Usability Measures in Mobile-Based Augmented Reality Learning Applications: A Systematic Review
Abstract
:1. Introduction
2. Research Method
2.1. Research Questions
2.2. Search Strategies
2.2.1. Automated Search
2.2.2. Manual Search
2.2.3. Literature Resources
- IEEEXplore
- Web of Science
- ScienceDirect
- SpringerLink
- ACM Digital Library
- Google Scholar
2.2.4. Search Process
2.3. Study Selection
2.3.1. Study Scrutiny
2.4. Data Synthesis
3. Threats to Validity
- Construct validity was confirmed through the implementation of an automated and manual (snowballing) search from the very beginning of data collection aimed to mitigate calculated risks. In order to further restraint this TTV, major steps of scrutiny plus additional QAs were carried out complementing existing RQs and clear selection criteria.
- Internal validity was solved by adopting a method used by [7]. In order to eliminate biases in paper selection through an exhaustive search, a combination approach of automated search and snowballing was carried out for a more inclusive selection approach. Every extracted study underwent strict selection protocols after being extracted from all major databases in similar research areas [1,7,11].
- External validity was mitigated with a generalizability of results by incorporating a 10 years’ timeframe in MAR studies with a usability evaluation. The incremental collection of papers by year was parallel to the number of available papers by year, which can be an indicator that this SLR is able to maintain a generalized report aligned with the research’s external validity requirements.
- Conclusion validity was managed by implementing SLR methods and techniques used in this study following the established, specific, and well-defined guidelines explored by scholars from credible publications such as [8]. It is therefore possible for each and every research chronology in this SLR to be replicated with measurable and near-identical outcomes.
4. Results and Discussion
4.1. Detailed Information of Selected Studies
4.2. Domains, Research Types, and Contributions in Mobile Augmented Reality Based Usability Studies (RQ1)
4.2.1. Research Domains
4.2.2. Research Types
4.2.3. Research Contributions
4.3. Usability Metrics (RQ2)
4.3.1. Performance vs. Self-Reported
4.3.2. Within-Subjects vs. Between-Subjects
4.4. Usability Methods, Techniques, and Instruments (RQ3)
4.4.1. Open-Ended Questionnaires
4.4.2. Close-Ended Questionnaires
4.4.3. Standardized Questionnaires
4.4.4. Time-Based Tracking
4.4.5. Error Tracking
4.4.6. Discussion-Based
4.4.7. Expression Observation
4.4.8. Performance-Based Tracking
4.4.9. Procedural
4.5. Correlational Usability Mapping (RQ4)
5. Research Findings on Identified Gaps
5.1. Educational Domains versus Others (G1)
5.2. Modes of Contributions (G2)
5.3. Standardization of Usability Metrics (G3)
5.4. Limited Quality versus Large Sample Convenience (G4)
5.5. Limitation of Hybrid Usability Methods (G5)
6. Recommendations
6.1. Potential of MAR Usability in Myriad of Domains
6.2. Implementation of Research Types
6.3. Validation of New Usability Metrics in MAR
6.4. Utilization of Performance Metrics
6.5. Potential of Hybrid Techniques in MAR Usability Evaluation
6.6. Correlational Research
7. Limitations
7.1. Quality of Work
7.2. Biases in Paper Selection
7.3. Data Synthesis
8. Conclusion
