[{"keyword":["Meta Quest 3","Augmented Reality","Mixed Reality","PEARL","Electrical Engineering","Laboratory Training","Onboarding","User Experience","User Interface","Heuristics"],"language":[{"iso":"eng"}],"publication":"Lecture Notes in Networks and Systems","abstract":[{"text":"Abstract This study explores the usability and onboarding process of a Mixed Reality (MR) application called PEARL, designed to prepare students for laboratory work. Originally developed for mobile Augmented Reality (mAR), PEARL was adapted for MR to offer a more immersive and intuitive experience through hand and gesture controls. Since many students lack experience with MR devices, a user-friendly onboarding system is essential. The study aims to redesign PEARL’s user interface and onboarding experience, evaluating how intuitive interaction elements impact usability. First, a literature review will identify existing usability guidelines for MR applications, which will guide the redesign of the interface. This new version will then be tested with students through a user study. Feedback will be collected via an online survey to assess the onboarding and user experience, and the findings will be used to refine the design further. The expected outcome is an improved onboarding process and interface, making PEARL accessible even for MR novices, enhancing their ability to interact with 3D objects in a real-world setting. Ultimately, the study aims to provide best practices for developing intuitive MR interfaces and effective onboarding experiences, especially in educational contexts.","lang":"eng"}],"publisher":"Springer Nature Switzerland","date_created":"2026-04-29T09:12:41Z","title":"Designing and Evaluating the Usability and Onboarding for a Mixed-Reality Application: A Case Study with PEARL (Paderborn Electrical Engineering AR Laboratory) and Meta Quest 3","year":"2026","_id":"65515","department":[{"_id":"34"},{"_id":"3"},{"_id":"300"}],"user_id":"11763","series_title":"Smart Technologies for an All-Electric Society","type":"book_chapter","status":"public","date_updated":"2026-04-29T09:23:02Z","volume":2,"author":[{"first_name":"Mesut","full_name":"Alptekin, Mesut","id":"11763","last_name":"Alptekin","orcid":"0009-0004-8545-1165"},{"first_name":"Daniel","full_name":"Münstermann, Daniel","last_name":"Münstermann"},{"first_name":"Katrin","last_name":"Temmen","full_name":"Temmen, Katrin"}],"doi":"10.1007/978-3-032-07319-8_19","conference":{"name":"International Conference on Smart Technologies & Education (STE2025)","start_date":"2025-04-09","end_date":"2025-04-11","location":"Santiago, Chile"},"publication_identifier":{"isbn":["9783032073181","9783032073198"],"issn":["2367-3370","2367-3389"]},"publication_status":"published","place":"Cham","page":"199-211","intvolume":"         2","citation":{"mla":"Alptekin, Mesut, et al. “Designing and Evaluating the Usability and Onboarding for a Mixed-Reality Application: A Case Study with PEARL (Paderborn Electrical Engineering AR Laboratory) and Meta Quest 3.” <i>Lecture Notes in Networks and Systems</i>, vol. 2, Springer Nature Switzerland, 2026, pp. 199–211, doi:<a href=\"https://doi.org/10.1007/978-3-032-07319-8_19\">10.1007/978-3-032-07319-8_19</a>.","bibtex":"@inbook{Alptekin_Münstermann_Temmen_2026, place={Cham}, series={Smart Technologies for an All-Electric Society}, title={Designing and Evaluating the Usability and Onboarding for a Mixed-Reality Application: A Case Study with PEARL (Paderborn Electrical Engineering AR Laboratory) and Meta Quest 3}, volume={2}, DOI={<a href=\"https://doi.org/10.1007/978-3-032-07319-8_19\">10.1007/978-3-032-07319-8_19</a>}, booktitle={Lecture Notes in Networks and Systems}, publisher={Springer Nature Switzerland}, author={Alptekin, Mesut and Münstermann, Daniel and Temmen, Katrin}, year={2026}, pages={199–211}, collection={Smart Technologies for an All-Electric Society} }","short":"M. Alptekin, D. Münstermann, K. Temmen, in: Lecture Notes in Networks and Systems, Springer Nature Switzerland, Cham, 2026, pp. 199–211.","apa":"Alptekin, M., Münstermann, D., &#38; Temmen, K. (2026). Designing and Evaluating the Usability and Onboarding for a Mixed-Reality Application: A Case Study with PEARL (Paderborn Electrical Engineering AR Laboratory) and Meta Quest 3. In <i>Lecture Notes in Networks and Systems</i> (Vol. 2, pp. 199–211). Springer Nature Switzerland. <a href=\"https://doi.org/10.1007/978-3-032-07319-8_19\">https://doi.org/10.1007/978-3-032-07319-8_19</a>","chicago":"Alptekin, Mesut, Daniel Münstermann, and Katrin Temmen. “Designing and Evaluating the Usability and Onboarding for a Mixed-Reality Application: A Case Study with PEARL (Paderborn Electrical Engineering AR Laboratory) and Meta Quest 3.” In <i>Lecture Notes in Networks and Systems</i>, 2:199–211. Smart Technologies for an All-Electric Society. Cham: Springer Nature Switzerland, 2026. <a