Guidelines for Testing Mobile Augmented-Reality Apps

Whether you’re running in-person or remote research on AR apps, ensure that the test is safe for study participants, the task wording is easy to understand, participants know what to expect in advance of the session, and your recording equipment can capture the participant’s screen and their movements.

Summary: Whether you’re running in-person or remote research on AR apps, ensure that the test is safe for study participants, the task wording is easy to understand, participants know what to expect in advance of the session, and your recording equipment can capture the participant’s screen and their movements.


The number of mobile augmented-reality (AR) applications and their popularity are rapidly increasing. It is only a matter of time until companies in various domains, including health, ecommerce, education, and gaming, incorporate AR features into their mobile apps.

As with any digital product, AR apps benefit from user testing before and after launch.  While conducting an AR usability study has many similarities with other mobile studies, certain factors can impact the quality of the study and of the findings. For example, some AR apps involve (sometimes intense) physical movement, while others require the participant to share a camera capture of their surroundings with the facilitator.

We recently ran a usability-testing study of mobile AR applications. The study involved 7 in-person sessions and 4 remote moderated sessions. In this article we share the lessons we learned about setting up such a study. In particular, we focus on the following main components:

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