Author Contributions
Funding
Conflicts of Interest
References
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Code | Research Questions |
---|---|
RQ1 | What are the common domains, research types, and contributions for combined mobile augmented reality learning applications and usability studies? |
RQ2 | What are the common usability metrics used to measure usability factors of the mobile augmented reality environment? |
RQ3 | From the usability metrics used, what are the common methods, techniques, and instruments used in gathering usability data? |
RQ4 | What are the correlations in between these identified usability metrics, research types, contributions, methods, and techniques? |
Inclusion Criteria | Exclusion Criteria |
---|---|
Include only: 1. Articles published in English language; 2. Articles with usability methods, techniques and metrics implemented; 3. Articles involving handheld mobile MAR learning applications. | Exclude all: 1. Articles published in languages other than English; 2. Articles that discuss only about application development and does not implement usability measures; 3. Articles that present study other than handheld mobile MAR learning applications. |
QA No. | Quality Assessment Questions |
---|---|
1 | Does the paper clearly describe the method/methods of usability used? |
2 | Does the paper highlight the usability evaluation process clearly? |
3 | Does the paper clearly present the contribution of study? |
4 | Does the paper clearly present the metrics used relating to types of subject study (between-subjects, within-subjects, or both)? |
5 | Does the paper add value to contributions towards academia, industry or community? |
Online Databases | Articles Collected | Articles Selected after Filtering |
---|---|---|
IEEEXplore | 91 | 27 |
ScienceDirect | 13 | 24 |
Web of Science | 53 | 12 |
SpringerLink | 38 | 8 |
ACM Digital Library | 13 | 1 |
Google Scholar | 121 | 0 |
Pub. Type | Q | Impact Factor | Year | Pub. Name | Refs. |
---|---|---|---|---|---|
Journal | 1 | 1.313 | 2009 | Journal of Computer Assisted Learning | [12] |
Journal | 1 | 1.394 | 2013 | British Journal of Educational Technology | [13] |
Journal | 1 | 4.669 | 2013 | Journal of Medical Internet Research | [14] |
Journal | 2 | 1.035 | 2013 | Journal of Documentation | [15] |
Journal | 2 | 0.938 | 2011 | Personal and Ubiquitous Computing | [16] |
Journal | 1 | 1.283 | 2014 | IEEE Transactions on Learning Technologies | [17] |
Journal | 1 | 2.694 | 2014 | Computers in Human Behavior | [18] |
Journal | 1 | 2.240 | 2014 | Expert Systems with Applications | [19,20] |
Journal | 2 | 1.545 | 2014 | IEEE Pervasive Computing | [21] |
Journal | 3 | 0.475 | 2014 | Universal Access in the Information Society | [22] |
Journal | 1 | 1.129 | 2015 | IEEE Transactions on Learning Technologies | [23] |
Journal | 1 | 1.330 | 2015 | IEEE Transactions on Education | [24] |
Journal | 1 | 1.438 | 2015 | Comunicar | [25] |
Journal | 1 | 2.880 | 2015 | Computers in Human Behavior | [26] |
Journal | 1 | 1.719 | 2015 | Pervasive and Mobile Computing | [27] |
Journal | 1 | 4.288 | 2017 | IEEE Transactions on Biomedical Engineering | [28] |
Journal | 1 | 2.840 | 2016 | IEEE Transactions on Visualization and Computer Graphics | [29] |
Journal | 3 | NA | 2016 | IEEE Revista Iberoamericana de Tecnologias del Aprendizaje | [30] |
