“…As depicted in Table I, most of the existing models focused on the overall AR product development [25], [26], [53], [58], user engagement [28], AR learning [29], [55], [56], games development [27], [28], [57], and user acceptance or adoption of the MAR applications [31], [40]. However, none of these models put an emphasis on the AR design components that may elicit a positive emotional UX, thus need further research [59], [60]. Therefore, it is important to have a model that explores the user emotions and investigate how they are influenced by AR design elements in order to design a positive AR user experience.…”