href=\"https://doi.org/10.1007/978-3-032-07319-8_19\">https://doi.org/10.1007/978-3-032-07319-8_19</a>.","ieee":"M. Alptekin, D. Münstermann, and K. Temmen, “Designing and Evaluating the Usability and Onboarding for a Mixed-Reality Application: A Case Study with PEARL (Paderborn Electrical Engineering AR Laboratory) and Meta Quest 3,” in <i>Lecture Notes in Networks and Systems</i>, vol. 2, Cham: Springer Nature Switzerland, 2026, pp. 199–211.","ama":"Alptekin M, Münstermann D, Temmen K. Designing and Evaluating the Usability and Onboarding for a Mixed-Reality Application: A Case Study with PEARL (Paderborn Electrical Engineering AR Laboratory) and Meta Quest 3. In: <i>Lecture Notes in Networks and Systems</i>. Vol 2. Smart Technologies for an All-Electric Society. Springer Nature Switzerland; 2026:199-211. doi:<a href=\"https://doi.org/10.1007/978-3-032-07319-8_19\">10.1007/978-3-032-07319-8_19</a>"}},{"publication":"2019 IEEE Global Engineering Education Conference (EDUCON)","type":"conference","status":"public","abstract":[{"lang":"eng","text":"The first impression is important in many aspects of human decision-making. In mobile apps, this impression can be influenced by an onboarding process. In addition, not only the user experience (UX) can be improved via onboarding, but also the user can get a very good didactical introduction to a new topic or different functionalities of an app.\r\nTherefore, this study examines different onboarding types and develops an onboarding process into an Augmented Reality (AR) based mobile application (app) that teaches students how to use and operate electro-technical laboratory equipment. This onboarding process is then assessed by students through a subsequent questionnaire in terms of attractiveness, functionality, and novelty. The results of this field study serve to examine this first prototype for possible optimizations and to further develop the app accordingly."}],"department":[{"_id":"34"},{"_id":"300"}],"user_id":"11763","_id":"34121","language":[{"iso":"eng"}],"keyword":["Augmented Reality","Laboratory Training","Engineering Education","Progressive Onboarding"],"publication_status":"published","page":"1047-1054","citation":{"ama":"Alptekin M, Temmen K. Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory. In: <i>2019 IEEE Global Engineering Education Conference (EDUCON)</i>. ; 2019:1047-1054. doi:<a href=\"https://doi.org/10.1109/EDUCON.2019.8725038\">10.1109/EDUCON.2019.8725038</a>","chicago":"Alptekin, Mesut, and Katrin Temmen. “Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory.” In <i>2019 IEEE Global Engineering Education Conference (EDUCON)</i>, 1047–54, 2019. <a href=\"https://doi.org/10.1109/EDUCON.2019.8725038\">https://doi.org/10.1109/EDUCON.2019.8725038</a>.","ieee":"M. Alptekin and K. Temmen, “Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory,” in <i>2019 IEEE Global Engineering Education Conference (EDUCON)</i>, Dubai, UAE, 2019, pp. 1047–1054, doi: <a href=\"https://doi.org/10.1109/EDUCON.2019.8725038\">10.1109/EDUCON.2019.8725038</a>.","apa":"Alptekin, M., &#38; Temmen, K. (2019). Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory. <i>2019 IEEE Global Engineering Education Conference (EDUCON)</i>, 1047–1054. <a href=\"https://doi.org/10.1109/EDUCON.2019.8725038\">https://doi.org/10.1109/EDUCON.2019.8725038</a>","short":"M. Alptekin, K. Temmen, in: 2019 IEEE Global Engineering Education Conference (EDUCON), 2019, pp. 1047–1054.","bibtex":"@inproceedings{Alptekin_Temmen_2019, title={Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory}, DOI={<a href=\"https://doi.org/10.1109/EDUCON.2019.8725038\">10.1109/EDUCON.2019.8725038</a>}, booktitle={2019 IEEE Global Engineering Education Conference (EDUCON)}, author={Alptekin, Mesut and Temmen, Katrin}, year={2019}, pages={1047–1054} }","mla":"Alptekin, Mesut, and Katrin Temmen. “Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory.” <i>2019 IEEE Global Engineering Education Conference (EDUCON)</i>, 2019, pp. 1047–54, doi:<a href=\"https://doi.org/10.1109/EDUCON.2019.8725038\">10.1109/EDUCON.2019.8725038</a>."},"year":"2019","author":[{"first_name":"Mesut","full_name":"Alptekin, Mesut","id":"11763","last_name":"Alptekin"},{"first_name":"Katrin","last_name":"Temmen","full_name":"Temmen, Katrin","id":"30086"}],"date_created":"2022-11-22T11:23:19Z","date_updated":"2023-01-18T14:32:33Z","conference":{"start_date":"2019-04-09","name":"IEEE Global Engineering Education Conference (EDUCON)","location":"Dubai, UAE","end_date":"2019-04-11"},"doi":"10.1109/EDUCON.2019.8725038","title":"Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory"},{"ddc":["000"],"keyword":["Augmented Reality","Laboratory Training","Engineering Education","Gamification"],"language":[{"iso":"eng"}],"abstract":[{"text":"Through technological progress during recent years, Augmented Reality (AR) technology can be used on ordinary smartphones with applications (Apps) in many formal and informal learning environments and