Journal | 1 | 3.977 | 2017 | IEEE Transactions on Multimedia | [31] |
Journal | 1 | NA | 2017 | Journal of Retailing and Consumer Services | [32] |
Journal | 1 | 4.538 | 2017 | Computers and Education | [33] |
Journal | 1 | 3.129 | 2017 | Technological Forecasting and Social Change | [34,35] |
Journal | 1 | 3.768 | 2017 | Expert Systems with Applications | [36] |
Journal | 1 | 3.358 | 2017 | Advanced Engineering Informatics | [37] |
Journal | 2 | NA | 2017 | Entertainment Computing | [38] |
Journal | 2 | 1.541 | 2017 | Multimedia Tools and Applications | [39] |
Journal | 2 | 1.581 | 2017 | Microsystem Technologies | [40] |
Journal | 2 | 1.200 | 2017 | Computers & Graphics | [41] |
Journal | 2 | NA | 2017 | International Journal of Human–Computer Interaction | [42] |
Journal | 3 | NA | 2017 | IEEE Revista Iberoamericana de Tecnologias del Aprendizaje | [43] |
Journal | 3 | 0.568 | 2015 | Virtual Reality | [44] |
Journal | 3 | NA | 2017 | Healthcare Technology Letters | [45] |
Journal | 1 | 4.032 | 2018 | Automation in Construction | [46,47] |
Journal | 1 | 3.536 | 2018 | Computers in Human Behavior | [48,49] |
Journal | 1 | NA | 2018 | Journal of Retailing and Consumer Services | [50] |
Journal | 1 | 3.724 | 2018 | Computers, Environment and Urban Systems | [51] |
Journal | 1 | 3.078 | 2018 | IEEE Transactions on Visualization and Computer Graphics | [52] |
Journal | 1 | 2.300 | 2018 | International Journal of Human-Computer Studies | [53] |
Journal | 2 | 1.581 | 2018 | Microsystem Technologies | [54] |
Journal | 2 | 2.974 | 2018 | Pervasive and Mobile Computing | [55] |
Journal | NA | NA | 2018 | Revista Iberoamericana de Tecnologias del Aprendizaje | [56] |
Proceeding | NA | NA | 2010 | Mobile Multimedia Processing | [57] |
Proceeding | NA | NA | 2012 | International Symposium on Computers in Education (SIIE) | [58] |
Proceeding | NA | NA | 2012 | Proceedings of the 2012 ACM workshop on User experience in e-learning and augmented technologies in education | [59] |
Proceeding | NA | NA | 2012 | Procedia Computer Science | [60] |
Proceeding | NA | NA | 2013 | Winter Simulations Conference (WSC) | [61] |
Proceeding | NA | NA | 2013 | 8th Iberian Conference on Information Systems and Technologies (CISTI) | [62] |
Proceeding | NA | NA | 2013 | 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) | [63] |
Proceeding | NA | NA | 2013 | Procedia Computer Science | [64] |
Proceeding | NA | NA | 2014 | International Symposium on Computers in Education (SIIE) | [65] |
Proceeding | NA | NA | 2014 | IEEE Frontiers in Education Conference (FIE) Proceedings | [66,67,68] |
Proceeding | NA | NA | 2014 | Procedia Computer Science | [69] |
Proceeding | NA | NA | 2014 | IEEE 14th International Conference on Advanced Learning Technologies | [70] |
Proceeding | NA | NA | 2015 | IEEE 12th International Conference on e-Business Engineering | [71] |
Proceeding | NA | NA | 2015 | International Conference on Intelligent Environments | [72] |
Proceeding | NA | NA | 2015 | Procedia—Social and Behavioral Sciences | [73,74] |
Proceeding | NA | NA | 2016 | 13th Learning and Technology Conference (L&T) | [75] |
Proceeding | NA | NA | 2016 | IEEE Global Engineering Education Conference (EDUCON) | [76,77] |
Proceeding | NA | NA | 2017 | IEEE 4th International Conference on Soft Computing & Machine Intelligence (ISCMI) | [78] |
