Fun and Usable: Augmented Reality Instructions in a Hospital Setting. Susanna Nilsson Björn Johansson Department of Computer and Information Science Linköping Univeristy, Sweden +46 (0)13 28 26 90 Department of Computer and Information Science Linköping University, Sweden +46 (0) 13 28 24 25 susni@ida.liu.se bjojo@ida.liu.se ABSTRACT The differences between Augmented Reality (AR) systems and computer display based systems create a need for a different approach than “traditional” HCI to the design and development of AR systems. This paper presents theoretical and empirical work which uses holistic approach compared to traditional guidelines in human computer interaction. The paper includes a usability study where AR was used for giving instructions to professional users in a hospital. The theoretical stance of Cognitive Systems Engineering is suggested as a possible approach to the design of AR system. The analysis show that the users in the context of medical care are positive towards AR systems as a technology and as a tool for instructions. This indicates that AR technology may become an accepted part of every day work in such a context. use, the surrounding and the effect the system or interface may have in this respect. Being contextually aware in designing an interface means having a good perception of who the user is and where and how the system can and should affect the user in her tasks. This article aims at discussing usability and user acceptance aspects of an Augmented Reality (AR) system from a Cognitive Systems Engineering (CSE) perspective. A case study of an AR prototype tested by professional users is presented. The results from the study are mainly intended as a basis for discussion of the design of AR systems from a CSE perspective. 2. MIXED AND AUGMENTED REALITY Usability, Augmented Reality, Mixed Reality. User Study, Cognitive Systems Engineeering. Mixed Reality (MR) is a collective name for the technologies developed to merge real and virtual information. Milgram and Kishino (1994) describe Mixed Reality as a virtual continuum which illustrates the relation between Augmented Reality, virtual reality (VR) and the stages in between [19]. VR are systems that are totally immersive and allows the user to experience a more or less complete virtual world, while AR only amplifies certain features, or adds some virtual effects, to the world as it is experienced by the user. Usually the virtual elements are presented visually through a head mounted or a mobile display. The focus in many MR definitions is ‘the merging of worlds’ but MR is also defined as the technology used to accomplish this merging of real and virtual worlds. 1. INTRODUCTION 2.1 Augmented Reality Categories and Subject Descriptors H.5.1 [Information Interfaces and Presentation, HCI]: Multimedia Information systems – Artificial, augmented and virtual realities. General Terms Design, Human Factors, Keywords When new technologies are introduced into a domain it may affect the user and the task on both a practical and a social level. The process of change requires knowledge, not only about the system introduced but also about the domain. The technical system or interface which is introduced should have as much positive effect on the user and her/his work as possible, while at the same time minimizing the negative effects of the system both for the user and other individuals. Fundamental usability awareness implies that the interface or system should not be harmful or confusing to the user, but rather aid the user in her/his tasks. However, traditional usability guidelines often do not include the context of OZCHI 2007, November 28-30, 2007, Adelaide, Australia. Copyright the author(s) and CHISIG Additional copies are available at the ACM Digital Library (http://portal.acm.org/dl.cfm) or ordered from the CHISIG secretary (secretary@chisig.org) OZCHI 2007 Proceedings ISBN: Azuma (1997) mentions three criteria that have to be fulfilled for a system to be classified as an AR system: they all combine the real and the virtual, they are supposedly interactive in real time (meaning that the user can interact with the system and get response from it without delay), and they are registered and aligned in three dimensions [1]. As an example, motion pictures with advanced 3D effects might have elements of AR, but they are not interactive so the do not qualify in the AR category. AR applications can be found in diverse domains, such as medicine [25], military applications [8, 9], entertainment and infotainment [16], technical support and industry applications [3, 12, 30], distance operation [20] and geographical applications [15]. One application area is as instructional tools; Tang [27] describes an experimental evaluation of AR used in object assembly; Zauner et al [30] describe how MR can be used as an assembly instructor for furniture applications. The ARVIKA project illustrated several different applications for development, production and service [7]. A common application with AR is to provide instructions on how to operate new or unfamiliar equipment. The instructions given in an object assembly situation may however be slightly different from instructions