TY - GEN
T1 - Supporting Piggybacked Co-Located Leisure Activities via Augmented Reality
AU - Reig, Samantha
AU - Principe Cruz, Erica
AU - Powers, Melissa M.
AU - He, Jennifer
AU - Chong, Timothy
AU - Tham, Yu Jiang
AU - Kratz, Sven
AU - Robinson, Ava
AU - Smith, Brian A.
AU - Vaish, Rajan
AU - Monroy-Hernández, Andrés
N1 - Publisher Copyright:
© 2023 Owner/Author.
PY - 2023/4/19
Y1 - 2023/4/19
N2 - Technology, especially the smartphone, is villainized for taking meaning and time away from in-person interactions and secluding people into "digital bubbles". We believe this is not an intrinsic property of digital gadgets, but evidence of a lack of imagination in technology design. Leveraging augmented reality (AR) toward this end allows us to create experiences for multiple people, their pets, and their environments. In this work, we explore the design of AR technology that "piggybacks"on everyday leisure to foster co-located interactions among close ties (with other people and pets). We designed, developed, and deployed three such AR applications, and evaluated them through a 41-participant and 19-pet user study. We gained key insights about the ability of AR to spur and enrich interaction in new channels, the importance of customization, and the challenges of designing for the physical aspects of AR devices (e.g., holding smartphones). These insights guide design implications for the novel research space of co-located AR.
AB - Technology, especially the smartphone, is villainized for taking meaning and time away from in-person interactions and secluding people into "digital bubbles". We believe this is not an intrinsic property of digital gadgets, but evidence of a lack of imagination in technology design. Leveraging augmented reality (AR) toward this end allows us to create experiences for multiple people, their pets, and their environments. In this work, we explore the design of AR technology that "piggybacks"on everyday leisure to foster co-located interactions among close ties (with other people and pets). We designed, developed, and deployed three such AR applications, and evaluated them through a 41-participant and 19-pet user study. We gained key insights about the ability of AR to spur and enrich interaction in new channels, the importance of customization, and the challenges of designing for the physical aspects of AR devices (e.g., holding smartphones). These insights guide design implications for the novel research space of co-located AR.
KW - augmented/mixed reality
KW - co-located interaction
KW - embodied interaction
KW - everyday leisure
KW - human-pet-computer interaction
KW - piggybacking
UR - http://www.scopus.com/inward/record.url?scp=85160014527&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85160014527&partnerID=8YFLogxK
U2 - 10.1145/3544548.3580833
DO - 10.1145/3544548.3580833
M3 - Conference contribution
AN - SCOPUS:85160014527
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2023 - Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
T2 - 2023 CHI Conference on Human Factors in Computing Systems, CHI 2023
Y2 - 23 April 2023 through 28 April 2023
ER -