Anticipating User eXperience with a Desired Product: The...

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DRS 2012 Bangkok Chulalongkorn University Bangkok, Thailand, 1–4 July 2012 Yogasara, T., Popovic, V., Kraal, B., and Chamorro-Koc, M. (2012). Anticipating user experience with a desired product: The AUX framework. XX – XX Anticipating User eXperience with a Desired Product: The AUX Framework Thedy YOGASARA * , Vesna POPOVIC, Ben KRAAL, and Marianella CHAMORRO-KOC Queensland University of Technology, Brisbane, Australia Positive user experience (UX) has become a key factor in designing interactive products. It acts as a differentiator which can determine a product’s success on the mature market. However, current UX frameworks and methods do not fully support the early stages of product design and development. During these phases, assessment of UX is challenging as no actual user-product interaction can be tested. This qualitative study investigated anticipated user experience (AUX) to address this problem. Using the co-discovery method, participants were asked to imagine a desired product, anticipate experiences with it, and discuss their views with another participant. Fourteen sub-categories emerged from the data, and relationships among them were defined through co-occurrence analysis. These data formed the basis of the AUX framework which consists of two networks which elucidate 1) how users imagine a desired product and 2) how they anticipate positive experiences with that product. Through this AUX framework, important factors in the process of imagining future products and experiences were learnt, including the way in which these factors interrelate. Focusing on and exploring each component of the two networks in the framework will allow designers to obtain a deeper understanding of the required pragmatic and hedonic qualities of product, intended uses of product, user characteristics, potential contexts of experience, and anticipated emotions embedded within the experience. This understanding, in turn, will help designers to better foresee users’ underlying needs and to focus on the most important aspects of their positive experience. Therefore, the use of the AUX framework in the early stages of product development will contribute to the design for pleasurable UX. Keywords: Anticipated user experience; AUX framework; Design for experience; Human-centered design; Product design * * * * Corresponding author. Address : School of Design, Queensland University of Technology 2 George St, Brisbane QLD 4000, Australia. E-mail : [email protected]

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DRS 2012 Bangkok Chulalongkorn University Bangkok, Thailand, 1–4 July 2012

Yogasara, T., Popovic, V., Kraal, B., and Chamorro- Koc, M. (2012). Anticipating user experience with a desired product : The AUX framework. XX – XX

Anticipating User eXperience with a Desired Product: The AUX Framework

Thedy YOGASARA∗, Vesna POPOVIC, Ben KRAAL, and Marianella CHAMORRO-KOC

Queensland University of Technology, Brisbane, Australia

Positive user experience (UX) has become a key factor in designing interactive products. It

acts as a differentiator which can determine a product’s success on the mature market.

However, current UX frameworks and methods do not fully support the early stages of

product design and development. During these phases, assessment of UX is challenging as

no actual user-product interaction can be tested. This qualitative study investigated

anticipated user experience (AUX) to address this problem.

Using the co-discovery method, participants were asked to imagine a desired product,

anticipate experiences with it, and discuss their views with another participant. Fourteen

sub-categories emerged from the data, and relationships among them were defined through

co-occurrence analysis. These data formed the basis of the AUX framework which consists

of two networks which elucidate 1) how users imagine a desired product and 2) how they

anticipate positive experiences with that product. Through this AUX framework, important

factors in the process of imagining future products and experiences were learnt, including

the way in which these factors interrelate.

Focusing on and exploring each component of the two networks in the framework will

allow designers to obtain a deeper understanding of the required pragmatic and hedonic

qualities of product, intended uses of product, user characteristics, potential contexts of

experience, and anticipated emotions embedded within the experience. This understanding,

in turn, will help designers to better foresee users’ underlying needs and to focus on the

most important aspects of their positive experience. Therefore, the use of the AUX

framework in the early stages of product development will contribute to the design for

pleasurable UX.

Keywords: Anticipated user experience; AUX framework; Design for experience; Human-centered design; Product design

∗∗∗∗ Corresponding author. Address : School of Design, Queensland University o f Technology

2 George St, Brisbane QLD 4000, Australia. E-mail : [email protected]

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Thedy Yogasara, Vesna Popovic, Ben Kraal, and Marianella Chamorro-Koc

Introduction

People can and often do anticipate their future emotions and experiences. A good example would be an expectant mother anticipating wondrous and emotional experiences with a new baby; she knows she loves her child before the baby is born, and merely thinking about this future event makes her happy. Obviously, anticipation is an influential aspect of human experience. Future experiences are generally projected based on a combination of prior and current experiences (Baumeister, Vohs, DeWall, and Zhang, 2007). Anticipated emotional experiences significantly influence current behavior (ibid.; Butz, Sigaud, and Gérard, 2003), present well-being (Elster and Loewenstein, 1992; MacLeod and Conway, 2005), and actual experiences (Mäkelä and Fulton Suri, 2001; Roto, 2007).

