Objectica
Published HCI Research
Mixed Methods
AR/VR Mobile
EdTech
Situated Cognition in Educational Mobile Apps: Does Physical Situatedness Help Learning?
My Role: UX Researcher — study design, participant recruitment and onboarding, session facilitation, qualitative and quantitative data collection and analysis
Team: Embodied Learning Experience Lab, University of Florida Timeline: 2023–2024 Published: IEEE VR 2024 & IEEE ICALT 2025


The Research
We ran two studies. The first was a preliminary between-subjects study with 43 participants to test our hypotheses and refine our measures. The second was an expanded week-long study with 56 participants, collecting richer data across motivation, engagement, and learning outcomes.
My contributions spanned both studies:
Participant recruitment, screening, and scheduling
Onboarding sessions via Zoom, including app installation walkthroughs and consent processes
IRB protocol compliance and management of participant records
Post-study questionnaire design using validated instruments (IMI, SUS, ARCS)
Quantitative analysis in SPSS (t-tests, Mann-Whitney U, Shapiro-Wilks normality testing)
What we measured:
Perceived relevance and motivation to learn (Intrinsic Motivation Inventory)
Engagement (app interaction logs: notification clicks, lessons expanded, time on page, repeat visits)
Learning outcomes (multiple choice quiz scores per object encountered)


Reflection
The most valuable thing I took from this project was learning how to sit with mixed results. In a product context, "no significant difference in learning outcomes" isn't a failure — it's a finding that redirects resources. Being able to communicate that clearly, and extract actionable design implications from inconclusive data, is a skill I use in every research project now.
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