Understanding Young People's Creative Goals with Augmented Reality

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.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2025-05-02
DOI
https://doi.org/10.1145/3711097
Citations
1
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
1.28
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Understanding Young People's Creative Goals with Augmented Reality

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1 citations
Proceedings of the ACM on Human-Computer Interaction
Augmented Reality Applications
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article

Understanding Young People's Creative Goals with Augmented Reality

Andrés Monroy‐Hernández, Jiaxun Cao, Amna Liaqat, Fannie Liu, Brian Berengard
article en
1 citations

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.

Proceedings of the ACM on Human-Computer InteractionVol. 9(2)
JPMorgan Chase & Co (United States) (US), Princeton University (US), Duke Kunshan University (CN)
Openalex Percentile: Top 20%
Augmented Reality Applications
1.28
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