Applying the principle of anticipated emotional experience to the design field, how do people anticipate their experiences with interactive products? This study investigates users’ anticipation to assist product designers in designing for positive user experience (UX). Specifically, it aims to support the early stages of product design by enabling designers to benefit from users’ anticipation and to assess UX without actual user-product interactions. UX has been under extensive study over the last decade, generating a plethora of UX design and evaluation methods. However, the majority of these methods focus on understanding and assessing ‘real’ UX related to actual encounters with functional prototypes or existing products (Law, Roto, Hassenzahl, Vermeeren, and Kort, 2009; Vermeeren, et al., 2010). This tends to delay UX assessment until the late phases of product development, and may result in costly design adjustments and less pleasurable products.

It has been suggested that episodes beyond the actual usage of products, such as anticipation or recollection, play an essential role in constructing the holistic UX (Norman, 2009; Roto, Law, Vermeeren, and Hoonhout, 2011). Therefore, we argue that a deeper understanding of anticipated user experience (AUX) is necessary. Here, AUX is defined as ‘the experiences and feelings that the user expects to occur when imagining an encounter with an interactive product or system’. Since AUX entails no real use of products, it can facilitate UX assessment during the initial design stages.

The idea of exploiting users’ anticipation in designing for experience might not be new. Experience prototyping (Buchenau and Fulton Suri, 2000), use before use (Ehn, 2008; Redström, 2008), speed dating and user enactments (Davidoff, Lee, Dey, and Zimmerman, 2007), and prototyping social interaction (Kurvinen, Koskinen, and Battarbee, 2008) are examples of methods developed for exploring design concepts and evaluating UX before using the actual system. These methods are indeed useful for evaluating design ideas, simulating what it will be like to use the designed system, and identifying design opportunities. However, they appear to strongly rely on the use of low-fidelity prototypes, models, and scenarios, through which the users encounter novel design concepts created by the designers.

Of interest in this study is more to the core of user’s anticipation. It explores how users empirically anticipate their experiences with a desired future product without involving any sorts of prototypes or scenarios, where design concepts and contexts of use are fully conceived by the users themselves. Accordingly, this approach will beneficially complement the existing methods, in that it can be done much earlier in the design process, and rich design ideas and potential usage situations – which are completely based on users’ preferences and expectations – can be obtained. The study focuses on building a two-network framework of AUX, which illuminates 1) how users imagine a

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Anticipating user experience with a desired product: The AUX framework

desired product and 2) how they anticipate positive experiences with it. It also defines what factors are important in the construction of AUX. We envisage that the increased knowledge about AUX will lay a foundation for the development of UX methods that will be useful in the early stages of product design and development.

User Experience before Usage

Positive UX has increasingly become a design goal for interactive products (Väänänen-Vainio-Mattila and Wäljas, 2009). Creating products that can integrate into users’ everyday lives rather than products that simply support their everyday tasks is a new focus (Kort, Vermeeren, and Fokker, 2007). This is because user needs have gone beyond the simple need for usefulness and functionality to the need for experiences that encompass enjoyment, fun, and pleasure (Blythe, Overbeeke, Monk, and Wright, 2004; Jordan, 2000). Thus, positive UX provides a vital competitive advantage in product development. However, UX is a complex phenomenon including emotions, individual factors, product characteristics, situations and contexts, space and time, and goals of product use. Despite rapid advancement in UX research, the definition, theory, and scope of UX are still evolving, and a unified understanding has not been achieved (Law, Hvannberg, and Hassenzahl, 2006; Law, et al., 2009). One UX concept that requires further elucidation is anticipated UX (UX prior to interacting with a product), in order to address the need for UX evaluation methods for the early phases of product development (Law, et al., 2009; Vermeeren, et al., 2010).

According to ISO 9241-210 (2010), UX is defined as ‘a person’s perceptions and responses that result from the use and/or anticipated use of a product, system or service’. In line with this definition, Sward and Macarthur (2007, p. 36) propose that UX is ‘the value derived from interaction(s) [or anticipated interaction(s)] with a product or service and the supporting cast in the context of use’. The terms anticipated use and anticipated interaction, as used in the above definitions, indicate that UX should be investigated not only during or after interaction, but also before the user actually uses the product. Vermeeren, et al. (2010) support this by highlighting that UX before the interaction should be considered as something evaluable. Hence, more research on AUX is necessary to open new opportunities to asses UX in the very early phases of product creation when functional prototypes are unavailable. Furthermore, Law (2011) strongly believes that UX can be predicted with a satisfactory degree of accuracy via two predictors: the integration and interaction of specific UX factors (UX-factor-quality-loop approach) and a specific set of user experiences (UX-behavior-loop approach). Combining predicted UX from the designers and anticipated UX from the users can be a powerful means of supporting the initial stages of the design process.

