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
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