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Hero photo: laptop on a desk showing the Mixed Reality study data or a child using HoloLens

Mixed Reality & Children: A Study Using Microsoft HoloLens

Project type: Academic research study Duration: One semester My role: UX Researcher Method: Mixed methods (quantitative & qualitative) Tool: Microsoft HoloLens, SAM, questionnaires

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

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Study overview – laptop mockup with data
Laptop on a surface showing the MR study results or data interface. Dark/warm toned photo.

Participants

Methodology

A mixed-methods approach was used to capture both quantitative performance data and qualitative emotional insights:

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 – Air tap
Illustration of the air tap finger gesture used to select in HoloLens
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HoloLens gesture 2 – Bloom
Illustration of the bloom hand-open gesture to open the start menu
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HoloLens gesture 3 – Pinch/drag
Illustration of pinch and drag gesture for manipulating holographic objects

HoloLens interaction gestures introduced to participants during the training phase

Tasks (From Phase Prompt)

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 – 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 – 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 – Q1, Q2, Q3 scores per participant
Table showing participants u01–u30 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 – 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.

Limitations

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:

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Final deliverable – laptop with study report
Laptop on a warm-toned desk surface showing the final MR study report or data visualisation. Atmospheric, slightly dim lighting.