Evaluating User Experience and User Engagement for Design
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Transcript of Evaluating User Experience and User Engagement for Design
Evaluating User Experience And
User Engagement for Design
Jennefer Hart PhD Year One
Supervisors: Professor Alistair Sutcliffe & Dr Antonella De Angeli
Manchester Business School July 2011
Research Contribution
Extend (and Verify) User Experience Theories
Explore the Nature of Interactivity
Develop and Test New Research Methodologies
Inform Design Practice
Improve Product Design
Research Aims & Objectives
Extend the Cognitive Models within
User Experience
Develop Research Methodologies
Explore Prolonged Patterns of
Interaction
Inform Design
Guidelines
➤ To Investigate Key Constructs (e.g., Interaction, Immersion, Flow, Presence, Aesthetics, Emotion & Individual Dispositions).
➤ To Capture User Experiences (as they occur).
➤ To Capture UX Patterns (over a prolonged time frame)
➤ To Inform Design Guidelines (by determining what interactive features elicit positive UX)
Research Questions RQ1: What are the key constructs that contribute
to user engagement and user experience?
RQ2: What design protocols or features lead to positive user experiences?
RQ3: What are the patterns of interaction over prolonged use?
Applied Method
X-Section Survey
METHODS
Diary Study
Retrospect Interview
Research Plan & Methodology
Quasi-Experiment
STUDY 1
Controlled Experiment
STUDY 2
Longitudinal Study
STUDY 3
Adapted Method
Observation
Survey
Interview
METHODS
Test Method
Research Plan (1)
Study One: Quasi Experiment Compare 3 different levels of interactive protocols
Aesthetics & Usability
Interaction & Engagement (Flow & Presence)
Individual Aesthetic Disposition
*[Karapanos, Martens & Hassenzahl, 2009]
RSQ 1: What are the key constructs that contribute to user experience?
Develop Research Methodology Survey Instrument
Observation – Critical Incidents
Interval Mood Scales (iScale*)
Video - Facial Expression
The National Gallery – Menu-based Interaction
The Google Art Project – Virtual Interaction
The Louvre – Interactive Animated Guide
Research Plan (2) Study Two: Controlled Experiment
Compare 2-3 different levels of interactive protocols Bespoke Technologies Same Content V Different Interactive Features (e.g. video, presence,
virtual, etc)
Research Methodology (from Study One) Tested Survey Instrument Observation – Critical Incidents Interval Mood Scales (iScale) Video – Facial Expression
Focus on Key Design Features Interactive Guide (Presence) Virtual Environment (Flow & Engagement)
RSQ 2: What design ‘features’ lead to positive user experiences?
Research Plan (3)
Study Three: Longitudinal Study Compare 2-3 different levels of interactive protocols
Existing technologies (within same domain)
Prolonged Time Frame Capturing patterns of prolonged user experiences
Adapted Research Methodology Diary Based Study
Experience Probes
Adapted Mood Scales (iScale)
Two Phased Survey
Staged Interviews
Selected Observation
RSQ 3: What are the patterns of interaction over prolonged use?
Research Technologies: Personal Fitness Tools
Classic Text Based Style Video Based Interaction Style
Active (Haptic) Interactive Style Interactive Customization Facility
any questions?
Thank-you
Hassenzahl, M. (2003) The thing and I: understanding the relationship between user and product. In M.Blythe, C. Overbeeke, A. F. Monk, & P. C. Wright (Eds.), Funology: From Usability to Enjoyment, Dordrecht: Kluwer Academic Publishers, pp. 31-42.
Csikszentmihalyi, M. (2002) Flow: The Classic Work on How to Achieve Happiness, London: Rider. Hartmann, Sutcliffe, & De Angeli, (2008) Towards a Theory of User Judgement of Aesthetics and User Interface
Quality. ACM Transactions on Computer-Human Interaction, 15(4), 15-30. Hassenzahl, M. (2003) The thing and I: understanding the relationship between user and product. In M.Blythe, C.
Overbeeke, A. F. Monk, & P. C. Wright (Eds.), Funology: From Usability to Enjoyment, Dordrecht: Kluwer Academic Publishers, pp. 31-42.
Hassenzahl, M. (2004) The Interplay of Beauty, Goodness, and Usability in Interactive Products, Dordrecht, Human Computer Interaction (19) 4, 319-349.
Jordan, P. W. (2002) Designing Pleasurable Products: An Introduction to the New Human Factors, CRC Press. Karapanos, E, Martens, J, B., & Hassenzahl, M. (2009) Reconstructing Experiences through Sketching, ACM TOCHI. Law, E. L., Roto, V., Hassenzahl, M., Vermeeren, A. P. O., & Kort, J. (2009) Understanding, scoping and defining user
experience: A survey approach, Proceedings: CHI 2009, Botson MA, pp. 710-728. Leong, T. W., Vetere, F. & Howard, S. (2005) The Serendipity Shuffle Proceedings of the 19th conference of the computer-
interaction special group (CHISIG), Citizens online: considerations for today and the future, OZCHI 2005, Canberra, Australia.
Nielson, J. (1993) Usability Engineering, Morgan Kaufmann, San Francisco. Norman, D. A. (2004) Emotional Design: Why we love (or hate) everyday things, New York: Basic Books. Shen, K. N., & Khalifa, M. (2008) Exploring Multidimensional Conceptualizations of Social Presence in the Context of
Online Communities, Intl. Journal of Human-Computer Interaction, 24(7), 722-748. Sutcliffe, (2010), Designing for User Engagement: Aesthetic and Attractive User Interfaces. Edited by Carroll, J.M,
Synthesis Lectures on Human-Centred informatics, Morgan & Claypool Publishers, Chapter 1. Tractinsky, N., Katz, A. S. & Ikar, D. (2000) What is beautiful is usable, Interacting with Computers, 13 (2), 127-145. Tractinscky and Zmiri, (2006) Exploring Attributes of Skins as Potential Antecedents of Emotion in HCI, In: Fishwick,
P, (ed.) Aesthetic Computing, MIT Press. Cambridge. Wright, P., & McCarthy, J. (2009) Experience-Centered Design: Designers, Users, and Communities in Dialogue,
Synthesis Lecturers on Human-centered Informatics, Morgan & Claypool Publishers.
References