To gain an understanding of holistic UX, it is crucial to widen our view to UX outside the actual experience of use. This avoids being confined to the analysis of ephemeral experience and emotion during interaction, and allows for insights into users’ long-term attitudes and emotional attachment to a product (Roto, 2007). For instance, before the first encounter with a product, people can have indirect experience through expectations created from previous experience with similar artifacts and various sources of information about the product (Roto, et al., 2011). Accordingly, Roto and colleagues (2011) represent UX as a series of time spans consisting of anticipated UX (imagining experience before usage), momentary UX (experiencing during usage), episodic UX (reflecting on an experience after usage), and cumulative UX (recollecting multiple periods of use over time). Anticipated UX can associate not only with the period before usage, but also with any of the other time spans, as the users can imagine the three kinds of UX related to those spans (ibid.). Moreover, the anticipated UX plays a key role when the actual experience unfolds (Roto, 2007).

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Thedy Yogasara, Vesna Popovic, Ben Kraal, and Marianella Chamorro-Koc

User Anticipation

When imagining outcomes of a future event, one can palpably experience positive or negative feelings and emotions as if the outcomes have already taken place (Huron, 2006). These feelings encourage behavioral adjustments which can increase the possibility of future desirable outcomes (Baumeister, et al., 2007; Huron, 2006). Likewise, Elster and Loewenstein (1992) conclude that we are able to derive positive utility from anticipating favorable events and to sustain emotional consequences from envisaging future negative experiences; thus, we can repetitively experience the hedonic effect of future events before they actually happen. These findings, drawn from the anticipatory behavior perspective, confirm that people are capable of vividly envisioning and presently feeling their future experiences. We hypothesize that the findings also apply to anticipating experiences related to human-product interaction.

In the design domain, the importance of user anticipation has been acknowledged. As Desmet and Hekkert (2007) assert, human-product interaction includes not only instrumental and non-instrumental interactions, but also non-physical interaction which refers to recalling, fantasizing about, or anticipating product usage. They point out that potential outcomes of the interaction can also be imagined, anticipated, or fantasized about, which, in turn, may evoke emotional responses. Karapanos, Zimmerman, Forlizzi, and Martens (2009) set anticipation as an additional component of the dynamic of UX over time. This component represents users’ anticipation of an experience that leads to the formation of expectations before any actual user-product interaction occurs. Equally, in the Experience with Technology Framework (McCarthy and Wright, 2004), anticipation is integrated as a constituent of the six sense-making processes. It refers to the possibilities, expectations, and ways of making sense that are related to relevant past experiences. Mäkelä and Fulton Suri (2001) also claim that users’ expectations and past experiences influence their current experience, and the current experience, in turn, generates modified expectations and more experiences.

Despite the recognition of the role anticipation plays in UX, very few studies focus on AUX. Heikkinen, Olsson, and Väänänen-Vainio-Mattila (2009), for example, use scenarios of product usage instead of prototypes to study users’ expectations of the experience of haptic interaction with mobile devices. However, they concentrate on identifying users’ needs and important factors in designing haptic technology, not on how potential users anticipate their experiences with the designed system. Moreover, Chattratichart and Jordan (2003) propose the Virtual Immersion technique which requires designers to imagine themselves as their target users and to live the users’ experience in their mind. In other words, the designers try to anticipate their users’ experience through empathizing with them. Again, Chattratichart and Jordan’s (2003) aim is different to the aim of this study. Besides, in their method, the process of imagining or anticipating is not performed by the users themselves. In short, how users anticipate their experiences with interactive products is not yet thoroughly understood. This study, therefore, addresses this gap by investigating and developing an AUX framework.

Research Method

The key aim of this study is to gain a better understanding of anticipated UX (AUX) to support UX assessment in the early phases of product design. A qualitative approach was employed as it is capable of drawing on users’ prior experiences and of capturing their imagination and anticipation of future experiences and emotions with respect to the use of interactive products.

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Representative ProductConsistent with the research question, in forming AUX, the users needed to imagine a product with which they would anticipate their experience. In this case, they were not provided with design concepts, prototypes, or usage scenarios, but simply product being designed. Dinteractive products. This product category was deemed appropriate because digital cameras are popular interactive gadgetThe fact that they are reasonably complex also satisfied the study requirements.

