Experiencing the Path: Comparing Visual Cues for User Experience and Performance in Outdoor Augmented Reality Navigation
Published in Paper presented at the 18th International Conference on Quality of Multimedia Experience (QoMEX 2026), Cardiff, UK, June 2026, 2026
Henning, J., Vona, F., Hinzmann, S., Amer, M. & Voigt-Antons, J.-N.
Outdoor navigation is a prominent use case for Augmented Reality, yet empirical evidence on how to design visual cues to effectively guide users to a destination in real-world environments remains limited. This paper presents a comparative evaluation of five visual guidance cues for pedestrian AR navigation. In a controlled outdoor study, 30 participants completed a destination-oriented navigation task under five visual cue conditions using a within-subjects design. The cues differed in how they visually conveyed direction and spatial guidance toward the target location. We examined user experience, task cognitive load, and perceived guidance quality, assessed through standardized instruments and custom questions. The results reveal that familiar cues, such as a path-following line, feel modern and engaging in AR while supporting high navigation performance, whereas dynamic or gamified cues increase workload and reduce efficiency.
Recommended citation: Henning, J., Vona, F., Hinzmann, S., Amer, M. & Voigt-Antons, J.-N. (2026, June). Experiencing the Path: Comparing Visual Cues for User Experience and Performance in Outdoor Augmented Reality Navigation. Paper presented at the 18th International Conference on Quality of Multimedia Experience (QoMEX 2026), Cardiff, UK.