given on how to operate and manage unfamiliar technical equipment. Technically, there are two principally different solutions for merging reality and virtuality in real time today – video seethrough and optic see-through [1, 2, 16]. Optic see-through is where the user has a head mounted see-through optical display which allows the user to see the real world as if through a glass lens. The virtual information is then overlaid on the see-through display. This technique causes some problems since the virtual information has to compete with the surrounding light, which places great demands on the display capabilities (it can be compared with having to work with a computer screen in direct sunlight). There are also some problems with placement of the information in relation to the surroundings since the depth of the display in this constellation is fixed whereas in reality objects are perceived in different focal planes [8]. A way to overcome the problems with optic see-through is by using a camera in front of the users’ eyes, and then projecting the camera image on a small display in front of the users’ eyes [1, 8, 16]. The virtual images are added to the real image before it is projected which solves the surrounding light problem as well as gives control over where the virtual objects are placed (see figure 1). Figure 1: Schematic view of a Video see-through AR system [24]. This places other demands on the system, as the transferring of the real image suffers from the lag determined by the camera image update frequency. The lag can have effect on the user experience of the system, such as simulator sickness. To conclude there is a trade-off between the two different solutions and the choice of solution is often determined by the available resources. 2.2 Augmented Reality and Usability AR is a relatively new field, where technological possibilities are the driving forces, meaning that little reflection is done regarding the consequences of introducing such technology in actual situations. The impact of the way AR is envisioned (optic seethrough and video see-through) has largely taken focus off the use situation and instead lead to a focus on more basal aspects, such as designing for avoiding motion sickness and increasing the physical ergonomics of the technology. However, these areas are merely aspects of the platform MR/AR, not the applications it is supposed to carry and the situations in which they are supposed to be used. The field of AR differs from standard desktop applications in one crucial respect; it is intended to be used as a mediator or amplifier of human action, often in physical interaction with the surroundings. Although this is valid for several other forms of systems as well, AR is unique in the sense that it changes the user’s perception of the world in which she/he acts, and thus fundamentally affects the way the user behaves. This is also why the need to study contextual effects of introducing AR systems seems even more urgent to study. Usability methods used for AR systems are mainly based on usability methods used for graphical user interfaces, sometimes in combination with usability for VR applications [8, 28]. This approach has some complications since it is not based on the experiences from actual AR systems users in actual contexts. Usability criteria and heuristics that are useful for designing new AR systems tend to be general, broad criteria, such as the ones Nielsen presented in his list of usability heuristics in 1993 [23]. Usability methods such as cognitive task design [11], where the design approach is based on observations of how a user completes a task in which the system or artifact is involved, also have to deal with the so called ‘envisioned world problem’ [13, 29]. The ‘envisioned world’ problem states that even if a good understanding of a task exists, the new design/tool will change the task, rendering the first analysis invalid. Designing systems based on heuristics developed for computer based applications may be common practice in the MR/AR field, but there are few examples of studies on how users actually perceive the system in actual use situations. During user studies in a smaller research project [9], users were asked about their experience of the AR system, and none of them even mentioned desktop or laptop computers, or programs when describing what they were interacting through or with. Instead, words like robot, video game and instructor were used to describe the interaction. The AR system was thus perceived as introducing other properties to interaction than “normal” desktop applications. This could hardly be attributed to the content of the interaction (which mainly was simple instructions of operation), but rather to the fact that the content was presented directly in the context of use. This of course raised questions of how useful it really is to base design of AR systems on desktop computer metaphors and usability criteria. A previous user study of an AR system at a hospital has indicated that CSE may be a valid approach to usability issues in AR systems [24]. The purpose of the system is another important issue – is it intended for pleasure and fun or if it