Augmented reality applications merge virtual content with the real world, with real-time interaction and they have inherent characteristic, such as the lighting conditions, use of sensors, and the user position. These applications are very different from conventional applications that use mouse and keyboard, so they require a usability evaluation to verify whether they achieve their goals and satisfy users. We developed a checklist to measure the usability of augmented reality applications in a practical manner. This checklist was developed adapting the ISO 9241-11 and Nielsen Heuristics for an augmented reality context, and criteria created by us. Five experts evaluated two applications to test the checklist. In both cases, the evaluation clearly identified key problems in the application design. They also evaluated the checklist. Analyzing the results, we could determine that the checklist appears to be a possible solution to evaluate usability of augmented reality applications.
Education professionals are always searching for new ways of promoting learning, either by modifying the pedagogical project of courses or by the adoption of new learning strategies. In particular, this paper presents the results of an effort in order to bridge the knowledge acquired by students within classroom in face-toface classes with technical skills required in real life situations. The contribution presented in this paper is the result of an assignment applied within an undergraduate Data Network Infrastructure Design course in a Brazilian university using an adapted Problem-Based Learning methodology (PBL), as a motivational tool. This paper also presents and discusses the resulting data related to the learning assessment.
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