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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Recommendations for HMD- based Assembly Training Tasks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Phuc-Anh Nguyen BMW Group Phuc-Anh.Nguyen@bmw.de</string-name>
          <email>Carolin.Lorber@bmw.de</email>
          <email>Stefan.Werrlich@bmw.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gunther Notni</string-name>
          <email>Gunther.Notni@tu-ilmenau.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Author Keywords Augmented Reality</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Assembly</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Evaluation</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Head- Mounted Displays</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Training</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Usability.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Carlos Emilio Franco Yanez University ITESM</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Carolin Lorber BMW Group</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Stefan Werrlich BMW Group</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Technical University Ilmenau</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>58</fpage>
      <lpage>68</lpage>
      <abstract>
        <p>In the last few years, head-mounted displays (HMDs) received a growing amount of attention by the scientific community, especially in the industrial domain. Due to its possibility to work hands-free while providing the user with necessary augmented information, HMDs can enhance the quality and efficiency of assembly and maintenance tasks. Offering tailored information requires knowledge about how to design and present augmented reality (AR) content. However, design guidelines especially for assembly training tasks as well as usability evaluations are very limited. In this paper, we want to overcome this limitation by introducing an application as well as 10 design recommendations for HMD-based assembly training tasks. Furthermore, we execute a user study with15 participants using an engine assembly training task to evaluate the software usability and present results from the system usability scale (SUS) questionnaire, the AttrakDiff as well as the NASA task load index (NASA-TLX) questionnaire.</p>
      </abstract>
      <kwd-group>
        <kwd>ACM Classification Keywords H</kwd>
        <kwd>5</kwd>
        <kwd>2 [Information interfaces and presentation (e</kwd>
        <kwd>g</kwd>
        <kwd />
        <kwd>HCI)]</kwd>
        <kwd>User Interfaces</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Augmented Reality (AR) becomes a part of our daily
lives. Several applications for smartphones and tablets
are already being used by millions of people.</p>
      <p>Augmented information are designed to improve
communication, enhance human skills and some of
them are just for fun. Hand-held devices and projectors
are typically used to display superimposed information
[1]. In the last years, head-mounted displays (HMDs)
received growing interest by researchers in the
industrial domain because they offer a hands-free
usage and help to increase the quality and efficiency of
assembly and maintenance tasks [2; 3]. In order to
design a suitable AR application for manual procedural
tasks, researchers have to know the optimal
information visualization for different devices. Our
research is focusing on assembly training tasks because
they are very important for the automotive industry.
Well executed training must be designed efficiently to
ensure a good knowledge transfer whereby optimal
process and product quality is guaranteed. However,
design guidelines for HMD-based applications as well as
comprehensive usability evaluations are still missing
[4]. We want to close this gap by providing the
following contributions. The second section aims to give
a brief overview of the related work. Our patented
application is introduced and described in section 3. We
aim to set this application as the optimal standard for
information visualization using HMDs for assembly
training tasks. We execute a user study with 15
participants to assess the usability of our application.
Detailed information about the experiment are given in
section 4 and section 5. Due to our gained knowledge
during the application development and assessment,
we extrapolate and present 10 design
recommendations for HMD-based assembly training in
section 6. A brief discussion and summary follows at
the end of this paper in section 7.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>Design Guidelines are helpful advices for developers
and designers. They provide instructions on how to
adopt specific design principles such as controllability,
learnability or customizability. Software design
recommendations such as the DIN EN ISO 9241-110
[5], Shneidermans 8 Golden Rules of Interface Design
[6] and the 10 usability heuristics for user interface
design by Jakob Nielsen [7] are often used for general
software development. Specific guidelines for
projection-based AR are presented by Funk [8]. Eight
principles, i.e. hands-free usage and personalized
feedback, were gained during a four year project using
assistive systems for impaired workers. Further specific
recommendations, especially for assembly and
maintenance training tasks were published by Webel
[9]. Principles such as mental model building, haptic
hints, visual aids and passive learning were introduced
and focused on acquiring assembly and maintenance
skills which is our focus as well. However, until now it is
still uncertain how to visualize augmented information
efficiently using head-mounted displays (HMDs).
