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<titleInfo><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</title></titleInfo>


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  <namePart type="given">Mesut</namePart>
  <namePart type="family">Alptekin</namePart>
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  <namePart type="given">Daniel</namePart>
  <namePart type="family">Münstermann</namePart>
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  <namePart type="given">Katrin</namePart>
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  <namePart>International Conference on Smart Technologies &amp; Education (STE2025)</namePart>
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<abstract lang="eng">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.</abstract>

<originInfo><publisher>Springer Nature Switzerland</publisher><dateIssued encoding="w3cdtf">2026</dateIssued><place><placeTerm type="text">Santiago, Chile</placeTerm></place>
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<language><languageTerm authority="iso639-2b" type="code">eng</languageTerm>
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<subject><topic>Meta Quest 3</topic><topic>Augmented Reality</topic><topic>Mixed Reality</topic><topic>PEARL</topic><topic>Electrical Engineering</topic><topic>Laboratory Training</topic><topic>Onboarding</topic><topic>User Experience</topic><topic>User Interface</topic><topic>Heuristics</topic>
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<relatedItem type="host"><titleInfo><title>Lecture Notes in Networks and Systems</title></titleInfo>
  <identifier type="issn">2367-3370</identifier>
  <identifier type="issn">2367-3389</identifier>
  <identifier type="isbn">9783032073181</identifier>
  <identifier type="isbn">9783032073198</identifier><identifier type="doi">10.1007/978-3-032-07319-8_19</identifier>
<part><detail type="volume"><number>2</number></detail><extent unit="pages">199-211</extent>
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<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: &lt;i&gt;Lecture Notes in Networks and Systems&lt;/i&gt;. Vol 2. Smart Technologies for an All-Electric Society. Springer Nature Switzerland; 2026:199-211. doi:&lt;a href=&quot;https://doi.org/10.1007/978-3-032-07319-8_19&quot;&gt;10.1007/978-3-032-07319-8_19&lt;/a&gt;</ama>
<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 &lt;i&gt;Lecture Notes in Networks and Systems&lt;/i&gt;, 2:199–211. Smart Technologies for an All-Electric Society. Cham: Springer Nature Switzerland, 2026. &lt;a href=&quot;https://doi.org/10.1007/978-3-032-07319-8_19&quot;&gt;https://doi.org/10.1007/978-3-032-07319-8_19&lt;/a&gt;.</chicago>
<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 &lt;i&gt;Lecture Notes in Networks and Systems&lt;/i&gt;, vol. 2, Cham: Springer Nature Switzerland, 2026, pp. 199–211.</ieee>
<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={&lt;a href=&quot;https://doi.org/10.1007/978-3-032-07319-8_19&quot;&gt;10.1007/978-3-032-07319-8_19&lt;/a&gt;}, 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} }</bibtex>
<short>M. Alptekin, D. Münstermann, K. Temmen, in: Lecture Notes in Networks and Systems, Springer Nature Switzerland, Cham, 2026, pp. 199–211.</short>
<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.” &lt;i&gt;Lecture Notes in Networks and Systems&lt;/i&gt;, vol. 2, Springer Nature Switzerland, 2026, pp. 199–211, doi:&lt;a href=&quot;https://doi.org/10.1007/978-3-032-07319-8_19&quot;&gt;10.1007/978-3-032-07319-8_19&lt;/a&gt;.</mla>
<apa>Alptekin, M., Münstermann, D., &amp;#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 &lt;i&gt;Lecture Notes in Networks and Systems&lt;/i&gt; (Vol. 2, pp. 199–211). Springer Nature Switzerland. &lt;a href=&quot;https://doi.org/10.1007/978-3-032-07319-8_19&quot;&gt;https://doi.org/10.1007/978-3-032-07319-8_19&lt;/a&gt;</apa>
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