UI Placement as a Critical Design Factor for Augmented Reality During Locomotion
2026-04-07 • Human-Computer Interaction
Human-Computer Interaction
AI summaryⓘ
The authors explain that using augmented reality (AR) while moving around, like walking or jogging, depends a lot on where the digital information appears relative to the user. They point out that previous research often ignores how the position of the interface affects how well people can interact with AR. Their paper suggests studying the placement of the interface itself, and designing new ways to interact based on that placement during movement. This approach could help make AR easier to use on the go.
augmented realitywearable ARUI placementspatial interactionlocomotionuser interface designhuman-computer interactioninterface anchoringon-the-go interaction
Authors
Pavel Manakhov, Hans Gellersen
Abstract
Wearable augmented reality (AR) represents the next interface to all things computing, extending what smartphones and laptops can do. This involves providing access to digital information during activities like walking or jogging. In this work we argue that the impact of physical movement on AR interaction is not direct, but mediated by UI placement - the spatial relationship between the user and the interface. Current research often treats interaction techniques in isolation, overlooking how their performance is fundamentally linked to where the UI is placed. This position paper highlights the need to reconceptualize UI placement beyond traditional anchoring views, explore novel interaction techniques designed for specific UI placements during locomotion, and rigorously evaluate UI placement as an independent variable in experimental studies. By centering the analysis on the relative movement between user and interface, we can unlock more effective on-the-go AR interaction.