Scientific contributions in that field are very rare and
limited to just a few [10]. We want to overcome this
limitation by giving a first suggestion in the next
chapter.</p>
    </sec>
    <sec id="sec-3">
      <title>Application</title>
      <p>This section provides a brief overview of our patented
application. We describe the relevant functionalities and
show our user interface design. The application was
created using Photoshop for the interface design and
Unity3D for the front-end programming. This
multimodal application consists of six features with
intuitive icons (Figure 1).</p>
      <p>The trainee can choose between six modalities for each
assembly step. A sound feature provides clear auditory
instructions about the current task. Another feature
visualizes superimposed static 3D data of the
corresponding part (Figure 2). This feature may help to
learn the position and orientation of the related part.
When selecting a feature, the icon-color changes to
green and a click sound occurs which gives the user an
immediate feedback of his action. Every feature can be
activated and deactivated by either clicking or using the
voice command ‘select’.</p>
      <p>The text feature provides annotations about the current
task showing the relevant parts, the activity (e.g.
assembly or plug), the associated materials such as
screws and the needed tools. We also implemented a
Bezier-curve (Figure 3) which was found to be a good
solution for picking guidance in previous studies [11;
12]. We added an animated arrow to visualize the end
of the tunnel. The user can use this augmented tunnel
to find the correct parts in the shelf. This solution
avoids picking mistakes and improves the training
performance due to part search no longer being
required. Another feature provides superimposed
animated 3D information using an outline shader
(Figure 4). The outline visualization is sufficient to
recognize the part’s geometry and position. Additional
arrows show the screw positions. We highly
recommend this visualization technique because it
allows to assemble the relevant part without any
superimposition problems. A visualization such as in
Figure 2 may affect the assembly process because the
real part is hard to recognize due to the strong color
rendering.</p>
      <p>The last feature is a video (Figure 5) whereby the user
receives detailed information about the current task.
Watching a video with an HMD observing someone
performing a task facilitates task transfer. We designed
the video feature similar to a regular video player. A
play and pause button enables the user to have
complete control over the feature. The progress bar
supports the user in building a mental representation of
the task. Additional context information such as a
progress bar in the middle of the interface as well as
the task overview when selecting the brand icon (Figure
6) supports mental model building and strengthens the
training transfer. The user receives information about
the finished, the upcoming and the current task. Users
are further able to switch between the assembly steps
either by clicking the left or right arrow as well as using
the task overview or using the voice commands ‘next’
and ‘back’. This concept offers user control and avoids</p>
      <p>According to the concept of learning introduced by Fitts
and Posner [13], we structured our application using
different learning stages. Information are gradually
reduced during the training. All features are available in
the tutorial level. The first level is made for exploring
the task, the application as well as familiarizing with
using a HMD. Two features with the strongest guidance
were blocked in the beginner level. The augmented
tunnel and the outline features were equipped with a
bolt sign to visualize the restriction (Figure 7). When
clicking on one of the restricted feature, the avatar (we
named Embly) loses one of its seven lives (Figure 8).
