Understanding Young People's Creative Goals with Augmented Reality
Amna Liaqat, Fannie Liu, Brian Berengard, Jiaxun Cao, Andr\'es, Monroy-Hern\'andez

TL;DR
This paper explores young people's creative goals with augmented reality through workshops, revealing their preferences and providing design implications for youth-oriented AR authoring tools.
Contribution
It offers novel insights into young people's AR creation desires and proposes specific design guidelines for developing youth-friendly AR authoring tools.
Findings
Young people want to blend imagination into AR scenarios.
They value making traces of actions visible for social presence.
AR artifacts can serve as invitations for social connection.
Abstract
Young people are major consumers of Augmented Reality (AR) tools like Pok\'emon 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)…
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Taxonomy
TopicsEducation and Learning Interventions