is part of a work setting? If it is somewhat forced on the user by it being part of everyday work and mandatory tasks, the system needs to reach efficiency standards that may not be equally important if it is used as a toy or entertainment equipment. If the system is a voluntary toy the simplicity factor is more important than the efficiency factor [11]. However, if a system is experienced as entertaining, chances are it may be perceived as being easier to use. Davis describes two important factors that influence the acceptance of new technology, or rather information systems, in organizations [4]. The perceived usefulness of a system and the perceived ease of use both influence the attitude towards the system, and hence the user behavior when interacting with the system, as well as the actual use of the system (see figure 2). If the perceived usefulness of a system is considered high, the users can Figure 2. The Technology Acceptance Model derived from [17]. accept a system that is perceived as less easy to use, than if the system is not perceived as useful. For AR system this means that even though the system may be awkward or bulky (head mounted), if the applications are good, i.e. useful enough, the users will accept it. Equally, if the AR system is not perceived useful, the AR system will not be used, even though it may be easy to use. 3. CSE - A HOLISTIC APPROACH Traditional approaches to usability and human computer interaction assumes a de-composed view with separate systems of humans and artifacts The idea of the human mind as an information processing unit which receives input and generates output has been very influential in the domain of Human Computer Interaction (HCI). A basic assumption in the information processing approach is that cognition is studied as something isolated in the mind. A problem with many of these theories is that they mostly are based on laboratory experiments investigating the internal structures of cognition, and not on actual studies of human cognition in an actual work context [5]. A holistic approach to human-machine interaction has been suggested by Hollnagel and Woods called ‘cognitive systems engineering’ (CSE) [12, 13]. The approach is loosely based upon findings and theories from, among others, Miller, Galanter and Pribam [21] and Neisser [22]. The traditional definition of cognition as something purely mental is questioned in this approach: “Cognition is not defined as a psychological process, unique to humans, but as a characteristic of system performance, namely the ability to maintain control. Any system that can maintain control is therefore potentially cognitive or has cognition” [13]. In the CSE approach is important to see the system as a whole and not study the parts in isolation from each other. The cognitive system can be comprised of a human and a computer, a human, a computer, a telephone and another human and so forth, where the human brings in the ‘natural cognition’ to the system and artifacts or technological systems may have ‘artificial cognition’. Hollnagel & Woods uses the notion “Joint Cognitive System” (JCS) to describe systems comprised of both human and technological components that strives to achieve certain goals or complete certain tasks [13]. The JCS approach thus has a focus on function rather than structure, as in the case of information processing, which is the basis for most traditional HCI. A CSE approach to humans and the tools they use thus focus on what such a system does (function) rather than what is (structure). A consequence of that perspective is that users should be studied when they perform meaningful tasks in their natural environments, meaning that the focus of a usability study should be user performance with a system rather than the interaction between the user and a system. A design should thus be evaluated based both on how users actually perform with a specific artifact, but also how they experience that they can solve the task with or without the artifact under study. 3.1 Using Artifacts in Different Ways As stated above, the main constituents in a JCS are humans and some type of artifact. Hutchins (1999) defines cognitive artifacts as “physical objects made by humans for the purpose of aiding, enhancing, or improving cognition” [14]. Hollnagel and Woods (2005) define an artifact as “something made for a specific purpose” and depending upon this purpose and how the artifact is used, it can be seen as either as a tool or as prosthesis [13]. A tool is something that enhances the users’ ability to perform a task or solve problems. A prosthesis is an artifact that takes over an already existing function [13]. A hearing aid is a prosthesis for someone who has lost her/his hearing while an amplifier can be a tool for hearing things that normally is too quiet to be heard. Another example is the computer which is a very general tool for expanding or enhancing the human capabilities of computation and calculation, or even a tool for memory support and problem solving. But the computer can also be used to not only enhance these human capabilities but also to replace them when needed. A computer used for automating the locks of the university buildings after a certain time at night has replaced the human effort of keeping track of time and at the appropriate time going around locking the doors. The way someone uses an artifact determines if it should be seen as a tool or prosthesis, and this is true also for AR systems. AR systems are often very general and different applications support different types of use. So as with the computer, AR systems can be used either as tools or as prostheses and this may affect the perceived usability and hence the appropriate design of the system. 