@inbook{65515,
  abstract     = {{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       = {{Alptekin, Mesut and Münstermann, Daniel and Temmen, Katrin}},
  booktitle    = {{Lecture Notes in Networks and Systems}},
  isbn         = {{9783032073181}},
  issn         = {{2367-3370}},
  keywords     = {{Meta Quest 3, Augmented Reality, Mixed Reality, PEARL, Electrical Engineering, Laboratory Training, Onboarding, User Experience, User Interface, Heuristics}},
  location     = {{Santiago, Chile}},
  pages        = {{199--211}},
  publisher    = {{Springer Nature Switzerland}},
  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}}},
  doi          = {{10.1007/978-3-032-07319-8_19}},
  volume       = {{2}},
  year         = {{2026}},
}

@inproceedings{34121,
  abstract     = {{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.
Therefore, 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       = {{Alptekin, Mesut and Temmen, Katrin}},
  booktitle    = {{2019 IEEE Global Engineering Education Conference (EDUCON)}},
  keywords     = {{Augmented Reality, Laboratory Training, Engineering Education, Progressive Onboarding}},
  location     = {{Dubai, UAE}},
  pages        = {{1047--1054}},
  title        = {{{Teaching an Oscilloscope through Progressive Onboarding in an Augmented Reality Based Virtual Laboratory}}},
  doi          = {{10.1109/EDUCON.2019.8725038}},
  year         = {{2019}},
}