Proceeding | NA | NA | 2017 | IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) | [79] |
Proceeding | NA | NA | 2017 | IEEE 17th International Conference on Advanced Learning Technologies (ICALT) | [80] |
Proceeding | NA | NA | 2017 | International Conference on Orange Technologies (ICOT) | [81] |
Book Chapter | NA | NA | 2013 | Advances in Computer Entertainment | [82] |
Book Chapter | NA | NA | 2016 | Universal Access in Human–Computer Interaction. Interaction Techniques and Environments | [83] |
Domain | Sub-domain | Fr. | Refs. |
---|---|---|---|
Education | Engineering | 7 | [24,26,37,61,66,67,68] |
Architecture | 7 | [18,22,58,59,63,64,65] | |
Language | 6 | [12,13,57,70,75,76] | |
Medical & Health | 2 | [14,73] | |
History | 2 | [19,60] | |
Sciences | 2 | [33,80] | |
Others | 10 | [21,23,25,43,56,62,71,74,77,81] | |
Navigational | - | 15 | [15,16,17,27,30,39,40,41,48,49,53,55,69,72,79] |
Marketing & Advertising | - | 8 | [31,32,34,35,42,50,54,83] |
Medical & Health | - | 3 | [28,45,78] |
Architecture & Construction | - | 2 | [46,51] |
Facility Management | - | 2 | [20,47] |
Security | - | 1 | [29] |
Shadow Emulation | - | 1 | [52] |
AR Gaming | - | 1 | [38] |
AR Visibility | - | 1 | [44] |
Automotive | - | 1 | [36] |
Basic Skills | - | 1 | [82] |
Comb. | Type | Refs. | Q1 | Q2 | Q3 | NI | P | BC |
---|---|---|---|---|---|---|---|---|
1 | Exploratory | [13,16,17,21,22,23,35,41,47,49,50,51,53,57,58,60,61,62,65,67,71,72,74,75,78] | 9 | 3 | 1 | - | 12 | - |
Empirical | - | - | - | - | - | - | - | |
Comparative | [20,29,34,36,38,40,42,44,45,52,55,56,59,64,66,68,70,76,77,79,82] | 5 | 4 | 2 | 1 | 8 | 1 | |
Experimental | - | - | - | - | - | - | - | |
Quasi-Experimental | [30] | - | - | 1 | - | - | - | |
Heuristic | [83] | - | - | - | - | - | 1 | |
2 | Exploratory/Empirical | [24,27,28] | 3 | - | - | - | - | - |
Exploratory/Comparative | [18,31,32,33,43,63,80,81] | 4 | - | 1 | - | 3 | - | |
Exploratory/Experimental | [14,15,19,25] | 3 | 1 | - | - | - | - | |
Exploratory/Heuristic | [69] | - | - | - | - | 1 | - | |
Empirical/Comparative | [26,39,54] | 1 | 2 | - | - | - | - | |
Comparative/Experimental | [46] | 1 | - | - | - | - | - | |
Comparative/Quasi-Experimental | [12,37] | 2 | - | - | - | - | - | |
3 | Exploratory/Empirical/Comparative | [48] | 1 | - | - | - | - | - |
Exploratory/Comparative/Experimental | [73] | - | - | - | - | 1 | - |
Types of Contribution | Fq. | Refs. |
---|---|---|
Tool | 41 | [12,13,15,20,21,22,23,24,25,26,27,33,36,38,41,43,45,46,48,51,53,54,57,59,60,62,63,64,69,70,71,73,74,75,76,77,78,79,81,82,83] |
Method | 10 | [14,18,29,30,37,44,47,56,58,65] |
Model | 9 | [17,19,32,34,40,49,61,72,80] |
Technique | 3 | [28,31,55] |
Case Study/Experience Paper | 9 | [16,35,39,42,50,52,66,67,68] |
Types of Metrics | Fq. | Refs. |
---|---|---|
Performance | 2 | [28,36] |
Self-reported | 49 | [12,13,15,16,18,19,22,25,26,27,31,32,33,34,35,37,40,41,43,49,50,51,52,53,54,55,56,57,58,59,61,62,64,65,66,67,68,69,70,71,72,73,74,75,76,77,80,81,83] |
Combination of Both | 20 | [14,17,20,21,23,24,29,38,39,42,44,45,46,47,48,60,63,78,79,82] |
Types of Evaluation | Fq. | Refs. |
---|---|---|
Within-subjects | 19 | [21,28,29,31,40,44,45,47,48,50,51,52,54,55,56,68,80,81,82] |
Between-subjects | 48 | [12,13,14,15,16,17,18,19,22,24,25,26,27,32,34,35,36,37,38,39,41,42,43,46,49,53,57,58,59,60,61,62,63,65,66,67,69,70,71,72,73,74,75,76,77,78,79,83] |