4. CASE STUDY OF AR USE IN A HOSPITAL SETTING To address usability aspects of a head mounted video see-through AR system, a user study at a hospital has been conducted. A general question in focus for the study was to find out whether the AR system would be accepted as part of the technological support in a user group working at a hospital. The specific aim was to investigate user experience and acceptance of AR systems in an instructional application for medical equipment. The aim of the analysis in this paper is not to report completion times or error frequency but rather focus on the user experience and possible effects of introducing this equipment in daily tasks at a hospital. 4.1 Method of the study The participants were observed performing a common operating room (OR) task. They also answered a questionnaire focusing on their experience of the instructions they were given by the AR system. The study was recorded on digital video and during the task, the participants’ view through the video see-through AR system was also logged in digital video format. 4.1.1 Participants Twelve participants, all employed at the hospital, participated in the study. The participants ranged in age from 30 to 60 and consisted of OR nurses, surgeons and technical staff. All of the participants had some experience of the surgical instrument they were asked to put together in the study. 4.1.2 Equipment. This section describes the technological equipment used during the user study. 4.1.2.1 Augmented Reality System. The hardware part, which can be seen in figure 3, includes a laptop computer (2.00 GHz Intel®Core™ 2 CPU, 2.00 GB RAM and a NVIDIA GeForce 7900 graphics card), a head mounted display with a fire wire camera attached and a headset with earphones and a microphone. The AR system uses a hybrid tracking technology based on marker tracking; ARToolKit, (available for download at [10]), ARToolKit Plus [26] and ARTag [6]). The software includes an integrated set of software tools such as software for camera image capture, fiducial marker detection, computer graphics software and also software developed specifically for AR-application scenarios [9]. Figure 3. The headmounted video see-through AR system used in the study. Apart from the HMD, a laptop computer and headset was also used. 4.1.2.2 The trocar The object used in the study was a trocar, which is a surgical instrument, used as a “gateway” into a patient during minimal invasive surgeries (see fig 4a and b). The trocar is relatively small and consists of seven separate parts which have to be correctly assembled for it to function properly as a lock preventing blood from leaking out of the patient’s body. In this application the objects to assemble were too small to have several different fiducial markers attached to each part. Instead the marker was mounted on a small ring with adjustable size which the participants wore on their index finger (as can be seen on a participant’s finger in figure 5 and 6 below). 4.1.3 Task The task the participants in the study had to perform was to follow AR instructions on how to assemble was a common medical device, a trocar described above. 4.1.3.1 Instructions and voice input Instructions on how to put together a trocar are not formalized; instead they are normally given by more experienced operating room nurses. To establish realism the instructions designed for the AR application were based on the instructions given by an OR nurse at a hospital. The OR nurse was interviewed, observed and video recorded while giving instructions and assembling a trocar. The video was the basis for the sequence of instructions and animations given to the participants in the study. Examples of the instructions and animation can be seen in figure 5a. Figure 5b illustrates the setup, where a participant receiving instructions can be seen. Figure 5 a and b. To the left the participants view during the task. To the right a participant following performing the task. Before receiving the assembly instructions the users are given a short introduction to the commands they can use during the task; “OK” to continue to the next step, and “back” or “backwards” to repeat previous steps. The voice input is received through the headset microphone and is interpreted by the MS windows speech recognition module and then interpreted by the MR software. 4.1.4 Data collection Data was collected both through observation and through questionnaires. The questionnaire responses were described and analyzed. The observation was mainly focused on the general interaction with, and through the AR system. 