This game-based learning approach aims to motivate
the user finishing the task autonomous using the
available features without killing Embly. Two more
functions, the 3D feature as well as the video function
are additionally blocked in the intermediate level. Every
feature is restricted in the expert level. Only a default
audio with information about the underlying task is
provided for each step.</p>
      <p>Additionally, we used a single backward fading learning
approach which was found to be effective for learning
by Renkl [14]. This means, the last step is faded out in
the tutorial level, the last two steps in the beginner
level, the last three in the intermediate level and the
last four steps in the expert level. The user is asked to
select the correct part before receiving information
about the task (Figure 9). At this time, all six features
are blocked. Participants receive a visual (green color)
and an auditory feedback as soon as they select the
right part. The part is marked red in color if the user
selects the wrong part. Afterwards, all features become
active and the user is able to continue the assembly
procedure. We used this approach because it offers
several advantages. Backward fading can decrease the
cognitive workload, enhance the learning transfer and
improves the initial performance of manual procedural
task [15].</p>
    </sec>
    <sec id="sec-4">
      <title>Evaluation</title>
      <p>We conducted a user study with 15 participants to
evaluate the usability of our HMD-based software for
assembly training tasks. This section describes the
study design, explains the procedure, introduces the
hardware setup, gives a detailed information about the
participants and reports the results of our
measurements.</p>
      <sec id="sec-4-1">
        <title>Design</title>
        <p>To evaluate the usability of our training software for
assembly training tasks, we designed an experiment
with three groups and different knowledge backgrounds
in AR and assembly processes (independent variables)
following a between-subject design recommended by
Nielsen [16]. Measuring the usability of a software
includes the assessment of effectivity, efficiency and
user satisfaction variables [17]. To gather the
effectivity of our training software we measured the
dependent variables assembly (AM) and picking
mistakes (PM), self-corrected assembly (CAM) and
picking mistakes (CPM) as well as correction by help for
the assembly (CBHA) and picking (CBHP). We further
verify the backward fading questions (BWF) allocating
either one point (correct answer) or zero points (wrong
answer). As dependent variable for the efficiency, we
measured the tutorial level completion time (TLCT), the
beginner level completion time (BLCT), the
intermediate level completion time (ILCT) as well as the
expert level completion time (ELCT). Additionally, we
collect user satisfaction data using the extended system
usability score (SUS) according to Bangor [18] as well
as the AttrakDiff questionnaire [19]. We also used the
NASA Task Load Index (NASA-TLX) to rate the
perceived workload during the experiment [20]. We
measured six dependent variables, the mental workload
(MWL), the physical workload (PWL), the temporal
workload (TWL), the user performance (UP), the user
effort (UE) as well as the user frustration (UF). A high
cognitive workload may harm the learning process
because fewer cognitive resources are available which
are needed to store relevant information in the
procedural memory.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Apparatus</title>
        <p>For our experiment, we used a Microsoft HoloLens HMD
to display our training software, providing all assembly
instructions. In contrast to other researchers who used
low complex Lego Duplo assembly task to evaluate
their solutions [21], we used a real engine assembly
task. The test environment was build referring to the
production workplace (Figure 10). The workplace
consists of three areas. A shelf area providing all the
parts and screws necessary for the assembly process.
All tools can be found in the tool area. The assembly
area includes a driverless transport system (DTS)
mounted with a six-cylinder engine. We used an
assembly training task with 15 steps following
production specification. The training contains low
complexity tasks such as screwing a lifting eyebolt but
also high complexity tasks such as installing, screwing
and plugging a harness.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Procedure</title>
        <p>Through a public invitation, we acquired five office
employees, five assembly employees as well as five
ARexperts in preparation of our study. All participants
were informed in advance to bring safety boots and
safety gloves. We initially made all participants familiar
with the environment since the test environment and
the assembly task was new for every participant. At
first, we explained the assistive system and informed
every participant that their participation is voluntary.
We further told them to inform us whenever they feel
uncomfortable so we can abort the experiment
immediately. Afterwards, we explained the purpose of
the usability study. After explaining the ambition of the
experiment, we measured and adjusted the user’s
interpupillary distance (IPD) which is important for the
visual quality. Holograms may appear unstable or at an
incorrect distance when using an incorrect IPD. We
showed how to adjust the HoloLens and started with
the Microsoft Learn Gestures Application to familiarize
our participants with the interaction modalities. Once
the participants felt confident using the HMD, we kindly
asked our users to start our training application. All