Combination of Both | 4 | [20,23,33,64] |
Metric | Interchangeable Terminologies | Refs. |
---|---|---|
Usability/Experience | Experience | [61] |
User Experience | [14,16,19] | |
Quality of experience | [39] | |
Interactive experience | [42] | |
Usability | [14,23,25,33,39,40,51,54,63,69,73,78,82] | |
Usability ratings of severity | [69] | |
User’s perception | [52] | |
Expectation | [16] | |
Perception | [39] | |
Nielsen Usability Heuristics | [83] | |
Ko et al.’s MAR usability principles (five usability principles for AR) | [83] | |
Usability items by (Lavie and Tractinsky) addition of (response speed and ease of control) | [42] | |
Learnability | Learnability | [12,23,33,38,47,48,51,81] |
Learning effectiveness | [24,63] | |
Learning improvement | [73] | |
Increased learning efficiency | [14] | |
Education (learning) | [49] | |
Learning curves | [29] | |
Comprehension | [76] | |
Enhancement of understanding | [73] | |
Understandability | [44] | |
Content | Knowledge | [33] |
Perceived informativeness | [34] | |
Information-feedback presentation | [40,54] | |
Quality of information | [72] | |
Perceived understanding | [15] | |
Context awareness | [39] | |
Motivation | Motivation | [24,63,65,67,74] |
View angle for stimulating interest and motivating learning | [73] | |
Personal innovativeness | [27] | |
Behavioral intention to use | [34,37] | |
Effort expectancy | [27,39] | |
Engagement | Engagement | [33,45,49,50,53,60,61,67] |
Perceived engagement | [15] | |
Emotional engagement of the different types of augmentations | [53] | |
Attention (engagement) | [21] | |
Adaptation | Adaptation | [23] |
Comfort | [79] | |
Eyestrain | [79] | |
Facial expressions and body movements (Frowning, Smiling, Surprise, Concentration/Focus, Leaning close to screen) | [42] | |
Sickness | [79] | |
Satisfaction | Satisfaction | [13,18,22,26,29,31,39,40,41,43,44,45,48,49,50,51,54,56,58,59,60,62,64,66,68,71,74,75,77,81] |
Perceived satisfaction | [65,70] | |
Pleasure—satisfaction | [27] | |
Pleasure (is happy, angry or frustrated) | [62] | |
Arousal—level of satisfaction | [27] | |
Factor of amusement (satisfaction) | [80] | |
Satisfaction (confidence) | [38] | |
User satisfaction | [35] | |
Difficulty level (satisfaction) | [47] | |
Overall satisfaction | [53] | |
Satisfaction (exciting) | [21] | |
Likeness | [29] | |
Behavior | Behavior | [17] |
Experimental behavior | [24] | |
Behavioral Intention | [27] | |
Attitude | [57] | |
Perceived attitude | [32] | |
Attitude towards using | [34,37] | |
Appreciation | [79] | |
Dominance | [27] | |
Positive response | [29] | |
Self-expressiveness | [39] | |
Effectiveness | Effectiveness | [12,18,20,22,29,30,31,33,36,37,39,44,46,47,48,52,57,58,59,64,65,66,67,71,78,81] |
Effectiveness (Accuracy) | [28] | |
User Experience of the acceptable stability limit (effectiveness) | [55] | |
Effectives—task completion | [62] | |
Accuracy (performance) | [36] | |
Performance expectancy | [27,39] | |
Correct tasks | [48] | |
Efficiency | Efficiency | [18,20,22,28,29,35,36,39,44,45,46,47,48,58,59,60,64,65,66,67,81,82] |
Efficiency—understood task | [62] | |
Performance (efficiency) | [38,39,43] | |
productivity | [81] | |
Usefulness | Usefulness | [14,21,62,72,81] |
Ease of Use | [21,38,41,50,51,53,62] | |