Forty participants of different genders 56+; median and mode: 26digital cameras) were recruitedtechniques. As selection criteriadigital cameras. A screening questionnairproduct familiarity information. Using a predetermined scoring system the product familiarity data were transformed into a total score, which was then assessed against a threshold value t

Data Collection Method and ProcedureTo collect and generate rich data about users’ imaginations, prior experiences, and anticipated experiences, the employed. Co-discovery is a UX evaluation technique which involves two participants collaboratively exploring and discussing a product or concept, while theobserves them (Jordan, 2000)than the one-to-one interview (ibidto obtain further experiential data (e.g. visualization of procedures and situations of product usage) and to form a more concrete concepexpected to facilitate participants

Participants were randomly paired. However, where possible, friends or acquaintances were assigned to the sameinhibited and be more spontaneous inthen partook in a co-discovery sessiona brief introduction about the study aimwere used to deliver the tasks, andtasks specified on the previous one.

Figure 1. A pair of participants exchanging ideas in the co

Anticipating user experience with a desired product: The AUX f

Representative Product and Participants Consistent with the research question, in forming AUX, the users needed to imagine a product with which they would anticipate their experience. In this case, they were not provided with design concepts, prototypes, or usage scenarios, but simply with

ct being designed. Digital cameras were selected to represent a wide vThis product category was deemed appropriate because digital

popular interactive gadgets that have become a part of many peopleThe fact that they are reasonably complex also satisfied the study requirements.

of different genders (18 males and 22 females), age groups (56+; median and mode: 26-35), cultural backgrounds, and experience levels

) were recruited using a combination of purposeful and volunteer sampling techniques. As selection criteria, they needed to be at least 18 years old and familiar with

ening questionnaire was utilized to gather their demographic and product familiarity information. Using a predetermined scoring system (Blackler, 2008)the product familiarity data were transformed into a total score, which was then assessed against a threshold value to determine whether a participant was suitable for the study.

Data Collection Method and Procedure To collect and generate rich data about users’ imaginations, prior experiences, and

the co-discovery method - which included a sketchingis a UX evaluation technique which involves two participants

collaboratively exploring and discussing a product or concept, while the(Jordan, 2000). This method can reveal more experiential information one interview (ibid.). The sketching task, on the other hand,

to obtain further experiential data (e.g. visualization of procedures and situations of product usage) and to form a more concrete concept of the imagined product. This was

participants’ construction of their anticipated experiences.

re randomly paired. However, where possible, participants who were were assigned to the same group so that they would feel less

nd be more spontaneous in expressing their views (Jordan, 2000)discovery session, as illustrated in Figure 1. The session began with

uction about the study aim and an outline of the tasks. A series of task cato deliver the tasks, and participants received a new card after

n the previous one.

A pair of participants exchanging ideas in the co-discovery session

ith a desired product: The AUX framework

Consistent with the research question, in forming AUX, the users needed to imagine a product with which they would anticipate their experience. In this case, they were not

with the kind of to represent a wide variety of

This product category was deemed appropriate because digital of many people’s lives.

The fact that they are reasonably complex also satisfied the study requirements.

age groups (18-25 to 35), cultural backgrounds, and experience levels (in using

using a combination of purposeful and volunteer sampling 18 years old and familiar with

ir demographic and (Blackler, 2008),

the product familiarity data were transformed into a total score, which was then assessed suitable for the study.

To collect and generate rich data about users’ imaginations, prior experiences, and sketching task - was

is a UX evaluation technique which involves two participants collaboratively exploring and discussing a product or concept, while the researcher

This method can reveal more experiential information , on the other hand, was intended

to obtain further experiential data (e.g. visualization of procedures and situations of t of the imagined product. This was

their anticipated experiences.

participants who were group so that they would feel less

(Jordan, 2000). Each group as illustrated in Figure 1. The session began with and an outline of the tasks. A series of task cards

participants received a new card after completing all

discovery session

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Thedy Yogasara, Vesna Popovic, Ben Kraal, and Marianella Chamorro-Koc

The first task was for each participant to imagine a desired digital camera and to conceive their product’s model, features, functions, and other characteristics. Both participants then explored and discussed their individual product concepts. The second task was to pretend and imagine that they used and interacted with their imagined digital camera, and to exchange ideas about these anticipated interactions. Subsequently, the participants were asked to individually draw a sketch of their product concept, including their perceived interactions and experiences with it. This was followed by a shared explanation of the sketches to clarify their meaning. In the next task, they discussed what they would use the imagined digital camera for. Finally, the participants were prompted to reflect and then to share experiences and feelings they would have in relation to their anticipated interactions with the imagined digital camera. The co-discovery sessions, which were audio and video recorded, lasted between thirty five minutes and one hour.