participants were asked to complete the tutorial level at
first, continuing with the beginner, intermediate and
expert levels. Users had to work through 15 assembly
steps in each level. The assembly sequence between
the levels was not modified. Only the provided
information were reduced. Between each level, we
disassembled the engine back to its initial state. During
that time, participants were asked to have a 10
minutes break. We offered various sweets and
softdrinks to generate a pleasant break. During the study
we measured the time for each level, assembly and
picking mistakes, self-corrected mistakes, corrections
by help as well as the backward fading questions. To
measure the training time between each assembly we
paired our application with a database using a WiFi
internet connection. This approach guarantees a
reliable data collection. After finishing the fourth and
last level, participants were asked to rate the training
software using three established questionnaires. We
used an extended SUS to evaluate the usability of our
software. Participants had to finish a 10 item
questionnaire using a five options Likert scale ranging
from strongly agree to strongly disagree. The second
questionnaire (AttrakDiff) aims to determine the
pragmatic and hedonic quality. The questionnaire was
finished with the NASA-TLX to assess the cognitive
workload during the training.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Participants</title>
        <p>We invited 15 participants (13 male, 2 female) for our
user study following Nielsen who recommends
performing a usability study using three groups with
five users each [16]. The participants were aged from
21 to 42 (M = 30.06; SD = 6.20). Five of them were
office employees, five were assembly employees
working in the BMW Group production and five were
AR-experts with at least 5 years background in AR. We
asked each group for their AR and assembly
background using a five item Likert scale ranging from
much experience to few experience. Much experience
were scored with 4 points, few experience with 0
points. Office employees stated to have no background
in AR (M= 0.20; SD = 0.40) and medium experience
with assembly processes (M= 1.60; SD = 1.35). The
assembly workers had a strong background in assembly
processes since it’s their daily routine (M = 3.80; SD=
0.40) but their knowledge about AR was limited (M =
0.40; SD = 0.49). In contrast to that, all AR-experts
stated to have a strong background in AR (M = 4.00;
SD = 0.00) and medium experience with assembly
processes (M= 2.00; SD = 0.63). All participants were
capable to understand, read and write the German
language since the entire auditory instructions provided
by our software as well as the questionnaires were in
German.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>
        There was no significant difference between the
assembly training times (Table 3). The Shapiro Wilk
Test showed a normal distribution for TLCT, ILCT and
ELCT and non normal distribution for BLCT (p=.02). We
used a one way ANOVA which showed no a statistically
significant difference for the TLCT (F(
        <xref ref-type="bibr" rid="ref12 ref2">2,12</xref>
        )=.478;
p=.631) and ELCT (F (
        <xref ref-type="bibr" rid="ref12 ref2">2,12</xref>
        )=1,189; p=.388). The ILCT
did violate the variance homogeneity (p=.034).
Therefore we used the Welch Test which showed no
significant difference for the ILCT (F(
        <xref ref-type="bibr" rid="ref2 ref7">2, 7,425</xref>
        )=1,855;
p=.222). The Kruskall Wallis Test for BLCT also showed
no significant difference (χ² (
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=.08 ; p=.961) between
the groups.
      </p>
      <p>
        During the study, all three groups made a few errors
(Table 1; 2) but there was so significant difference
between the groups. The Shapiro Wilk Test did show a
non-normal distribution for all variables (AM, PM, CAM,
CPM, CBHA, CBHP). We used the Kruskall Wallis Test to
find difference between the variables but the test
showed no significant difference for AM (χ² (
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=1,227 ;
p=.541), for PM (χ² (
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=1,745 ; p=.418), for CAM (χ²
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=.162 ; p=.922), for CPM (χ² (
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=1,536 ; p=.458),
for CBHA (χ² (
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=.560 ; p=.756) and for CBHP (χ²
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=.126 ; p=.939) between the groups. We also found
no significant difference for BWF (χ² (
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=3,960 ;
p=.138).
      </p>
      <p>
        We used the NASA-TLX to measure the mental
workload during the experiment but there was no
significant difference for the six subscales between the
groups. The Shapiro Wilk Test did show a non-normal
distribution for PW (p=.029) and TWL (p=.038). The
Kruskall Wallis Test showed no significant difference for
PW (χ²(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=1,831; p=.40) and TWL (χ²(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )=2,964;
p=.227) between the groups. The variables MWL, UP,
UE, UF showed a normal distribution and the one way
ANOVA showed no a statistically significant
difference for MWL (F(
        <xref ref-type="bibr" rid="ref12 ref2">2,12</xref>
        )=2,406; p=.132), for UP
(F (
        <xref ref-type="bibr" rid="ref12 ref2">2,12</xref>
        )=.421; p=.666), UE (F (
        <xref ref-type="bibr" rid="ref12 ref2">2,12</xref>
        )=2,983;
p=.089), UF (F (
        <xref ref-type="bibr" rid="ref12 ref2">2,12</xref>
        )=.097; p=.908).
