Natural User Experience Research
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Transcript of Natural User Experience Research
Natural User Experience Research Design & Findings
Natural User Experience - Summary
Motivation
Decision
Presentation
Pre- required understanding about natural user experience a designer
needs before designing.
Tools required/considerations by the designer while designing concepts of
natural user experience and interactions.
Visual heuristics of user’s perception in presenting natural user interface .
Motivation
Natural User Experience - Summary
Reduce the effort to initiate the naturalness of an interest.
Effortless learning
Incentive forces user to adapt new routine; and repetition of these routine becomes a natural habit
Incentivized Routine
Use of particular confirmation enabler for appropriate state initiates naturalness
Confirmation Enablers
Appropriate combination of comfort influencers in a relevant situation improves natural experience
Comfort Influencers
Making use of real world naturalness drivers to reduce the effect of naturalness limiters in virtual world
Physical vs. Digital
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance with the ‘Context’
Contextual Actions
Users borrow attributes of one activity/habit into similar parts of another activity making it natural.
Borrowed Experiences
Repetitive conscious or unconscious actions increases learnt natural behavior
Learnt Naturalness
Perception of Natural
Freedom of action, anticipated reaction, cognitive ease and quick response improves naturalness
Factors of Unnatural
Visual Perception Insights in terms of Color, Material, Form,
Composition & Layout, Actions and Emotions
Color: Energetic, progressive and complementary Material: Protective, flexible, light and accommodating. Form: Supportive, continuity, connection and binding Composition & Layout: Focused, unidirectional, singularity and vastness. Actions: Relaxed, anticipation and playful Emotions: Singularity, involved and content
Decision Presentation
Objectives and process
Objective 1: To understand the perception of ‘natural’ through attributes of ‘natural to use’
Method used: Photo-ellicitation
Objective 2: To interpret real life encounters related to naturalness and create design directions for Natural User
Interface.
Method used: Semi-structured interview
4 pilot sessions analysis and insight generation
Phased presentation
of design directions
Final presentation
of design directions
Start of the project
User Segmentation
Main sessions with 12 users
(both methods)
Method finalization
Natural User Experience Research Design & Findings
Motivation | Decision | Presentation
past experience
inter-personal
adapt
routine
control
habit
comfort
interest
sensory input
curiosity
explore
observe
confirmation
capability
familiarity
frequency
context
memories behavior
joy
despair calmness
effortless
less time
instincts intuitiveness
achievement
aesthetics
reflex
man-like
not man-made
spontaneous
conditioned
Naturalness: Various users perception
nostalgia
childhood
least high
Scale of Cognition
break hide
Higher degree of naturalness
• Decrease repetition by bringing trade-off between continuity and communication.
• Do it by not adding additional knowledge
• Provide greater sense of control
• Make it one step task
• Break or hide constraints
Response time
Cognition load
Decrease in response time and cognitive load
increases naturalness
Perception of Natural
Freedom of action and anticipated reaction improves
naturalness
Perception of Natural
least high
Scale of Action
• Provide anticipated feedback to actions.
• Decrease the learning curve by repetition
• Beauty is pleasing, Increase aesthetic value
• Initially provide incentive for repetition, later slowly remove the incentive factor making it a habit
Learning
Incentive
Higher degree of naturalness
Transition from the State of Situational Control to the
State of Self Control improves Naturalness
Perception of Natural
least high
Scale of State
State
• Easiness state is a stage where user doesn’t need any training.