Data Analysis Data analysis focused on the participants’ verbal responses. The sketches were not specifically analyzed, but used to support the textual data analysis. All verbal data were transcribed and then analyzed using ATLAS.ti, a software package for qualitative research (Scientific Software Development GmbH, 2011).

Categories and sub-categories emerging from the data were iteratively identified and translated into a coding scheme, by which all textual data were coded. In parallel with the coding process, commentary and theory memos were created to extract and record important information relevant to the research question. More importantly, co-occurrence analysis was performed to discover how sub-categories (codes) co-occurred. The co-occurrence data were interpreted and networks of codes were established in order to define and develop relationships among the sub-categories. These relationships were indispensable in engendering an understanding of the construction and framework of AUX relevant to the design process.

Data analysis was validated by repeating the analysis several times at intervals of five to eight weeks. This allowed for a fresh perspective to reflect on and verify the iterative process of the analysis.

Results and Discussion

This paper focuses on developing a two-network AUX framework which clarifies how users imagine a desired interactive product and anticipate positive experiences with it. This section briefly explains the coding scheme and then elaborates the findings of the co-occurrence analysis. Lastly, the significance and limitations of this research are discussed.

Coding Scheme The iterative process of classifying and abstracting the textual data resulted in four categories and fourteen sub-categories, which served as a foundation for establishing a coding scheme, as presented in Table 1. The coding process on twenty sets of data produced a total of 2504 quotations (i.e. coded comments, as illustrated in Figure 2). Together with their associated codes, these quotations were further analyzed and interpreted to develop relationships among the codes.

Imagining a Desired Product: AUX Framework – Networ k 1 Desired product characteristics (DPC) was the most common sub-category in the data, with a prevalence of 27.6%. DPC emerged from the participants’ responses to almost every part of the given tasks (imagining a product, pretending using it, explaining a

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Anticipating user experience with a desired product: The AUX framework

drawing, describing usage purposes, and anticipating experiences). This indicates that a user’s needs and expectations strongly influence the process of anticipating experiences with a future product. DPC included, among other characteristics, preferred product functions, features, appearance, weight, after-sales services, and supporting/accessory items. It concerned both utilitarian aspects (e.g. usefulness, ease of use, portability, performance) and non-pragmatic aspects (e.g. elegance, image, color) of the product. The utilitarian aspects, nonetheless, were conspicuously dominant over the non-pragmatic ones.

Table 1. Coding scheme

Categories Sub-categories Codes Scope of interpretation

Product Characteristic

Desired Product Characteristics DPC

All aspects of a product embracing features, functions, pragmatic qualities, hedonic qualities, post-purchase services, and accessory items that the user wants or expects.

Dislike(s) DL

All undesirables of or negative attitude/judgment towards a product, its particular features, or its related aspects due to unmet user’s preferences, as well as perceived problems of usability, usefulness, performance, and quality.

Favorable Existing Characteristics FEC

The existing feature, function, or characteristic of a product that is positively judged by the user; highly affected by its good quality, usability, and performance.

Experience

Positive Anticipated Experience PAX

The pleasant situations, occasions, and feelings that a user anticipates to experience in relation to owning, using, and interacting with a product.

Negative Anticipated Experience

NAX The unpleasant conditions, incidents, and feelings that a user anticipates experiencing with regard to owning, using, and interacting with a product.

Positive Prior Experience

PPX The past pleasurable circumstances, events, and feelings experienced by the user; associated with product usage or broader pertinent aspects of the product.

Negative Prior Experience NPX

The past undesirable situations, events, and feelings experienced by the user due to usage problems of a product or other product-relevant issues.

Experiential Knowledge XK

a) A user’s understanding about a product and other product-relevant aspects based on his/her domain knowledge; acquired mostly through the user’s own and others’ previous experiences.

b) Encompassing product analogy: ideas about a product’s features inspired by and adapted from features or capabilities of other comparable products.

Emotion

Positive Anticipated Emotion PAE

Pleasurable emotions that are expected to be experienced as a consequence of having and using a product.

Negative Anticipated Emotion NAE Undesirable emotions that are anticipated to occur due to

owning and using a product. Positive Prior Emotion PPE

Pleasant emotions that took place in a past product-related experience.

Negative Prior Emotion NPE Unpleasant emotions felt in a prior experience with a particular

product.

