Augmented Reality for Manual Manufacturing Operations: Training, Assistance, and Usability Evaluation
Abstract
Digitalization represents a strategic enabler of innovation in industrial processes, particularly within complex and safety-critical domains. In the transition toward Industry 4.0, Augmented Reality (AR) demonstrates considerable potential to reshape work organization by enhancing efficiency and ensuring higher product quality. AR technologies can provide operators with context-aware instructions, interactive visual guidance, and improved operational control during cognitive and technically demanding tasks, such as electrical wiring assembly in the aerospace sector. To investigate the actual potential of video see-through devices, a dedicated AR application was developed for Meta Quest 3. The case study encompassed the digitization of technical documentation, the integration of three-dimensional models, and the design of an interactive User Interface (UI). The Usability of the application and its impact on Cognitive Load (CL) were assessed through controlled laboratory experiments involving two groups: one employing Meta Quest 3 and the other relying on conventional paper-based documentation. The results provide empirical evidence on the practical relevance and limitations of video see-through AR in supporting assembly operations. Specifically, the study revealed that the video see-through mode of Meta Quest 3 presents certain limitations and imposes a higher CL on users, although it also elicited high levels of user satisfaction regarding the use of AR technology. These results underscore the necessity of further optimizing AR hardware and interaction design to mitigate cognitive demands, while confirming the promising role of AR in advancing industrial training and assembly processes.
Keywords: Augmented Reality, Video See-Through, Assistive Technologies, Human Factor, Usability Assessment, Ergonomics
DOI: 10.54941/ahfe1006915
Cite this paper
More from this volume
- Warnings and Multilingual Audiences
- EAT Da Vinci 3.0_Translating Cinematic Narrative into Media Art Installation
- From Manual to Automated: Enhancing Inclusivity in Foreign Language Education with Technology
- The effect of multi-sensory physical experiences in daily emotional self-tracking service for emotion self-awareness
- Parametric generation based graphic design and spatial expression research
- Gender Stereotypes in Video Gaming: Impacts of Anxiety Levels, Verbal Communication, and Performance
- Exploring Usability And User-experience Metrics With A Novel AR App In The MASTERLY Project
- Drawing Dialogues Between Generative AI and Children with Autism: A Qualitative Study on the Externalization of “Understanding”
- Human-Centered Design of Integrated Food Service Management Systems: Reducing Cognitive Load in Resource-Constrained Kitchen Operations
- The Design Futures Art-driven (DFA) Method: Structuring Art-Tech Collaboration for Sustainable Future of Food System
- Increasing importance of Instinct
- Bridging the Privacy Gap: Stakeholder Solutions to Support Transparent Data Management Practices in Digital Health Research


AHFE Open Access