educational institutions (e.g. [1, 2]). It is emerging as a suitable technology for teaching psychomotor skills. Simultaneously, gamification has become increasingly popular in the teaching field, providing famous examples, such as Duolingo (for the acquisition of foreign languages) or Codecademy (for learning programming languages) [3]. Many papers have already highlighted the beneficial aspects of gamification and AR for education and teaching (e.g. [1, 2, 4, 5]. While gamification is useful for improving students’ motivation and engagement, AR can be applied to teach them operational skills without any time, costs and place constraints. Hence, this opens up numerous possibilities and forms to combine these two aspects (AR and gamification) for higher education teaching. However, there has been less research focusing on how gamification and AR can be combined in a useful manner to keep up students’ initial motivation aroused through novelty effects of AR learning environments. Accordingly, this paper will present such a gamification concept for an AR based virtual preparation laboratory training to overcome the risk of demotivation, once AR will settle as a mainstream technology such as learning videos. The focus of the AR-App – presently being developed at the University of Paderborn – is to remedy the students’ lack of practical skills when operating electro-technical laboratory equipment during their compulsory laboratory training.","lang":"eng"}],"file":[{"date_updated":"2024-12-29T11:07:54Z","creator":"mesutalp","date_created":"2024-12-29T11:07:54Z","file_size":366224,"access_level":"closed","file_name":"fullpaper_camera_ready.pdf","file_id":"57865","content_type":"application/pdf","success":1,"relation":"main_file"}],"publication":"The Challenges of the Digital Transformation in Education","title":"Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training","publisher":"Springer International Publishing","date_created":"2022-11-22T11:32:35Z","year":"2019","file_date_updated":"2024-12-29T11:07:54Z","_id":"34123","user_id":"11763","department":[{"_id":"34"},{"_id":"300"}],"status":"public","type":"book_chapter","conference":{"start_date":"2018-09-25","name":"International Conference on Interactive Collaborative Learning and Engineering Pedagogy (ICL) 2018","location":"Kos Island, Greece","end_date":"2018-09-28"},"doi":"10.1007/978-3-030-11932-4_54","date_updated":"2024-12-29T11:09:43Z","author":[{"first_name":"Mesut","last_name":"Alptekin","full_name":"Alptekin, Mesut","id":"11763"},{"last_name":"Temmen","full_name":"Temmen, Katrin","id":"30086","first_name":"Katrin"}],"place":"Cham","citation":{"chicago":"Alptekin, Mesut, and Katrin Temmen. “Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training.” In <i>The Challenges of the Digital Transformation in Education</i>. Cham: Springer International Publishing, 2019. <a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">https://doi.org/10.1007/978-3-030-11932-4_54</a>.","ieee":"M. Alptekin and K. Temmen, “Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training,” in <i>The Challenges of the Digital Transformation in Education</i>, Cham: Springer International Publishing, 2019.","ama":"Alptekin M, Temmen K. Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training. In: <i>The Challenges of the Digital Transformation in Education</i>. Springer International Publishing; 2019. doi:<a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">10.1007/978-3-030-11932-4_54</a>","apa":"Alptekin, M., &#38; Temmen, K. (2019). Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training. In <i>The Challenges of the Digital Transformation in Education</i>. International Conference on Interactive Collaborative Learning and Engineering Pedagogy (ICL) 2018, Kos Island, Greece. Springer International Publishing. <a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">https://doi.org/10.1007/978-3-030-11932-4_54</a>","bibtex":"@inbook{Alptekin_Temmen_2019, place={Cham}, title={Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training}, DOI={<a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">10.1007/978-3-030-11932-4_54</a>}, booktitle={The Challenges of the Digital Transformation in Education}, publisher={Springer International Publishing}, author={Alptekin, Mesut and Temmen, Katrin}, year={2019} }","mla":"Alptekin, Mesut, and Katrin Temmen. “Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training.” <i>The Challenges of the Digital Transformation in Education</i>, Springer International Publishing, 2019, doi:<a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">10.1007/978-3-030-11932-4_54</a>.","short":"M. Alptekin, K. Temmen, in: The Challenges of the Digital Transformation in Education, Springer International Publishing, Cham, 2019."},"publication_status":"published","has_accepted_license":"1","publication_identifier":{"issn":["2194-5357","2194-5365"],"isbn":["9783030119317","9783030119324"]}}]