      </p>
      <p>
        The results from the SUS also showed no significant
difference (F(
        <xref ref-type="bibr" rid="ref12 ref2">2,12</xref>
        )=.425; p=.663) between the groups.
Nine participants stated that the application was
‘excellent’, six of them said it was ‘good’. The SUS
showed an average score of 90.5 (M= 90.5; SD= 4.76)
which indicates a high user satisfaction. Additionally,
we asked all participants to rate the hedonic (HQ) and
pragmatic quality (PQ) of our software using the
AttrakDiff questionnaire. Results indicate a PQ of 1.63
with a confidence of 0.25 and a HQ of 1.40 with a
confidence of 0.38. Users desire this application for
future use in assembly trainings (Figure 11).
      </p>
    </sec>
    <sec id="sec-6">
      <title>Recommendations</title>
      <p>Based on the experiences we gained from using our
HMD-based application with different user groups, we
propose 10 recommendations for designing HMD-based
assembly training tasks. We also believe that these
guidelines are generic and easily transferable to other
procedural tasks and different domains (e.g. learning a
surgery procedure) which could help designers and
researchers to create more meaningful applications.</p>
      <sec id="sec-6-1">
        <title>Design Simple.</title>
        <p>We highly recommend to use a simple, clear
understandable, consistent application design. Low
complexity designs and uniform colors help to reduce
the cognitive workload which improves the training
transfer. However, visual complexity increases the
brain activity and therefore the cognitive workload
which harms the procedural memory.</p>
      </sec>
      <sec id="sec-6-2">
        <title>Enable users to control the software.</title>
        <p>Guiding a user step-by-step through a procedural task
improves the initial performance but may have an
adverse effect on the training transfer. Users might not
be able to repeat a task without having the support
from an assistive system. Instead of just guiding a user
through a task, they should have full control of the
application. Users are able to activate and deactivate
different features, switching between next and previous
assembly steps as well as different levels of difficulty at
any time, when using our software. This allows users to
work self-paced without feeling like a robot.</p>
      </sec>
      <sec id="sec-6-3">
        <title>Provide multimodal feedback.</title>
        <p>Humans are used to multimodal feedback since it is
provided by a lot of technical systems in our daily lives
(e.g. visual and sound feedback is provided when
pressing a button in an elevator). Adapting familiar
feedback approaches to new technologies such as
HMDs helps to familiarize new users in a shorter
amount of time. Furthermore, the combination of
different modalities such as visual, auditory or tactile
feedback can improve the learning transfer through
stimulating various human information channels.</p>
      </sec>
      <sec id="sec-6-4">
        <title>Offer different user modes.</title>
        <p>Providing a wide range of information at the beginning
of a learning process helps novice users gather
essential information of the task. Our evaluation
revealed that once users completed the tutorial level,
they become much more familiar in using the software
modalities as well as performing basic movements
which indicates the time improvement in Table 3. At
this point, information should be gradually reduced by
not frustrating users with too much unnecessary
information. We recommend offering different user
modes ranging from a tutorial to an expert mode using
various amounts of information. This concept allows
completely novice employees as well as experienced
users to use a software product in accordance to their
skill level.</p>
      </sec>
      <sec id="sec-6-5">
        <title>User voice interaction.</title>
        <p>Executing manual procedural task requires hands-free
usage which is usually realized when using a HMD.
Additionally, developers should take into account that
extra effort as well as limitations in performing a task
should be avoided when designing interaction concepts.
Therefore, we suggest using voice interaction due to
two facts. Most of the time, users carry parts and tools
when performing assembly tasks. They should be able
to interact with the HMD without using their hands
which can be realized using voice interaction. Through
our study, we also learned that gesture interaction,
especially the HoloLens Airtap was hard for many
participants since it’s an unnatural movement. More
natural and intuitive gesture interaction concepts may
help to overcome this limitation in future [22].</p>
      </sec>
      <sec id="sec-6-6">
        <title>Add context information.</title>
        <p>Adding context information can help users to build and
strengthen a global picture of a task. Having a strong
mental model of a procedure allows someone to
perform a task efficiently without requiring support
from an assistive system (e.g. HMD). Due to our user
study, we recommend using progress bars for
visualizing step-by-step progresses as well as when
implementing video players to present the length of a
video. A complete task overview was also found to be
helpful by our participants for building a global picture
of the assembly training task.</p>
      </sec>
      <sec id="sec-6-7">
        <title>Integrate gamification elements.</title>
        <p>Assembly processes are often boring and monotonous
for many employees. When it comes to learning new
procedures, the majority are willing to acquire new
knowledge but they wish more fun during the training
since it takes a lot of time and is very serious.
