Background
In this project, I was part of a research team that evaluated an Augmented Reality filter experience created by Snapchat, for Hope for Haiti, a non-profit organization.
The AR experience was to provide Hope for Haiti's donors with a virtual experience of their initiatives in Haiti, specifically a schoolhouse project. This is to bridge the gap between donors and the real-world impact of their contributions, potentially enhancing engagement and increasing donation intentions.
The design team created two AR filter HI-FI prototypes:
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They wanted to know the common issues users might face when interacting with the AR filter. They also wanted to know which of the AR filter experience user preferred to engage with.
Method Decision
My research team decided to conduct a Usability testing because it is more fitting to address the challenge. We can collect both attitudinal data through interviews and behavioral data through having the user go through the experience.
TheUsability testing had two primary research objectives:
Assess how users interact with and perceive the AR experiences
Identify pain points and areas for improvement in usability and engagement
To gather behavioral data on users' experiences with the AR filters, I conducted think-aloud usability testing.
Users interacted with an embodied hand UI for 15 minutes while verbalizing their thoughts, followed by sharing initial reactions.
They then engaged with a screen touch UI for another 15 minutes, again using the think-aloud method.
The session concluded with a 20-minute semi-structured interview, bringing the total session time to approximately 50 minutes.
Two Key Insights
My research revealed two key insights:
Depth Perception Issues in Hand UI: Users struggled with spatial interaction, hindering embodiment and engagement.
Quote: "I almost feel like you have to reach too far to grab it. If it feels too far, it feels closer to, I don't know" (00:09:00)
Limited Environmental Interactivity: The AR schoolhouse lacked detail and interactive elements, reducing immersion and educational impact.
Quote: "Um, the classroom's pretty empty, so, maybe like a bookshelf?" (00:02:45 - 00:03:00)
Research Impact
Strategic Impact:
My findings suggest a need to prioritize interface refinement and environmental enrichment in future AR developments.
I highlighted the potential of gamification elements like gem collection in sustaining user engagement.
Product Impact:
I recommended improving depth cues in the Hand UI and adding more interactive, culturally relevant details to the AR environment.
I proposed introducing virtual guides to enhance both navigation and educational value.
Researcher's Learnings
This study reinforced for me the critical role of rich, contextual environmental design in fostering presence and emotional connection in AR experiences.