4.1.4.1 Questionnaires Figure 4a and b. To the left the trocar fully assembled. To the right the pieces to be assembled by the participants in the user task. The first part of the questionnaire consisted of a set of closed questions where the participants responded on a 6 point likert scale (see figure 6 below). In total the questionnaire included 17 closed questions of which the first 3 were demographical in nature (prior technological experience, interest in technology and computer use). The remaining 14 questions focused on the user experience with statements where the user could check a box between “completely agree” to “completely disagree”. The statements included topics such as learning time, understanding of instructions, ability to assemble new objects, the clumsiness of the system, experiences of nausea, experienced control and difficulty of use as well as fun to use. Three questions of particular interest for the study was whether or not the users would be prepared to use an AR system for similar tasks in their work, and in other situations than work, and if it was fun to use (see figure 6). The second part of the questionnaire included 10 open questions were the participants could elaborate on their experience of the AR system. The questions covered overall impression of the AR system, experienced difficulties, experienced positive aspects, what to change in the system and whether it is possible to compare AR ofinstructions the statement system tofrom receiving Figure 6. receiving An example a likert scale the instructions from a teacher. questionnaire. where the users responded to whether they would prefer to receive instructions from a teacher or tutor. It is perhaps no surprise that in general the participants would prefer human to human interaction to interacting with a technical system. The question that received the highest scores was a question regarding general ergonomics – none of the participants responded that they experienced any discomfort during the use of the system. The lowest grade was a 5, which shows that no one agreed to the statement of having experienced any discomfort. The questions most related to the general aim of this paper related to whether or not the participants would like to use this system in their profession (see figure 7). 4.2 Results and Analysis This section describes the results of the study. First the results of the closed response questionnaire are briefly reported and discussed. In the following paragraphs the results of the openended questions and observations are analyzed and correlated. 4.2.1 Closed questions The participants gave responses on a 6 level likert scale and the likert scale was transformed into a 6 degree grading system, where 6 was the most positive answer for the AR system (e.g. the user for instance completely agrees that the system was fun to use, or completely disagrees that the system was clumsy to use) and 1 was the most negative. The results from the closed part of the questionnaire can be seen in the table below. Table 1. Statements in the closed response questionnaire. Question/statement Average 4. It was easy to understand the instructions. 4,92 5. The text was difficult to read due to color or size. 4,67 6. It took a long time to learn to use the system 4,67 7. This system is difficult to use. 4,67 8. I felt in control over the system. 3,67 9. I would like to use this type of system to receive instructions in my profession. 4,58 10. I would like to use this system in other contexts than my profession. 3,75 11. With this system I can assemble objects which are new to me. 4,58 12. I feel confident that the system is giving me correct instructions. 4,25 13. I would prefer to receive instructions from a person (teacher/tutor) 3,25 14. This system is clumsy to use. 4,25 15. The system does not have any apparent shortcomings 3,55 16. I experienced nausea, dizziness or discomfort while using the system 5,67 17. This system is fun to use. 4,50 Table 1: The statements/questions in the closed response questionnaire. In the right column the average response score is shown. As can be seen in the table, the scores in general are on the upper part of the scale. The lowest score can be found in question 13, Figure7: The responses to statement 9 “I would like to use this system in my work” As can be seen in the graph one of the participants definitely does not want to use this kind of system in their work, while 4 others definitely do want to use this kind of system in their work. Interestingly enough one participant, who would like to use the AR system at work, does not find it fun to use (see figure 8 below). Figure 8: The responses to statement 17 ”This system is fun to use”. Overall the participants did find the system fun to use, the average score was 4.50 and 7/12 gave the score 5 or six. 4.2.2 Observations and open ended questionnaire The open ended questions were transcribed and are reported here as a brief summary under separate themes. They are discussed in relation to observations made during the study as well as during analysis of the video recorded material. 