Context

Intended Use IU

a) Usage purpose of a product which is influenced by user profiles; refers to environments of use, personal needs, social needs, and events or circumstances.

b) Intention and procedure of use of specific product features or functions, and how a user interacts with the product.

User Profile UP

a) A person’s perception of his/her characteristics as a product user based on self-appraisal of his/her preferences, expertise, and experiences in using the product.

b) User characteristics which are believed appropriate for using a particular product or product feature.

Figure 2. A segment of participants’ comments coded by intended use (IU) sub-category to

create a quotation

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Thedy Yogasara, Vesna Popovic, Ben Kraal, and Marianella Chamorro-Koc

A desired product (represented here by DPC) forms a basis for the construction of the AUX. More specifically, it acts as a principal stimulus in engendering users’ positive anticipated experiences (Yogasara, Popovic, Kraal, and Chamorro-Koc, 2011). Karapanos, et al. (2009) in their UX study, for instance, selected the iPhone as a research subject. In that study, the participants who were considering buying this product anticipated their experiences before any actual use. Their anticipation largely produced expectations related to opportunities for positive experiences (ibid.).

For the above reasons, to investigate AUX, it is important to understand how users imagine their desired interactive product. We can shed light on this by looking at the co-occurrences between DPC and other sub-categories, as the co-occurrence analysis facilitates the identification and definition of the connections among sub-categories (Maietta, 2006); thus, the important factors and process of imagining the product can be clearly seen. A sub-category co-occurs with another if it has been applied to code quotations that overlap fully or partially with any quotations coded to the second sub-category. Figure 3 shows an example of how DPC co-occurs with positive anticipated experience (PAX). Based on the co-occurrence data, the associated overlapping quotations were analyzed and interpreted to determine types of relationship between DPC and all co-occurring sub-categories. To illustrate (see Figure 3), the user desired a built-in feature of image filters, which allowed him to apply some effects without using computer photo editing software (DPC). This created an anticipation of pleasurable experience, where he could enjoy the stimulating and enjoyable activities of applying and experimenting with color effects when taking pictures (PAX). Therefore, the relationship between the two sub-categories was interpreted as “DPC engenders PAX”. Overall, DPC co-occurs with nine other sub-categories, as outlined in Table 2, together with their relationships.

Figure 3. Co-occurrence between DPC (blue highlighted) and PAX (red bordered)

Table 2. Relationships between DPC and its co-occurring sub-categories

Sub-category of Interest

Co-occurring Sub-categories Relationships

Des

ired

Pro

duct

Cha

ract

eris

tics

(DP

C)

DL DL inspires DPC: Dislike of certain features of products causes a need for their removal, improved versions, or new substitutes.

FEC FEC is part of DPC: Favorable characteristics of existing products contribute to the constituents of a desired product.

IU

IU underlies and defines DPC: Usage purposes and procedures, perceived interaction, and situations of use form a basis for ideas about a desired product. IU also makes the desired product more tangible and detailed by defining how its features are operated or used.

NAX NAX inspires DPC: Negative anticipated experiences with problematic products inspire product characteristics perceived to be able to help in avoiding these undesirable experiences.

NPX NPX inspires DPC: Negative prior experiences with products underlie ideas for product characteristics that are perceived to be able to prevent the unpleasant experiences from re-occurring.

PAE DPC engenders PAE: The desired product is a stimulus to evoke positive anticipated emotions related to the prospective use of the product.

PAX DPC engenders PAX: The imagined desired product acts as a principal stimulus to construct positive anticipated experiences with the product.

UP UP influences DPC: Users’ profiles affect their preferences for a product, perceptions of their ability to use the product, and how they will use it, thus determining the characteristics of a desired product.

XK XK inspires DPC: Users’ experiential knowledge – which is acquired from learning, own or others’ prior experiences, and familiarity with analogous artifacts – provides ideas for the desired product’s characteristics.

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Anticipating user experience with a desired product: The AUX framework

The network in Figure 4 represents the process of imagining a desired product based on the established relationships. This is the first network of the AUX framework. The co-occurring sub-categories, with the exception of PAX and positive anticipated emotion (PAE), operate as motives or triggers that lead to the conceptualization of DPC. In fact, these co-occurring sub-categories form complex interrelationships which, while not thoroughly explored in this paper, are considered necessary to be included in the network to better explicate the imagination process. Additionally, PAX and PAE are not incorporated in the network since they are consequences of imagining a desired product. Here, we focus more on the sub-categories that underlie and trigger the formation of DPC.