Perceived usefulness | [20,32,34,37,57,65] | |
Perceived ease of use | [20,32,34,37] | |
Manipulation Check (relative ease of use) | [42] | |
Easiness | [57,79] | |
User Friendliness | [57] | |
Emotion | Emotion | [14] |
Emotional Response (Arousal) | [42] | |
Fun/Amusement | Fun | [13,50] |
Fun (amused) | [62] | |
Fun (interesting, annoying, entertaining) | [42] | |
Factor of amusement (satisfaction) | [80] | |
Perceived enjoyment | [32,34,37] | |
Entertainment (Enjoyment) | [49] | |
Negative Tone—Boring (gratifying, pleasant, confusing, and disappointing) | [42] | |
Cognitive Load | Metacognitive Self-Regulation Skills | [24] |
Cognitive effort | [39] | |
Task load | [82] | |
Memories | [49] | |
Labelling assist memorization | [73] | |
Preference | Preference | [40,44,54] |
Preferred methods of interaction | [68] | |
Interest (would use again) | [62] | |
Object manipulation | [73] | |
Degree of interest for the content | [53] | |
Interface Design | Aesthetics | [49,53] |
Aesthetically appreciable interface (nice) | [62] | |
Attractiveness (ATT) | [14] | |
Attractiveness (triggered curiosity when the instructor was presenting the Augmented Reality technology) | [62] | |
Interface style | [37] | |
Presentation | [54] | |
The realism of the 3-Dimensional images | [73] | |
The smooth changes of images | [73] | |
Realism | [79] | |
Precision of 3-Dimensional images | [73] | |
Quality of interface design | [72] | |
Consistency | [38] | |
Quality of interaction | [46] | |
Simple visibility | [44] | |
Universality | [81] | |
Accessibility | [81] | |
Security | Trustfulness | [81] |
Stability | [26] | |
Safety | [81] | |
Others | Escapism | [49] |
Facilitating conditions | [39] | |
Identification (HQ-I) | [14] | |
Novelty | [53] | |
Pragmatic quality (PQ), hedonic | [14] | |
Price value | [27] | |
Social influence | [39] | |
Stimulation (HQ-S), hedonic | [14] |
Type | Instruments | Lik | Refs. |
---|---|---|---|
Open-Ended | “Profile of Mood States” Questionnaire (POMS, German Variation) | - | [14] |
Questionnaires—Subject Content Performance | - | [76] | |
Self-Designed Open-Ended Questionnaires | - | [12,13,17,19,20,29,38,41,45,53,56,62,72,74,75,77,79] | |
Open-Ended Questionnaire for Descriptive Comments and Suggestions (34 Categories) | - | [33] | |
Close-Ended | Improved Satisfaction Questionnaire | 5 | [43] |
Self-Reported (Wide-Awake/Sleepy, Super Active/Passive, Enthusiastic/Apathetic, Jittery/Dull, Unaroused/Aroused) Questions based on [107,108,109] | 5 | [42] | |
SFQ (Short Feedback Questionnaire) based on [110] | 5 | [48] | |
Attrakdiff2 | 7 | [14] | |
Established Reflective Multi-Item Construct Scales from Previous Literature Questionnaire [111,112,113,114] | 5 | [49] | |
IMMS (Keller’s Instructional Materials Motivation Survey) | 5 | [24] | |
ISO 9241-11 Questionnaire [100] | 5 | [18,22,59,64,66,67] | |
Nielsen’s Heuristic Evaluation & Nielsen’s Attributes Of Usability [115] | 5 | [67] | |
Usability Satisfaction Questionnaires based on [116] | 5 | [67] | |
The System Usability Scale (SUS) Questionnaire [117] | 5 | [26,40,48,58,78] | |
The System Usability Scale (SUS) Questionnaire [117]—Modified | 5 | [38] | |
Technology Acceptance Model (TAM) [118] | 7 | [20,32,37,57,67] | |
Technology Acceptance Model (TAM) [118]—Modified | 7 | [34,37] | |
The Motivated Strategies for Learning Questionnaires (MSLQ) [119] | 5 | [24] | |
