Towards Designing a Mobile Augmented Reality Learning Experience

Workshop at ISMAR 2020

Call for Participation

Augmented Reality (AR) is one of the emerging technologies in several domains including education. When adopted for classrooms, this technology holds great potential in enhancing the motivation in the students to master the course content. Studies have also claimed that there is an increase in student learning and achievement in the educational environment using an AR experience. Enhancement of certain capabilities like problem-solving skills, collaborative learning, and spatial abilities have been the stated reasons for the increased learning achievement. While the AR applications are developed to be used in classrooms using hand-held devices like mobile or tablets, certain guidelines are suggested in creating such an AR learning environment. These guidelines are drawn towards providing an enriched learning experience for the students while using the AR-based solutions in classrooms, thus challenging the traditional teaching-learning process. However, it is required to understand why and what strategies, decisions, methods lie behind the guidelines that are adopted while designing a mobile AR learning experience for K12 classrooms.

The goal of the workshop is to provide an opportunity for the researchers, designers, developers, and practitioners to come together and submit their original ideas in the form of work-in-progress papers, position papers, and demos regarding mobile-based AR learning experience for K12 classrooms. At the workshop, we will have activities and collaborative discussions to encourage active participation among the participants to have insights generated on the strategies and patterns that are commonly followed while designing such an experience.

We invite submissions concerning, but not limited to, the following subjects/topics for a Mobile AR learning experience for K12 classrooms:

  1. Applications and use cases, their design and development
  2. User Interface, User Experience design for such applications
  3. Components of AR impacting the learning process
  4. The methods of designing and research
  5. Guidelines considered in the design process
  6. Decisions and challenges in the design of the content
  7. The role of designer, developer, researcher and/or practitioner
  8. Evaluation and/or usability of the designed learning content

The workshop’s papers will be published in ISMAR 2020 adjunct Proceedings and IEEE Xplore.

Important Dates

• 31st August 2020 (23:59 AoE): Paper submission deadline

• 4th September 2020: Notification of paper acceptance to authors

• 21st September 2020: Camera-ready manuscripts of accepted papers due

• 9th November 2020: Workshop date


Paper Length: Anonymized 2-6 pages (excluding references) Paper Format:

Please email your submission to with the heading ‘ISMAR 2020 Workshop Participation’. At least one author of each accepted paper must attend the workshop and register for the conference.

Workshop Agenda

The workshop will be held online. The one-day workshop will involve paper presentations, demonstrations, and hands-on sessions. The participants are expected to present their work involving the outlook, and/or approaches taken in providing an AR learning experience in K12 classrooms. The videos demonstrating the different types of applications or solutions can be shown and discussed. The participants will also be encouraged to ideate and create a paper prototype in designing such an experience based on certain given scenarios.

Schedule   |   9 Nov 2020

SESSION-1    |    8AM - 11AM Recife Time   (11AM - 2PM UTC)   (4:30PM - 7:30PM IST)
30 mins Introductions Organiser and participant introductions
45 mins Presentations Paper presentations by participants
45 mins Activity 1 Participants work in groups to generate design briefs based on a given context.
10 mins Break
45 mins Discussion 1 Each team presents their initial design brief, which is followed by a Q&A session.

SESSION-2    |    4PM - 7PM Recife Time   (7PM - 10PM UTC)   (12:30PM - 3:30AM IST)
45 mins Activity 2 The teams define the strategies, guidelines and design decisions based on the final design brief.
10 mins Break
40 mins Discussion 2 The teams give a final presentation of their design, which is followed by a Q&A session.
20 mins Meta - Discussion Reflection on design patterns and approaches
30 mins ScholAR Project presentation Organisers present their work in AR for K12, which is followed by a discussion session.
35 mins Conclusion Participants provide feedback and discuss future steps for their work.


Pratiti Sarkar


Affiliation: IDC School of Design, Indian Institute of Technology Bombay, India

Interests: Augmented/Virtual Reality, User Experience Design, HCI and Educational Technology

Pratiti is a PhD student at IDC School of Design, IIT Bombay, India. She is a researcher and UI/UX designer. Her research interest lies in establishing Augmented Reality technology in Indian school education. She is interested in investigating the design strategies for Augmented Reality based learning experience in K12 classrooms. Currently, she is also involved in a project that looks for building up a solution in providing Accessible and Affordable Digital Learning Aids for Children in Rural Communities. Her recent work includes the ‘ScholAR’ project which involves the design and development of an AR learning experience in the classroom with Geometry as the use case. One of her works recently got published in the journal of Smart Learning Environments, SpringerOpen. Her profile can be accessed here.

Jayesh S. Pillai


Affiliation: IDC School of Design, Indian Institute of Technology Bombay, India

Interests: Immersive Media Design, Augmented/Virtual Reality, Visual & Interactive Storytelling, Interaction Design

Dr. Jayesh S. Pillai is presently a faculty at the IDC School of Design, IIT Bombay, India. He works in the domain of immersive media design (virtual, augmented, and extended reality) and interaction design. His current research involves understanding the grammar and exploring the potential of storytelling in virtual reality. Jayesh holds a PhD in the field of Virtual Reality from Arts et Métiers ParisTech, France. His film narratives ‘Beyond’ and ‘Gulzar’ were selected for the Cannes Film Festival Short Film Corner 2011 and 2016 respectively. His latest works include VR film ‘Dragonfly’ and experimental VR narrative ‘Till We Meet Again’, which have been showcased at film and VR symposiums including ACM SIGGRAPH VRCAI2019. His research team’s work on responsive VR films with evolving narratives called ‘Cinévoqué’ has been presented at various events including Unity’s Unite conference, SIGCHI Asia symposium and INTERACT conference. His profile can be accessed here.

Amarnath Murugan


Affiliation: IDC School of Design, Indian Institute of Technology Bombay, India

Interests: Augmented/Virtual Reality, Graphics, HCI

Amarnath is a researcher and developer at the IMXD Lab, IDC School of Design, IITB. His specialization is in Extended Reality, and he has been collaborating with pioneering startups and researchers in the field for almost four years. Amarnath’s work on a passively interactive framework for VR films has been published in multiple international conferences such as VRST, VRCAI & INTERACT; furthermore, his recent work on embodiment in VR was presented at IEEEVR. He has also been an invited speaker at the largest HCI and Game Development conferences in India. Prior to joining IMXD Lab, he was a student ambassador for Unity Technologies, and team lead for the XR & HCI group in a student-run multidisciplinary research lab. His profile can be accessed here.


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