• Sense of control brings comfort and peace (control is like a bell curve)
• Provide sense of achievement and appreciation, this induces pleasure
Control
Higher degree of naturalness
Decrease learning & incentive
Low high
Degree of Naturalness: by combining CAS
(Cognition, Action and State)
Perception of Natural
Decrease response time & cognition
Degree of Naturalness
Cognition Uncertain Conditioned Contended Effortless Thoughtless
Action Random Forced Addiction
Playful Imitation
Intuitive Instincts Boundless
State Stressful Laziness Constrained
Relaxed Comfort Peaceful
Freedom
• Sensorial Immersion • Imperfection/ Randomness • Rich Sensorial Information • Immediate communication • Helps improve muscle memory • Human driven encouragement
and competition • Exact match of expectations • Physical activity
Physical Digital
• Low trust factor • Machine driven encourage-
-ment and competition • Social awkwardness
• Control over when to react • Chance to redo • Global connectivity from
single access point • Customization
• Unforgiving • Forced routine • Non co-located communication
is time-taking
Translate Incrementers
Maintain Pros
Avoid Cons Reduce Decrementers
Making use of real world naturalness drivers to reduce
the effect of naturalness limiters in virtual world
Physical vs. Digital contexts
User can take time for reply during conversation
Pain, Thrill
Voice tone, Gestures and Facial expression
For co-located communication
Through mails and letters
Hidden intentions and miscommunications
Shopping
Design Directions:
• Provide richer sensorial information to the users for instances where user lacks trust
E.g. – interactions for making transactions should engage a user [Plan Man] with richer
feedback (say, haptic, voice)
• Combine richness of physical sensation with digital flexibility
• Combine sense of physical approximation with digital accuracy
E.g. – Page turning interaction in an e-book application
Physical vs. Digital contexts
Learnt Naturalness
Controlled Physical
Controlled Cognitive
Uncontrolled Physical
Uncontrolled cognitive
Motor
Habit of self
Intellectual
Behavior converts into habit through repetition which is
driven by motivators.
Behavior Habit Repetition
Motivators Triggers
Automatic Relative to a context
Emotion: Happy, Anger, Surprise
Situation: Bad expectation/Stressful
Object: Encountering, Sensorial Input
Information: Good Result
Emotion: Fear, Anger
Object: Acquiring
Emotion: Happy
Way of communication: Appraisal
Situation: Separation
Goal Met |
Way of communication: Not acknowledging, Appraisal
Situation: Togetherness
Information: Bad Result
Initiate
Controlled Physical Behavior
Un- Controlled Physical Behavior
Controlled Cognitive Behavior
Un- Controlled Cognitive Behavior
Intellectual habit
Motor habit
Habit of Character
Self (Mastery) Self (Growth)
Anticipation: Hope, Fear, Belief
Pleasure
Efficiency
Self (Control)
Hunt
Self (Control + Growth)
Fear
Anticipation
Self (Control)
Social Acceptance
Hunt
Learnt Naturalness Behavior converts into habit through repetition which is
driven by motivators.
Social Acceptance
Anticipation (Belief, Fear)
Sensation: Pleasure, Pain
Belongingness/Tribe: Social Acceptance, Social Rejection
Hunt: Information, Material Resources
Self: Control, Mastery, Competence, Growth
Efficiency: of resources, time
Motivators
Incentive forces user to adapt new routine; and repetition
of these routine becomes a natural habit
• Action done everyday again and again
becomes routine and that is natural habit
to user
• Most of the habits are from childhood, but
as users grow up, they need an incentive
to adapt to new habits.
