This work has applied a technology acceptance model for hedonic systems to examine the determinants of intention to use a augmented reality application with historical information and pictures.
A prototype application was built and used to demonstrate the concept for the participants in the street survey that was conducted as
part of the project. The app has later been made available on appstore. A questionnaire was used for data collection. The same questionnaire was also used in the web-survey, conducted online. The
participants in the web-survey watched a video-presentation of the
use of the application to get an introduction to it before answering
the questionnaire. A partial least square analysis was conducted on
the data to estimate a structural equation model for the acceptance
of this type of application.
The results show that both perceived enjoyment and perceived
usefulness are important determinants of intention to use augmented reality application with historical information and pictures.
This finding suggests that institutions developing this type of applications can benefit from focusing on both the fun and the usefulness of their applications. This can be compared with e.g. games,
where the hedonic aspects would dominate, and a business application, where the focus would probably mainly be on the utilitarian
aspects.
The concrete application is on the wish from the owners of the
picture material being made generally available, and we will follow
the experiences from actual usage to get ideas for improving the
applications, and for input to other applications of this type. Extensions to provide support for user-generated content to this kind of
solutions will also be looked into. We will also investigate a similar platform for other applications in the city such as more general
learning services and mobile games, investigating how the results
reported here can be generalized to other domains