4.2.2.1 Marker problems Many of the participants commented on the marker as being problematic. The problems arise when the marker is obscured in one way or another (mostly due to movements of the hand) and the AR system looses contact with the marker and then when the marker is identified the last viewed instruction is repeated. That this is problematic is illustrated by the video data, which shows how the participants move their hands to get the marker in clear view. This may affect the perceived ease of use of the AR system and contribute to the experienced clumsiness of it. 4.2.2.2 Multimodality Concerning the multimodal aspects of the instructions, receiving both aural and visual instruction seemed to increase the perceived ease of use of the system: “The voice control + text and image. You just can’t do wrong.” (participant 2) However it also confused one of the users answering the question of there was anything that s/he experienced as troublesome: “to both listen and look, hard to see what part to use” (participant 11) 4.2.2.3 Instructions A majority (8/12) of the participants experienced the instructions as clear and easy to follow: “Simple, compared to if you by reading text are trying to obtain the same information.” (participant 4) “Easy to understand the instruction. Easy to use.” (participant 3) The quote by participant 3 illustrates the relation between good design of instructions and the overall impression of the system. Overall the participants seemed to cope well with working through the AR system, and most of them found the system fun to use (as also can be seen in question 17 in the closed questionnaire). The idea of a system being fun to use is a positive factor when introducing new technology into a work place. As noted above, when users of a system find it entertaining, they may be able to cope with more complex and more difficult systems. However, it still must be perceived useful for their task, or it becomes redundant. 4.2.2.4 Comparing the AR system to other systems All of the respondents work with computers on a day to day basis and are accustomed to traditional MS Windows™ based graphical user interfaces but they saw no similarities with the AR system. Consistent with the findings in a previous study [9], most of the respondents referred to interacting with or through a computer when asked what the interaction felt like. Most of them (9/12) did not find any comparison at all, but the few that did, did not mention other computer aided instructional systems, but instead laparoscopic surgery, and computer games. The respondents are usually introduced to new technology and equipment through more experienced staff, or sometimes by the company selling the product. One problem with receiving instructions from colleagues and other staff members are that the instructions are not ‘objective’, but more of “this is what I usually do”. The only ‘objective’ instructions available are the manual or technical documentation and reading this is time consuming and often not a priority. When asked about the possibility to compare the AR system with receiving instructions from a teacher one response was this: “What you can be sure about with this system is that everyone has gotten the exact same information.” (participant 4, emphasis by participant) The differences within the group, and the fact that there are only twelve participants, make it difficult to draw any general conclusions from the results of the responses, but the individual comments are nonetheless relevant to the further development of the AR system. 5. DISCUSSION – THE CSE PERSPECTIVE AND AR DEVELOPMENT Human face to face interaction is perhaps the most common way to receive instructions on how to operate new equipment, and by imitating this personal interaction the AR system illustrates a big advantage to other forms of instructions. The instructions are presented in real time right in the user’s field of view allowing users to experience the instructions in actual context. If the AR system should be viewed as tool or prosthesis is in this regard difficult to answer. It is a tool in the sense that it provides instruction, allowing the user to perform tasks efficiently. However, it also, as reported above, in some sense replaces the interaction with peers, potentially disturbing an important part of the human interactivity in the learning process. Feedback is, after all, limited and it is currently not possible to ask the system clarifying questions. By confronting a design for a new technology with tasks from real work rather than laboratory settings allows problems that probably otherwise would remain unknown to emerge. In a laboratory experiment or evaluation, the user is confronted with a situation based on assumption about what is relevant that originates from the researcher/evaluator. A common approach in many experimental studies is to present the experiment participant with a “nonsense” task, deliberately removing any connections to actual work. The CSE approach instead suggests that conclusions about pros and cons of a new system should be drawn in its intended use setting. This is especially true when concerned with tools that are to be used by specialists in high-risk environments. A product like the trocar represents such a tool used for a highrisk task by skilled