Bräuer, PaulaMazarakis, AthanasiosDachselt, RaimundWeber, Gerhard2018-08-182018-08-182018https://dl.gi.de/handle/20.500.12116/16900An experiment with 66 subjects was conducted within an augmented reality (AR) order-picking task using Microsoft HoloLens. The objective of the experiment was to test the use of gamification in AR order-picking. Also, another goal was to identify problems in the development of the AR software as well as to detect general problems with the use of AR glasses in warehouse processes. Furthermore the user experience of the application in different age groups and genders was examined. In addition, the influence of the subject's technical affinity was considered. A qualitative survey showed that subjects found the augmented reality application intuitive and satisfying. We want to highlight with this article experimental and technical challenges when using Microsoft HoloLens in real working conditions.enAR in order-picking – experimental evidence with Microsoft HoloLensText/Conference Paper10.18420/muc2018-ws07-0463