XR composition in the wild: the impact of user environments on creativity, UX and flow during music production in augmented reality

  • With the advent of HMD-based Mixed Reality, or “Spatial Computing” as framed by Apple, creativity- and productivity-related use-cases in XR, such as music production, are rising in popularity. However, even though the importance of environments for creativity is understood, XR applications for creative use cases are often evaluated in laboratories. While the mismatch of familiar creative spaces and lab environments matters little in VR, the effect on evaluation metrics for AR applications needs to be clarified. To this end, we conducted an experiment in which participants composed and produced music on an AR HMD in their preferred creative environments and a typical laboratory environment. Looking at questionnaire data, we observed similar scores for user experience, flow, and creative experience in both conditions, suggesting that supervised evaluation of AR-based creativity support applications does not require mobile demonstrators nor freely selectable environments. Based onWith the advent of HMD-based Mixed Reality, or “Spatial Computing” as framed by Apple, creativity- and productivity-related use-cases in XR, such as music production, are rising in popularity. However, even though the importance of environments for creativity is understood, XR applications for creative use cases are often evaluated in laboratories. While the mismatch of familiar creative spaces and lab environments matters little in VR, the effect on evaluation metrics for AR applications needs to be clarified. To this end, we conducted an experiment in which participants composed and produced music on an AR HMD in their preferred creative environments and a typical laboratory environment. Looking at questionnaire data, we observed similar scores for user experience, flow, and creative experience in both conditions, suggesting that supervised evaluation of AR-based creativity support applications does not require mobile demonstrators nor freely selectable environments. Based on qualitative feedback and overall high scores for UX and flow, we discuss our observations and their implications and emphasize the need for field studies in the XR creativity domain.show moreshow less

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Metadaten
Author:Ruben SchlagowskiORCiDGND, Silvan MertesORCiDGND, Dariia Nazarenko, Alexander Dauber, Elisabeth AndréORCiDGND
URN:urn:nbn:de:bvb:384-opus4-1154500
Frontdoor URLhttps://opus.bibliothek.uni-augsburg.de/opus4/115450
ISBN:979-8-4007-0968-5OPAC
Parent Title (English):AM '24: proceedings of the 19th International Audio Mostly Conference: Explorations in Sonic Cultures, September 18-20, 2024, Milan, Italy
Publisher:ACM
Place of publication:New York, NY
Editor:Luca Andrea Ludovico, Davide Andrea Mauro
Type:Conference Proceeding
Language:English
Year of first Publication:2024
Publishing Institution:Universität Augsburg
Release Date:2024/09/19
First Page:152
Last Page:161
DOI:https://doi.org/10.1145/3678299.3678314
Institutes:Fakultät für Angewandte Informatik
Fakultät für Angewandte Informatik / Institut für Informatik
Fakultät für Angewandte Informatik / Institut für Informatik / Lehrstuhl für Menschzentrierte Künstliche Intelligenz
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
Licence (German):CC-BY 4.0: Creative Commons: Namensnennung (mit Print on Demand)