Figure 4. Network One of the AUX framework – imagining a desired interactive product

Anticipating Positive Experiences with a Desired Pr oduct: AUX Framework – Network 2 Imagining interactive artifacts engenders two types of AUX: positive and negative. While positive AUX is mostly related to a desired product, negative AUX is mainly associated with existing products (Yogasara, et al., 2011). Moreover, the hedonic quality of product receives more attention in positive than negative AUX (ibid.). It is argued that in designing for pleasurable UX, positive and hedonic aspects of experience are more important than the negative and pragmatic ones (Hassenzahl, 2008; Hassenzahl, Law, and Hvannberg, 2006). Therefore, this study highlights the process of anticipating positive experiences (PAX) with a desired product.

Figure 5. Co-occurrence between IU (blue highlighted) and PAX (red bordered)

As before, we drew on co-occurrence analysis to establish relationships between PAX and its co-occurring sub-categories. Figure 5 demonstrates how PAX co-occurs with intended use (IU) and how their relationship can be interpreted. The user anticipated the positive experience of undertaking adventurous activities in possession of a digital

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Thedy Yogasara, Vesna Popovic, Ben Kraal, and Marianella Chamorro-Koc

camera that was highly capable, yet robust enough to survive and easy to use in extreme conditions (PAX). He situated the experience by imagining a trip involving hiking, jumping, and skiing down mountains as well as arriving at the top of a mountain where the camera was purposefully used to capture breathtaking views (IU). Hence, the emerged relationship between the two sub-categories was “IU sets contexts of PAX”. Table 3 and Figure 6 summarize the relationships between PAX and six co-occurring sub-categories. In the diagram, we have again included some interrelationships among the six sub-categories, which resulted from separate co-occurrence analyses. Figure 6 is the second network of the AUX framework.

Table 3. Relationships between PAX and its co-occurring sub-categories

Sub-category of Interest

Co-occurring Sub-categories Relationships

Pos

itive

Ant

icip

ated

Exp

erie

nce

(PA

X) DPC

DPC engenders PAX: The desired future product is a primary stimulus that elicits positive anticipated experiences with the product.

FEC FEC engenders PAX: Favorable characteristics of existing products act as stimuli to evoke positive anticipated experiences, although these may not be as significant as DPC.

IU

IU sets contexts of PAX: Intended use establishes the contexts of positive anticipated experience by setting the situations, purposes, and procedures of product usage; it also determines how the user interacts with the product within the experience.

PAE PAE is part of PAX: Positive anticipated emotions are often embedded in the user’s positive anticipated experience, which augments the experience’s nuance and intensity.

UP UP influences and sets contexts of PAX: User profile influences how the desired product will be used and what it will be used for, setting the context and content of the user’s positive anticipated experiences.

XK

XK supports PAX: Experiential knowledge supports the construction of positive anticipated experience by providing a detailed understanding of the product and making comparisons/analogies between the anticipated experience and experiences in using comparable artifacts.

underlies

is part of

inspires

is part ofcharacterizes

influences

influences

and sets

contexts of

influences

engenders

Figure 6. Network Two of the AUX framework – anticipating positive experience

Research Significance The main contribution of this study is the new knowledge about AUX framework which elucidates the processes through which users imagine a desired product and anticipate positive experiences with its use. Through this framework, key aspects in the anticipation of UX and their interrelationships can be better understood. This understanding provides support for experience-driven design in the early phases of the product creation process. Currently, UX assessment during these stages is challenging due to unavailability of

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Anticipating user experience with a desired product: The AUX framework

functional prototypes and, thus, no actual interaction can be evaluated. Early UX assessment, however, is crucial in minimizing arduous and expensive design improvements in the final stages of product development. The AUX framework offers more insights into UX through users’ anticipation, thus unlocking possibilities of facilitating UX evaluations before the physical use of functional prototypes.

As shown in the first network of the AUX framework (Figure 4), seven factors underlie the imagination of a desired future product. Nearly half of these are negative aspects – dislike, negative prior experience, and negative anticipated experience – and pertain mainly to pragmatic issues relating to existing products. These three factors co-occur with DPC more often than the positive factor (favorable existing characteristics), indicating that when considering interaction with available technology, users tend to recall or focus on product weaknesses and related undesirable experiences. Further, not only does intended use co-occur most frequently with DPC (58.6%), it also has the most number of connections with other sub-categories; which suggests its vital role in the ideation of desired interactive artifacts. This is congruous with Hassenzahl, Schöbel, and Trautmann (2008) demonstrating that motivational orientation impacts the evaluation and choice of interactive products. Lastly, substantial co-occurrences of DPC with experiential knowledge and user profile also describe prominent influences of these factors in the process of imagining products.

