TY - GEN
T1 - Augmentation not Duplication: Considerations for the Design of Digitally-Augmented Comic Books
AU - Kljun, Matjaz
AU - Čopič Pucihar, Klen
AU - Alexander, Jason Mark
AU - Weerasinghe, Maheshya
AU - Campos, Cuauhtli
AU - Ducasse, Julie
AU - Kopačin, Barbara
AU - Grubert, Jens
AU - Coulton, Paul
AU - Čelar, Miha
N1 - © ACM, 2019. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems http://doi.acm.org/10.1145/3290605.3300333
PY - 2019/5/4
Y1 - 2019/5/4
N2 - Digital-augmentation of print-media can provide contextually relevant audio, visual, or haptic content to supplement the static text and images. The design of such augmentation—its medium, quantity, frequency, content, and access technique—can have a significant impact on the reading experience. In the worst case, such as where children are learning to read, the print medium can become a proxy for accessing digital content only, and the textual content is avoided. In this work, we examine how augmented content can change the reader’s behaviour with a comic book. We first report on the usage of a commercially available augmented comic for children, providing evidence that a third of all readers converted to simply viewing the digital media when printed content is duplicated. Second, we explore the design space for digital content augmentation in print media. Third, we report a user study with 136 children that examined the impact of both content length and presentation in a digitally-augmented comic book. From this, we report a series of design guidelines to assist designers and editors in the development of digitally-augmented print media.
AB - Digital-augmentation of print-media can provide contextually relevant audio, visual, or haptic content to supplement the static text and images. The design of such augmentation—its medium, quantity, frequency, content, and access technique—can have a significant impact on the reading experience. In the worst case, such as where children are learning to read, the print medium can become a proxy for accessing digital content only, and the textual content is avoided. In this work, we examine how augmented content can change the reader’s behaviour with a comic book. We first report on the usage of a commercially available augmented comic for children, providing evidence that a third of all readers converted to simply viewing the digital media when printed content is duplicated. Second, we explore the design space for digital content augmentation in print media. Third, we report a user study with 136 children that examined the impact of both content length and presentation in a digitally-augmented comic book. From this, we report a series of design guidelines to assist designers and editors in the development of digitally-augmented print media.
KW - Augmented reality
KW - Comic books
KW - Digital augmentation
U2 - 10.1145/3290605.3300333
DO - 10.1145/3290605.3300333
M3 - Chapter in a published conference proceeding
SN - 9781450359702
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
ER -