NASA TLX Questionnaire | 5 | [45] | |
NASA TLX Questionnaire—Modified | 21 | [82] | |
Post Experiment Questionnaire’ based on Olsson [120], Designed to measure experience of MAR services | 5 | [46] | |
Post-Study System Usability Questionnaire (PSSUQ) [121] | 7 | [72] | |
Post-Study System Usability Questionnaire (PSSUQ) [121]—Modified | 5 | [33] | |
Qualitative Bipolar Laddering (BLA) Questionnaire—Test Motivation Before Use And After Use [122] | 5 | [65,67] | |
Quality of Experience (QOE) Questionnaire | 5 | [19] | |
Questionnaires based on [123] | 5 | [74] | |
Questionnaire based on [124] | 5 | [53] | |
Questionnaire Based On QUIM (Quality In Use Integrated Measurement) Factors (4) Test Data Processing To Determine Usability Percentage Value Level. [125] | 5 | [81] | |
Questionnaire Based On The Second Iteration Of The Unified Theory Of Acceptance And Use Of Technology, Which Is Commonly Referred To As UTAUT2 [126] | 7 | [27,39] | |
User Perception Questionnaire based on [127] | 5 | [31] | |
Questionnaire for User Interface and Satisfaction—QUIS Method | 5 | [62] | |
Self-Designed Questionnaire based on [128] | 10 | [35] | |
Self-Designed Questionnaire (Ipsative Yes/No) | 2 | [41,56,79] | |
Self-Designed Questionnaire by Giving 3 Separate Propositions (Not Acceptable, Acceptable, Excellent) | 3 | [55] | |
Self-Designed Questionnaires | 4 | [71,77] | |
Self-Designed Questionnaires | 5 | [16,41,42,54,61,63,68,69,73] | |
Self-Designed Questionnaires | 6 | [23,52] | |
Self-Designed Questionnaires | 7 | [44,79] | |
Self-Designed Questionnaires | 10 | [52,60] | |
Close-Ended Questionnaires | - | [17] |
Category | Technique/Instruments | Refs. |
---|---|---|
Time-Based Tracking | Time-on-task | [20,23,29,36,39,45,46,47,48] |
Interaction time-on-task | [63] | |
Time-on-tasks for optimal configuration | [63] | |
Task completion time | [82] | |
Number of time-on-tasks registration | [60] | |
Time-on-tasks for performance | [38] | |
Response time | [28,44] | |
Time-on-tasks across time | [48] | |
User decision time | [29] | |
Time-on-tasks for engagement | [21] | |
Error Tracking | Registering the number of interaction errors | [63] |
Number of errors for optimal configuration | [63] | |
Error rates | [44,48,82] | |
Reverse error registration | [36] | |
Error counts | [39] | |
Error registration | [28,29,46,47] | |
Absolute pose error (APE) as evaluation metrics | [28] | |
Relative pose error (RPE) | [28] | |
Discussion-Based | Interview | [12,16,23,51] |
Interview (Interviews were transcribed and coded by two independent coders. The coders assigned a scale value (5=Strongly Agree and 1=Strongly Disagree) | [15] | |
Interview for usability - only interview the teachers | [70] | |
Satisfaction interviews | [80] | |
3 rounds of mini-interviews per participant (face-to-face or video) | [50] | |
Informal interview | [48] | |
Interview (with teachers, since most students, 9 of them cannot pronounce) | [21] | |
Group discussion | [51] | |
Behavior Observation | Emotion tracking (happy, angry, unmotivated, determined) using video recording | [21] |
Facial expression (coding through video by 2 independent coders | [42] | |
Action and impression registration | [23] | |
Observation on student’s communication and interactivity with peers | [14] | |
