---
_id: '65515'
abstract:
- lang: eng
  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.
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
  full_name: Temmen, Katrin
  last_name: Temmen
citation:
  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>'
  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>'
  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} }'
  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.'
  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>.'
  short: 'M. Alptekin, D. Münstermann, K. Temmen, in: Lecture Notes in Networks and
    Systems, Springer Nature Switzerland, Cham, 2026, pp. 199–211.'
conference:
  end_date: 2025-04-11
  location: Santiago, Chile
  name: International Conference on Smart Technologies & Education (STE2025)
  start_date: 2025-04-09
date_created: 2026-04-29T09:12:41Z
date_updated: 2026-04-29T09:23:02Z
department:
- _id: '34'
- _id: '3'
- _id: '300'
doi: 10.1007/978-3-032-07319-8_19
intvolume: '         2'
keyword:
- Meta Quest 3
- Augmented Reality
- Mixed Reality
- PEARL
- Electrical Engineering
- Laboratory Training
- Onboarding
- User Experience
- User Interface
- Heuristics
language:
- iso: eng
page: 199-211
place: Cham
publication: Lecture Notes in Networks and Systems
publication_identifier:
  isbn:
  - '9783032073181'
  - '9783032073198'
  issn:
  - 2367-3370
  - 2367-3389
publication_status: published
publisher: Springer Nature Switzerland
series_title: Smart Technologies for an All-Electric Society
status: public
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'
type: book_chapter
user_id: '11763'
volume: 2
year: '2026'
...
---
_id: '34121'
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."
author:
- first_name: Mesut
  full_name: Alptekin, Mesut
  id: '11763'
  last_name: Alptekin
- first_name: Katrin
  full_name: Temmen, Katrin
  id: '30086'
  last_name: Temmen
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>'
  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>
  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} }'
  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>.'
  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>.
  short: 'M. Alptekin, K. Temmen, in: 2019 IEEE Global Engineering Education Conference
    (EDUCON), 2019, pp. 1047–1054.'
conference:
  end_date: 2019-04-11
  location: Dubai, UAE
  name: IEEE Global Engineering Education Conference (EDUCON)
  start_date: 2019-04-09
date_created: 2022-11-22T11:23:19Z
date_updated: 2023-01-18T14:32:33Z
department:
- _id: '34'
- _id: '300'
doi: 10.1109/EDUCON.2019.8725038
keyword:
- Augmented Reality
- Laboratory Training
- Engineering Education
- Progressive Onboarding
language:
- iso: eng
page: 1047-1054
publication: 2019 IEEE Global Engineering Education Conference (EDUCON)
publication_status: published
status: public
title: Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality
  Based Virtual Laboratory
type: conference
user_id: '11763'
year: '2019'
...
---
_id: '34123'
abstract:
- lang: eng
  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.
author:
- first_name: Mesut
  full_name: Alptekin, Mesut
  id: '11763'
  last_name: Alptekin
- first_name: Katrin
  full_name: Temmen, Katrin
  id: '30086'
  last_name: Temmen
citation:
  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}
    }'
  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.'
  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.'
conference:
  end_date: 2018-09-28
  location: Kos Island, Greece
  name: International Conference on Interactive Collaborative Learning and Engineering
    Pedagogy (ICL) 2018
  start_date: 2018-09-25
date_created: 2022-11-22T11:32:35Z
date_updated: 2024-12-29T11:09:43Z
ddc:
- '000'
department:
- _id: '34'
- _id: '300'
doi: 10.1007/978-3-030-11932-4_54
file:
- access_level: closed
  content_type: application/pdf
  creator: mesutalp
  date_created: 2024-12-29T11:07:54Z
  date_updated: 2024-12-29T11:07:54Z
  file_id: '57865'
  file_name: fullpaper_camera_ready.pdf
  file_size: 366224
  relation: main_file
  success: 1
file_date_updated: 2024-12-29T11:07:54Z
has_accepted_license: '1'
keyword:
- Augmented Reality
- Laboratory Training
- Engineering Education
- Gamification
language:
- iso: eng
place: Cham
publication: The Challenges of the Digital Transformation in Education
publication_identifier:
  isbn:
  - '9783030119317'
  - '9783030119324'
  issn:
  - 2194-5357
  - 2194-5365
publication_status: published
publisher: Springer International Publishing
status: public
title: Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training
type: book_chapter
user_id: '11763'
year: '2019'
...
