Unlost

dc.contributorAalto Universityen
dc.contributorAalto-yliopistofi
dc.contributor.advisorRoto, Virpi
dc.contributor.authorOguz, Serpil
dc.contributor.departmentmuofi
dc.contributor.schoolTaiteiden ja suunnittelun korkeakoulufi
dc.contributor.schoolSchool of Arts, Design and Architectureen
dc.contributor.supervisorUusitalo, Severi
dc.date.accessioned2021-06-21T09:51:03Z
dc.date.available2021-06-21T09:51:03Z
dc.date.issued2021
dc.description.abstractAugmented Reality (AR) has become increasingly accessible with the arrival and further development of smartphones. Smartphones provide the necessary tools for AR development: a camera for object recognition and Global Positioning System (GPS) for user localization information. As the AR user interface and interaction blend with the occurrences in the environment through the device camera view, its integration enhances the user experience of many mobile applications. Mobile applications for navigation have been utilizing AR to improve the usability of smartphone application-based way-finding experiences through the facilitation of more enhanced engagement with the necessary information. This thesis presents two user experience studies conducted with the aim of analyzing the navigation experience within Mobile Augmented Reality (MAR) in the context of a self-guided tour of Aalto Design Factory. The research clusters a set of user experience guidelines for the MAR self-guided tour experience through a literature review on AR heuristics and the two-part empirical study. The study aims to gather qualitative data through user evaluations. The first study consists of user evaluations of three existing mobile applications with elements relevant to spatial guidance and tours. For the second study, the qualitative data collected from the user experience analysis of benchmarks was mapped out in the form of four user experience storyboards tailored to a self-guided navigation experience in Aalto Design Factory. The storyboards were tested by seven users, four of which are experts in the field of AR and user experience research, and the remaining three are non-expert users. The findings highlight both the functional and dysfunctional aspects of the experience while examining whether the system is inclusive for a broad window of users with varying needs. The findings from the two-part empirical study are proposed as guidance for potential future work in the development of a smartphone application for self-guided campus tours in Aalto University.en
dc.format.extent82
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/108456
dc.identifier.urnURN:NBN:fi:aalto-202106217714
dc.language.isoenen
dc.programmeMaster's Programme in Collaborative and Industrial Designfi
dc.programme.majorfi
dc.subject.keywordbenchmarkingen
dc.subject.keywordmobile augmented reality navigationen
dc.subject.keywordself-guided toursen
dc.subject.keyworduser experience researchen
dc.subject.keywordstoryboard evaluationsen
dc.subject.keywordheuristicsen
dc.subject.keywordthematic analysisen
dc.titleUnlosten
dc.typeG2 Pro gradu, diplomityöfi
dc.type.ontasotMaster's thesisen
dc.type.ontasotMaisterin opinnäytefi
local.aalto.electroniconlyyes
local.aalto.openaccessno

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