Observation on student’s focus on or distraction from the learning material, | [14] | |
Observation on the way students dealt with the learning object (learning material) | [14] | |
Overserving interactions | [16] | |
Engagement (switch view from mobile to non-mobile) | [45] | |
Qualitative observation by a facilitator, general tendencies in the use of a technology | [17] | |
Observing facial reaction | [80] | |
Performance-based Tracking | Pre-test and post-test on content understanding | [12,33,37,43] |
Effectiveness (task completion) | [78] | |
Effectiveness (number of correct points) | [36] | |
Observation-correct number of answers | [52] | |
User Experience of the acceptable stability limit (effectiveness) | [55] | |
Effectiveness (accuracy) | [28] | |
Artifact Collection (observe learning process) | [23] | |
Screen recording | [23] | |
Observation-video recording | [24] | |
Content multiple choice | [24] | |
Pre-test—evaluating IT and motivational profile | [65,70] | |
Observation of completion | [60] | |
Frequency of positive and negative descriptive adjectives | [34] | |
Procedural/Heuristics | The laboratory experiments all followed the standard procedure in usability testing [129] | [34] |
Evaluand-oriented Responsive Evaluation Model (EREM) [130] | [23] | |
Cognitive walkthrough | [78] | |
Qualitative Bipolar Laddering (BLA) based on [122] | [67] | |
Heuristic (Nielsen) [131] | [69] | |
Think aloud protocol | [69] | |
Expert Reviews were used as the Nielsen heuristic evaluation (HE) method [131] | [83] | |
Ko et al.’s MAR usability principles (five usability principles for AR applications in a smart phone environment) [132] | [83] | |
Gómez et al.’s mobile-specific HE checklist [133] | [83] |
Combination | Technique | Fq. | Refs. |
---|---|---|---|
Single Technique | Q | 40 | [13,18,19,22,26,27,31,32,33,34,35,37,40,41,43,49,52,53,54,55,56,57,58,59,61,62,64,65,66,67,68,71,72,73,74,75,76,77,81] |
Iw | 4 | [12,15,50,70] | |
Obs | 2 | [28,36] | |
Combination of 2 techniques | Obs & Q | 14 | [14,20,24,29,38,39,42,44,45,46,47,60,63,79] |
Obs & Iw | 1 | [21] | |
ER & Iw | 1 | [51] | |
Hc & Er | 1 | [83] | |
Q & CW | 1 | [78] | |
Combination of 3 techniques | Obs, Q & Iw | 4 | [17,23,48,80] |
Obs, TA & Iw | 1 | [16] | |
Obs, ER & Iw | 1 | [25] | |
Obs, Q & TA | 1 | [82] | |
Hc, TA & Q | 1 | [69] | |
Unclear | - | 1 | [30] |
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Lim, K.C.; Selamat, A.; Alias, R.A.; Krejcar, O.; Fujita, H. Usability Measures in Mobile-Based Augmented Reality Learning Applications: A Systematic Review. Appl. Sci. 2019, 9, 2718. https://doi.org/10.3390/app9132718
Lim KC, Selamat A, Alias RA, Krejcar O, Fujita H. Usability Measures in Mobile-Based Augmented Reality Learning Applications: A Systematic Review. Applied Sciences. 2019; 9(13):2718. https://doi.org/10.3390/app9132718
Chicago/Turabian StyleLim, Kok Cheng, Ali Selamat, Rose Alinda Alias, Ondrej Krejcar, and Hamido Fujita. 2019. "Usability Measures in Mobile-Based Augmented Reality Learning Applications: A Systematic Review" Applied Sciences 9, no. 13: 2718. https://doi.org/10.3390/app9132718
APA StyleLim, K. C., Selamat, A., Alias, R. A., Krejcar, O., & Fujita, H. (2019). Usability Measures in Mobile-Based Augmented Reality Learning Applications: A Systematic Review. Applied Sciences, 9(13), 2718. https://doi.org/10.3390/app9132718