IIC Journal of Innovation 12th Edition | Page 66

Artificial and Human Intelligence with Digital Twins pleasant to use. 5 Leveraging domain knowledge with the advantages of AR and digital twins makes this space uniquely situated to maximize usability in many of these categories. combined with information in the program improves the efficiency of a task through embodied cognition. Memorability Users are more engaged with the content when accessing it in an AR system because of the novelty. Engagement is a key factor in thinking critically and remembering details. When a user comes back to the interface after a period of inactivity, they will be more likely to remember both the content and the actions. Learnability Users on AR platforms show significant improvements with minimal instruction over a short period of time. 6 Some users find that AR is difficult initially because they cannot rely on their intrinsic knowledge to operate the system. This setback is temporary, however, and users improve rapidly. Learnability varies significantly based on the target audience. Tools made for experts have a higher learning curve but are more powerful overall, and expert efficiency should justify the extended training period. Low error rate As with any application, the error rate is primarily affected by the design of the interface. A good interface designer will be able to create a user experience well within the limits of human factors, and this applies for AR. While the interaction paradigm is different from point and click, system designers have considered the kinds of inputs that can be reliably recognized and limit the amount of irrecoverable errors during use. Efficiency AR has the effect of “embodiment” when the technology fades away and becomes an extension of our senses. 7 When this happens, the technology extends our sensory, cognitive and motor limitations, so we spend fewer cognitive resources thinking about the interface and more on the task at hand. The information in the world 5 Holzinger, A., 2005. Usability engineering methods for software developers. Communications of the ACM, 48(1), pp.71-74. Available at https://www.researchgate.net/profile/Andreas_Holzinger/publication/220422205_Usability_Engineering_Methods_For_Softw are_Developers/links/5460e30c0cf27487b4526442/Usability-Engineering-Methods-For-Software-Developers.pdf 6 Avery, B., Piekarski, W., Warren, J. and Thomas, B.H., 2006, January. Evaluation of user satisfaction and learnability for outdoor augmented reality gaming. In Proceedings of the 7th Australasian User interface conference-Volume 50 (pp. 17-24). Australian Computer Society, Inc.. Available at https://pdfs.semanticscholar.org/f1f3/6cc2d4fe33d9bee7ed838b9455dc0661cfff.pdf 7 Tussyadiah, I.P., Jung, T.H. and tom Dieck, M.C., 2018. Embodiment of wearable augmented reality technology in tourism experiences. Journal of Travel research, 57(5), pp.597-611. Available at https://e- space.mmu.ac.uk/618427/1/Embodiment%20of%20Wearable%20Augmented%20Reality%20Technology%20in%20Tourism%20 Excperiences-Authors%27%20Copy.pdf IIC Journal of Innovation - 61 -