Goal
The goal of this study was to explore how children interact with Mixed Reality (MR) technology through
Microsoft HoloLens, and to understand the emotional responses, cognitive load, and task performance of young
users in a controlled MR environment. The study aimed to generate insights that can inform the design of MR
experiences for children.
Tasks & Dimensions
- Design: User interface, Microsoft HoloLens, accessibility, AR, Bloom taxonomy, literacy
& numeracy
- Measure: Assess the impact of MR interactions on emotional state and task completion among
children
- Explore: Bring together existing frameworks (AFF, EF) and introduce Mixed Reality as an
educational tool for young users
- Outcome: Bring together a comprehensive set of recommendations and insights that can be
used to design future MR experiences for children
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Study overview β laptop mockup with data
Laptop on a surface showing the MR study results or data interface. Dark/warm toned
photo.
Participants
- 12 children aged 8β12
- Mixed gender, recruited from local primary schools
- No prior experience with AR/MR required
Methodology
A mixed-methods approach was used to capture both quantitative performance data and qualitative emotional
insights:
- Observation during task sessions to record behavioural cues, errors, and time-on-task
- Self-Assessment Manikin (SAM) was used post-session to capture emotional valence, arousal,
and dominance in a child-friendly, non-verbal format
- Exit questionnaire collected perceived ease of use, enjoyment, and openness to future use
- Think-aloud protocol encouraged children to narrate their experience during tasks
Pilot Study
A pilot study with 2 participants was conducted before the main phase to validate the task design and ensure
that instructions were age-appropriate. Results from the pilot were used to simplify task wording and adjust
session duration.
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HoloLens gesture 1 β Air tap
Illustration of the air tap finger gesture used to select in HoloLens
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HoloLens gesture 2 β Bloom
Illustration of the bloom hand-open gesture to open the start menu
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HoloLens gesture 3 β Pinch/drag
Illustration of pinch and drag gesture for manipulating holographic objects
HoloLens interaction gestures introduced to participants during the training phase
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Task List (Main Phase Sample)
Tasks (From Phase Prompt)
- Navigate to the "Floating 3D" menu in the HoloLens environment
- Complete a spatial quiz question presented as a 3D hologram
- Rearrange three labelled holographic objects into the correct order
- Draw a shape using mid-air gestures
- Exit the application using the Bloom gesture
Each task was assessed on: time to completion, number of errors, and the child's self-reported emotional state
directly after the task using the SAM scale.
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Task session β participant using HoloLens
Photo of a child or participant wearing the Microsoft HoloLens during a task session,
holographic elements visible in the room
Participant during the main phase task session β mixed reality elements visible in the
environment
Quantitative Metrics
- Task completion rate
- Time on task (seconds)
- Error frequency and type
- SAM scale scores (valence, arousal, dominance)
Qualitative Methods
- Think-aloud verbal recordings during tasks
- Post-session exit questionnaire (Likert scale)
- Observer notes on non-verbal cues and body language
- Open-ended questions on likes, dislikes, and suggestions
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SAM scale β emotional measurement tool
The Self-Assessment Manikin (SAM) circular diagram showing valence, arousal, and
dominance dimensions used to measure children's emotional responses
The SAM (Self-Assessment Manikin) scale used as a child-friendly emotional measurement
tool
Quantitative Analysis
Aggregated SAM scores showed that the majority of participants reported positive emotional states during the MR
interaction. Task completion rates were high, with most participants successfully completing all five tasks
within the allocated session time.
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SAM results table β Q1, Q2, Q3 scores per participant
Table showing participants u01βu30 with their emotional state labels (e.g. elated,
jubilant, euphoric, tense, annoyed) across three question blocks Q1, Q2, Q3
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Qualitative insights β thematic analysis
Summary of qualitative themes and recurring observations from think-aloud sessions
and observer notes
Quantitative SAM results (left) and qualitative insight themes (right) from the main
study phase
Emotional & Physiological Observations
Children frequently reported feelings of excitement and surprise when holographic elements appeared for the
first time. Frustration was observed in some participants when gestures were not immediately recognised by the
HoloLens, especially the bloom gesture, which required more fine motor control.
Neurological & Physiological Consideration
Given the young age of participants, the study took care to limit session duration to 20 minutes to avoid
visual fatigue from the headset. Post-session questionnaire responses confirmed that no participant reported
discomfort or dizziness during the study.
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Limitations & conclusions
Limitations
- The relatively small sample size (12 participants) limits the generalisability of the quantitative findings
- Children were recruited from a single school, introducing potential sampling bias
- The HoloLens device was occasionally uncomfortable for smaller head sizes, which may have affected
engagement and performance scores
Conclusions
Overall the study demonstrated that children can engage meaningfully with Mixed Reality technology in a
structured, task-based setting. The positive emotional responses observed support the potential of MR as an
engaging educational tool. The key design recommendations from this study are:
- Simplify gesture vocabulary β fewer, larger-movement gestures reduce error rates in young users
- Provide progressive onboarding β a short training phase before the main task significantly improved
first-task performance
- Keep sessions short β 15β20 minutes is the recommended window before attention and comfort decline
- Design for physical variation β headset fit is critical; content should be accessible without precise
alignment
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Final deliverable β laptop with study report
Laptop on a warm-toned desk surface showing the final MR study report or data
visualisation. Atmospheric, slightly dim lighting.