professionals. It is also clearly a case where improved functionality in terms of instructions is beneficial, since objective instructions has a potential to reduce erroneously performed assemblies of the trocar. Testing the concept of providing AR instructions together with such instruments in a real-world setting thus reveal the pros and cons of a design. Cognitive Systems Engineering provides a way to study and think about AR systems as joint cognitive systems acting in a goal oriented and adaptive way in the world. These fundamental aspects are lacking in most other perspectives where interactions mostly is studied on a micro-level. Another aspect of the system that becomes evident when observing users in their actual work environment is its physical appearance and bulkiness largely originating from the technical limitations of using video see-through HMDs. Despite some physical issues with the AR system all users did complete the task without any other assistance. However, effects of the physical intrusion of the system upon the user’s normal task should not be ignored. Even if the system is lightweight and non-intrusive, it still may change the task and how it is performed. In the worst case users may abandon the system if the experience it as too clumsy. Regardless of appearance, any system does affect the social context of the task simply by being introduced as a new element. However, this may not be a problem in the long run – if the system is a positive influence on the task, user and context, it will with time and experience grow to be a part of the task. This should be true for AR as it has been true for other technologies; for instance the use of computers for writing papers – few students and researchers today can image writing papers without the cut-and-paste functionalities of word processors. To fully see the effects of introducing an AR system into a hospital environment a more longitudinal study involving an application like the one presented in the case study may be required. One aspect, not to be forgotten, is the positive results of the question of enjoying the use of the system. A majority of the participants found the AR system fun to use and work with, and several of them also wanted to use it as a part of their work. The technology acceptance model implies that the perceived ease of use and perceived usefulness of a system is what determines if users will actually use it in the end. The experienced ease of use is most likely influenced by the enjoyment of using a system. If it is fun to use, it may be experienced as easier to use, and vice versa. Entertainment in varying degrees is an important usability factor for all user interfaces, even though there are obvious examples of experienced usefulness weighing heavier than both ease of use, and entertainment. Although user acceptance of the AR system in the case presented above was high, there are several issues to overcome before AR instructions can be an acceptable part of work at a hospital. In the current setup the AR system has some important shortcomings – the lack of dialogue for one thing. As pointed out, the user must have the ability to interact more freely, i.e. asking questions. The way to position markers so that they are not obstructed during the assembly is also an important issue. 6. SUMMARY AND CONCLUSIONS This paper has presented a discussion on acceptability and usability of an AR system in a hospital task. The discussion is based both on the results of a qualitative user study and the theoretical basis of CSE. The study was conducted in a naturalistic setting, on site at a hospital with actual users and their equipment. The CSE approach to usability supports the idea of doing practical research in the actual use context to make sure that the research considers all aspects of use, including the social impact of the studied system. The analysis of the results has indicated that although there are some ergonomic issues to be solved, the acceptance of an AR system in this user group is high. A majority of the participants were positive towards the use of AR in their work environment, and especially as a supportive tool for learning how to assemble or use new technology. Due to the envisioned world phenomena described in the introduction of this paper it is clearly so that the design of AR systems is a constantly ongoing iterative process, and as such further usability studies on the recently implemented changes will be conducted. The process is likely to go on until the changes conducted between the iterations become so small that they have moved from major usability issues to esthetical, social or personal issues. 7. ACKNOWLEDGEMENTS This study is part of a collaboration project between the Department of Computer and Information Science (IDA) at Linköping University, and the Swedish Defence Research Agency (FOI), funded by the Swedish Defence Materiel Administration (FMV). 8. REFERENCES [1] Azuma, R. A survey of Augmented Reality. Presence: Teleoperators and Virtual Environments. Vol. 6: 4, 355-385, 1997 [2] Azuma, R, Bailot, Y., Behringer, R. Feiner, S., Simon, J., MacIntyre, B. 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