Gamebased learning approaches which are already
widespread in schools for teaching kids might help to
improve assembly trainings. Previous studies already
stated that providing self-quantified information such
as errors and time, combined with gamification
elements can enhance work processes [23]. Our
participants revealed that Embly is cute and motivates
them to finish the assembly training successfully.
Designing our application according to a game was also
found to be very enjoyable by our participants. We also
believe that the attractiveness of assembly jobs can be
increased for younger people when providing innovative
technologies such as HMDs in combination with
gamebased learning applications.</p>
      </sec>
      <sec id="sec-6-8">
        <title>Present multimodal information.</title>
        <p>When analyzing the click rates of our application, we
found differences between users and specific user
groups (Table 4). Most of our participants tend to use
traditional, familiar media such as watching a video or
reading a text. On the other side, some participants
also preferred using three-dimensional content.
Therefore, providing the opportunity to choose between
different types of information will help many users
finish an assembly task successfully. Additionally,
offering multimodal information can enhance the
training transfer.</p>
      </sec>
      <sec id="sec-6-9">
        <title>Build a clean multilayered architecture.</title>
        <p>People are familiar working with multilayered mobile
phone applications. Each layer contains different
information and functionalities. Taking this into account
when developing applications for HMDs can help novice
users to become adjusted to a new software and
technology very fast. We adapted this approach and
designed a clean multilayered software for assembly
training tasks. Only the UI (Figure 1) is visualized
permanently, all other functionalities and information
are hidden under sublayers, selectable on demand. We
recommend using this concept since all of our
participants liked it.</p>
      </sec>
      <sec id="sec-6-10">
        <title>Visualize different 3D content.</title>
        <p>Superimposed three-dimensional content supports
trainees in learning the position and orientation of a
specific part as well as improves the spatial perception.
Providing additional animations not only helps to
understand what and where to assemble, it also shows
how to assemble a specific part. Therefore, we
recommend using different 3D augmented reality
content. We further suggest using an outline shader
when presenting animated 3D parts. While watching a
looped animation of the assembly process, users are
able to install the part simultaneously. Rendering only
full-color shader parts while wearing a HMD might
bother users executing the assembly process because
real parts are difficult to recognize. Users might tend to
watch underneath the HMD to accomplish the assembly
process.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Discussion and Conclusion</title>
      <p>In this paper, we introduced a novel concept for
assembly training task using HMDs. According to the
requirements for industrial killer applications introduced
by Navab [24], we build a reliable, scalable, user
friendly killer application for real engine assembly
training tasks and described every feature in detail. An
experiment with 15 participants, divided into three
groups with different skill levels, were executed to
evaluate the usability of the software. Results regarding
effectivity, efficiency and user satisfaction variables
showed no significant differences between the three
groups. One reason for that might be the low number
of participants. Therefore, we argue that everyone can
use this application, no matter which skill level or
knowledge background someone has. Due to that fact,
we have created a standard tool for assembly training
task which ensures a consistent educational result. All
participant enjoyed using the HMD-based application
proven by the high SUS of 90.5 and the result from the
AttrakkDiff. Based on the experiences during the
evaluation, we proposed 10 design recommendations
for HMD-based assembly training. These principles can
be adopted by other researches to create a successful
training application. Considering future work, we want
to evaluate our application with a larger amount of
participants by measuring the trainer transfer.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>We thank all participants for their unaffordable input and
BMW, for helping and providing with the tools, spaces
and funding to realize and complete this project
successfully.</p>
      <sec id="sec-8-1">
        <title>3D Cursor for Mobile Augmented Reality Systems.</title>
        <p>In: Proceedings of the 39th Annual Hawaii
International Conference on System Sciences
(HICSS'06), S. 22c-22c. DOI:
10.1109/HICSS.2006.476.</p>
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