# CityBuildAR: Enhancing Community Engagement in Placemaking Through Mobile Augmented Reality
## 4 Analysis and Results
### Placemaking with CityBuildAR  
In the feedback form shared after session A, Q7-Q13 discussed the participants' experience regarding placemaking using CityBuildAR. The university students' feedback indicated that the majority considered the AR application easy (43.5%) or very easy (17.4%) to navigate and use for placemaking, while the rest of them answered neutrally (39.1%). As shown in Figure 17, the ability to visualize designs in real time, the immersive experience in the real context, and ability to design multiple scenarios within a limited time were identified as positives. Yet, according to Figure 18, University students identified technical issues with the app, including app instability, loading, and performance issues, as well as difficulties in aligning virtual objects with the real-world environment while using the AR app for placemaking. Out of 14 individuals which represented the general public group, seven have used AR apps previously for gaming (Pokemon Go--developed by Niantic, Inc. software company in San Francisco, California, USA), advertisements (Dilmah Tea--Sri Lankan Beverage  
Figure 16: Challenges of using existing tools for placemaking—professionals. Figure 17: Positive aspects of using AR—university students. Figure 15: Challenges of using hand sketching for placemaking—general public. Company in Peliyagoda, Western Province, SL), (Coca-Cola--AR billboard for Christmas in Finland), and other (University Vesak Lantern App--A product of Department of Computer Science Engineering, University of Moratuwa, Sri Lanka). All 14 participants agreed that the ease of use and accessibility of AR apps serves as a strong motivation to utilize AR in placemaking. As shown in Figure 19, the general public has identified using AR as an opportunity to see designs in real time, and it is easy to handle with minimal expertise and knowledge about the field. However, after using the CityBuildAR app, all of them have identified challenges as negatives, including the difficulty in understanding the app elements, and functionality (rotate, delete), and they need time to get familiar with the app before designing. Among the professionals who participated, a total of 10 has used AR apps previously for gaming, advertising, infrastructure project simulations, and storytelling (DEVAR app). Therefore, the motivating factors for professionals to use AR for placemaking has been identified as the ability to visualize the designs real-time, ability to design a space with limited skills, ease of use and accessibility and collaborative features of the app as indicated in Figure 20.  
Nevertheless, after using the AR app the professionals responded with the challenges they faced, such as technical issues (app stability, loading, performance) and difficulty aligning virtual objects with the real ground situation, and most of them highlighted that they needed more time to be familiar with the app before starting the design. Overall, professionals evaluated the app's features, including user interface (colors, graphics), functionalities (rotate, remove), and design components (tables, chairs, trees, benches, garbage bins, etc.) as good (64.23%), poor (15.38%), and neutral (15.38%). Figure 19: Positive aspects of using AR—general public. Figure 18: Challenges of using AR—university students. Based on the app demonstration conducted with three groups--professionals, university students, and the general public--it was observed that professionals mostly preferred existing tools such as 3D software over the AR application due to its limited features, which restrict the ability to create unique designs. However, university students identified AR as a more convenient tool for placemaking as it is easily accessible and does not require technical expertise or drawing skills. Also, it highlighted its ability to collaborate and visualize the design in real time.