POSTER
Zhiting He, Ellen Min, Jina Kang
While augmented reality (AR) is often designed for individual use, real-world settings frequently require groups to share a single device. To understand how this constraint shapes collaboration, we conducted a one-hour design activity in which small groups of high school students (3-4 per group) used a single Meta Quest 3 headset, whose view was cast to a shared laptop display, alongside physical and digital materials to design a prototype for modeling planetary motion for a target learner with specific needs (based on assigned personas). We recorded and analyzed students’ interactions during the design process. Our analysis shows that shared artifacts and the projected AR view supported joint attention, enabling students to make ideas visible, iteratively refine designs, and coordinate work in parallel. However, the single-headset setup still introduced coordination challenges, requiring students to negotiate device control, manage communication across roles, and collaboratively explore unfamiliar interface features. These findings highlight key tradeoffs in shared-view, single-device AR environments and suggest design considerations for supporting collaborative creation, equitable participation, and effective communication in immersive settings.