The second network of the AUX framework (Figure 6) structures the process of anticipating positive UX in seven components. A desired product subsuming favorable existing features stimulates the anticipation of positive experiences and emotions. Intended use, which sets the contexts of those experiences and emotions, has the highest co-occurrences with PAX (52.5%), confirming context of use as a fundamental element of UX along with user profile and the product itself (Hassenzahl and Tractinsky, 2006). Equally, the high co-occurrences between positive anticipated emotion and PAX highlight the inseparable nature between emotion and experience (Hassenzahl, Diefenbach, and Göritz, 2010; McCarthy and Wright, 2004). As is the case in the process of imagining a product, no negative factors directly impact the process of anticipating positive UX. Moreover, compared to negative AUX, positive AUX is more attached to the hedonic quality of product (Yogasara, et al., 2011). This agrees with Hassenzahl, et al.’s (2010) claim that the fulfillment of hedonic needs is a source of positive experience with interactive technologies.

Focusing on and exploring each factor of each network of the AUX framework will generate rich design ideas and an understanding of users’ concerns and expectations of their experiences; this, in turn, will promote design for pleasurable UX. Network One of the framework – the process of users imagining a desired product – can help designers to better identify: 1) product attributes that need to improve and be integrated, 2) negative prior and anticipated UX related to existing designs, 3) intended uses of product, 4) user characteristics, and 5) the required pragmatic qualities of the product. On the other hand, Network Two – the process of anticipating positive UX – enables them to gain more information about: 1) potential contexts of the experience, 2) emotions embedded within the experience, and 3) the expected hedonic qualities of the product. Thus, the two-network framework covers all elements considered fundamental for UX. The need to create a balance between pragmatic and hedonic qualities in designing interactive systems (Hassenzahl, et al., 2008) can also be supported by the AUX framework. We believe this framework will be useful in informing the early phases of the design process and in ensuring enjoyable UX.

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Limitations There is a vast range of available interactive products on the market. As we selected only digital cameras to represent these products in this study of AUX, the results might not be completely generalizable. Different product complexity (e.g. digital thermometer vs. computer), familiarity (e.g. television vs. robot assistant), and usage scope (e.g. alarm clock vs. smartphone) may affect how users anticipate their experiences with the product. Diverse types of interactive products may need to be included in a future study to improve the generalizability of the research findings and to determine the influence of product variation on the formation of AUX.

The relationships among sub-categories in the AUX framework were established qualitatively based on the sub-categories’ co-occurrences in the data. Therefore, the significance of these relationships cannot be proven statistically, but can only be estimated by the frequency of these co-occurrences. For now, we believe that the qualitative data and analysis provide rich and useful information which can delineate the inherent connections among the sub-categories. Further studies, however, can be conducted to statistically validate the relationships.

It should be noted that this AUX study aspires to complement UX evaluations on actual product usage by supporting the design for UX from the outset of product development. AUX offers envisioned experiences from the users themselves and opportunities to assess UX before direct user-product experience. Nevertheless, as Heikkinen, et al. (2009) note, it may be difficult for users to accurately recognize and convey their real and possible needs and expectations. It is also probable that the imagined use of products will be different from the actual use, since users may value and appropriate the designed products in entirely unpredicted ways (Ehn, 2008). Thus, UX assessment during or after actual interactions in real contexts is still essential.

Conclusion and Future Studies

The present study investigated anticipated user experience (AUX) to address the need to support design for UX in the early stages of the design process. The resulting AUX framework consists of two networks which delineate the processes of imagining a desired product and anticipating positive experience with the imagined product. The first network describes how seven factors interrelate to engender a desired product. Intended use, user profile, and required product attributes (mostly pragmatic) are some prominent aspects that can be explored through this network. The second network involves seven components which explain the construction of positive anticipated experience. Intended use (which sets potential contexts of the experience), anticipated positive emotion embedded within the experience, and expected product qualities (hedonic) are dominant factors that can be focused on when analyzing AUX using this network. Consistent with the study’s aim to ensure enjoyable UX from the outset of product development, its findings will contribute to experience-centered design by providing a basis for developing new design guidelines and UX evaluation methods.

To pursue our ultimate aspiration of developing a concrete means of assessing UX during the early stages of product design, our ongoing research will 1) more deeply explore the characteristics of AUX and 2) investigate the distinctions between anticipated and actual UX. Finally, based on the outcomes of these two steps, we will develop a designers’ tool to facilitate UX assessment in the early design phases.

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Anticipating user experience with a desired product: The AUX framework

Acknowledgments

This research is made possible by support from the Australian Development Scholarships. We would like to thank all participants for their time and effort in contributing to our research. Special thanks also go to Wendy Dalzell and Margaretha Puspitasari for their generous help in transcribing some of the data.

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