Understanding Young People’s Creative Goals with Augmented Reality

Amna Liaqat, Fannie Liu, Brian Berengard, Jiaxun Cao, Andrés Monroy-Hernández

Research output: Contribution to journalArticlepeer-review

Abstract

Young people are major consumers of Augmented Reality (AR) tools like Pokémon GO, but they rarely engage in creating these experiences. Creating with technology gives young people a platform for expressing themselves and making social connections. However, we do not know what young people want to create with AR, as existing AR authoring tools are largely designed for adults. To investigate the requirements for an AR authoring tool, we ran eight design workshops with 17 young people in Argentina and the United States that centered on young people’s perspectives and experiences. We identified four ways in which young people want to create with AR, and contribute the following design implications for designers of AR authoring tools for young people: (1) Blending imagination into AR scenarios to preserve narratives, (2) Making traces of actions visible to foster social presence (3) Exploring how AR artifacts can serve as invitations to connect with others, and (4) Leveraging information asymmetry to encourage learning about the physical world.

Original languageEnglish (US)
Article numberCSCW199
JournalProceedings of the ACM on Human-Computer Interaction
Volume9
Issue number2
DOIs
StatePublished - May 2 2025

All Science Journal Classification (ASJC) codes

  • Social Sciences (miscellaneous)
  • Human-Computer Interaction
  • Computer Networks and Communications

Keywords

  • augmented reality
  • creativity
  • design workshops
  • young people

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