Guide ARound the faculty is a mobile application for visitors at the Faculty of electrical engineering. The new AR app will enable freshmen students, international students, summer school students and other visitors at the Faculty of electrical engineering to navigate inside the main hallway and the most important rooms and corridors at the faculty. The app will help them to easily find the different rooms and places either to do some activity or just find their way.

Country: Slovenia

Type: Navigation, Gamification

Pilot Journey


The evaluation completed by University of Ljubljana was carried out in the early stages of the project evaluation phase. The “Virtual guide around the faculty” comes in a form of a mobile application with elements of augmented reality, aimed at helping freshmen, international and summer school students, as well as other new visitors easily navigate through the University building’s most important rooms and corridors. It was designed for younger crowds. The testing tasks were set in a gamified way, including one quiz question, one question related to test navigation function and one to observe how 3D elements are perceived in this type of application. System usability scale results confirmed that the respondents found the tool convenient to use.  Interpreting the results from the user experience aspects it relevant to note that audience is generally open and very motivated for using AR technologies. However, the results highlighted that the tool can be significantly improved in terms of ensuring technical excellence in order to provide a better feeling of control. It was obvious that lower scores were given by users who could not complete given tasks due to technical issues.

SEROI+ methodology

Evaluation Results

System Usability Scale (SUS)  - Virtual Guide - ARWay - score = 73  

The average value for SUS is 68. Every value above 68 is perceived as an acceptable score. The value of 73 in this case is interpreted as “good” score, meaning the respondents found the digital tool convenient for use.


User Experience Questionnaire (UEQ) Conclusions

  • The biggest gap in the results between our data and the existing data can be seen in Dependability, meaning that the tool can be significantly improved in order to provide a better feeling of control. 
  • Perspicuity (the level of getting familiar of the product and its usage), Efficiency (the users can solve the task without some necessary effort) and Stimulation (excitement and motivation for using the product) can be improved as well, since the data for this tool is below the benchmark average. 
  • In terms of Attractiveness and Novelty, the collected data for this app is above the average, meaning that the participants are overall impressed by the app and its creative design. 


Slovenia Team

The Slovanie Team includes: Argene Superina and Tim Vivoda