# Designing a Collaborative Virtual Conference Application: Challenges, Requirements and Guidelines
## 2 Related Works
### User Experience (UX)  
User Experience (UX) has been broadly defined as a method of understanding the feeling of users while using a system or application [40]. This includes all of the feelings, thoughts, actions, and sensations of engaging in some activity while using the system or application [41]. According to a systematic review conducted, there are four core factors that affect user experience, namely the user, the system, the context, and the temporal aspects [42]. The first major aspect of user experience is the user themselves, as they can come from different backgrounds in terms of age, gender, culture, etc., which can affect how the system is used. The interactive system can be designed to meet various goals and user needs; however, new technology has been introduced over the years, resulting in a different user experience than the previous system with old technology. Context is another important factor that influences user experience, as different conditions, physical environment, or even culture, can affect how users interact with the system or application. Finally, the temporal factor is a critical factor in user experience, as there would be no experience without time. For the time being, the study focuses solely on the user, system, and context aspect of the user experience. According to [PERSON] [43], the user experience is subjective because the user's state influences system perception, which affects the experience and the user's state. Previous studies have performed usability evaluation as a compulsory process to help determine the user experience of an application or system. The data can be obtained through questionnaires and interviews as a tool in a usability evaluation. In most commercial platforms, the evaluation of user experience is widely used. For example, [PERSON] et al. [44] used an online questionnaire to assess the ease of use and responsiveness of using augmented reality technology for online shopping. [PERSON] et al. [45] used a questionnaire to determine the user experience of Amazon Kindle application in terms of perceived ease of use, perceived visibility, perceived enjoyability, and perceived efficiency. Another variable that can determine the user experience is how the applications or systems are used. [PERSON] et al. [46] calculated usage by ranking selected platforms for education and business based on the number of keyword user comments. [PERSON] et al. [47] used a system usability scale questionnaire (SUS) to determine the user experience of smart voice assistants. Furthermore, interviews can be used to determine the user experience of products. [PERSON] et al. [48] inquired about the usage frequency of interactive devices and 3D applications in virtually immersive environments and tablet usage for learning, respectively. For example, [PERSON] and [PERSON] [49] used interviews to determine the user experience of using chatbots to provide better services to customers. [PERSON] and [PERSON] [50] used focus group interviews and observation to study the user experience of virtual classroom simulations used for the training of teachers. Several studies on user experience for virtual conference applications for remote collaboration have been conducted. [PERSON] et al. [51] designed an augmented reality awareness interface to support remote teams by using the usability and user experience score. [PERSON] et al. [38] evaluated the user experience of mixed reality remote collaboration using gaze and hand gesture interaction. To validate the user experience, the study used the variables of mental workload, system usability, and preference. Another remote collaboration study looked into whether wearables could help improve user experience in remote collaboration by providing spatial annotation and by view-sharing data to a mixed reality headset [52]. It also measured the mental workload of the user to evaluate user experience.