://doi.org/10.1145/3505284.3529969
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