• These incentives are motivation to adapt
to new habits
• Motivations are Fun, Pleasure,
Satisfaction, Spontaneous & Magic
• Freedom here refers to rules implied in
routine
Incentivized Routine
Freedom
Incentive
Natural Action
Routine Repetition
• Avoid
Extra-ordinary human
capabilities
• Adapt Human
Interventions
• Repetitive
• Imitation A shift to unknown
•Temporal
•Fun & Satisfactory
•Implicit Stimuli
Forced Routine
• Forced Routine - An activity a user does
regularly at a particular time everyday
against their willingness, because, if given
time they will not prefer doing it (Like
waking up early in the morning to go to office)
• A shift to an unknown situation /
environment / object (Like not living alone)
• Human intervention in natural process
(Like Agriculture)
• Extraordinary task, More than human
capability (Like juggling)
Extremely Unnatural
Slightly Unnatural
Factors of Unnatural
Unnatural
Natural User Experience Research Design & Findings
Motivation | Decision | Presentation
To be natural, ‘Actions’ driven by ‘Needs’ should be in
accordance with the ‘Context’
Contextual Actions
Context When, Where, What,
Who, Whom
Becomes natural in a
Action Need Physiological, Safety,
Belongingness, Esteem, Self Actualization
Drives
Aesthetic
Cognitive
Esteem
Belongingness
Safety
Physiological
Digital Actions
Photo editing, Digital Drawing
Reading articles, Watching talks
Playing games, Listening to music
Online purchase of luxury items, Posting
achievement on social platforms
Tracking of exercise, Documentation of
oneself thoughts through blogging
Creating social media page for an event
like marriage
Chatting with friends, Booking tickets for
movie
Security of personal digital information,
Following schedule for office
Getting reminded for physical
activities/Looking for doctors and hospitals
Deciding and ordering Food
Searching for new home, Searching hotel
during trip
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Needs and Actions
Self-Actualization
Expanded Maslow's hierarchy of needs Needs driven actions mapped with physical world
Associated digital actions
Parts Physical Actions
Desire for
beauty
Meet aesthetic needs by decorating
home/workplace, going in the nature,
Create Music/ Photography
Know/
understand
things
Watch Discovery/Documentry, Reading
Books/News/Web Articles
Relaxation,
Pleasure
Going out to watch play/movie, Going to
park/garden, Playing sports
What other
thinks of you
New purchases (Car/luxury items),
Annoncing Achievement, Celebration
Self -Percept:
What you think
of yourself
Tracking oneself, Set Goals, Relative
Comparision
Large social
group
Interaction with other people, Inviting on
events, Discussion/Planning at workplace
Small Clsoe
Connections Going out on date/movie
External-Self
Staying in jobs, Maintainance of House or
Vehicles, Insurance
Inner-Self
Brushing teeth, Bathing, Exercising, Cutting
Nails
Public Eating, Drinking
Private Sleeping, Sex, Excretion
Context
When, Where, What, Who, Whom
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Order of contexts with respect to needs
Contextual Actions
When Time
Where
Place
What Activity
Who Self
Whom People
• Pre-set time for an activity (Hour of the day/ Day of the week)
• Availability • Not preset time
(after sometime)
• Purpose • Availability of
resources • Harmony Visual (physical attributes) • Occasion
• Priority of the activity
• Urgency
• Age • Gender • Personality • Emotion
• Number • Relation • Kind
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety – Inner Self
Physiological-Public
Physiological-Private
Nee
d
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Contextual Actions
When (Time) Where (Place)
What
(Activity) Whom (People)
Who (Oneself)
Natural and contextual reminder
Diabetes Patient
Schedule Place
Postpones
/Prepones
Example 1:
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety – Inner Self
Physiological-Public
Physiological-Private
Nee
d
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Contextual Actions
When (Time) Where (Place)
What
(Activity) Whom (People)
Who (Oneself)
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety – Inner Self
Physiological-Public
Physiological-Private
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Nee
d
Recommendations natural to user
Achievement Self
Example 2:
Contextual Actions
When (Time) Where (Place)
What
(Activity) Whom (People)
Who (Oneself)
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety – Inner Self
Physiological-Public
Physiological-Private
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Nee
d
When (Time) Where (Place)
What
(Activity) Whom (People)
Who (Oneself)
Personal Identity
Social Identity
Collective Identity
Relational Identity
Personal Identity
Contextual Actions
Type of self: Identity
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety – Inner Self
Physiological-Public
Physiological-Private
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Nee
d
Type of self and people: Cultural dimensions (Hofstede)
When (Time) Where (Place)
What
(Activity) Whom (People)
Who (Oneself)
Indulgence vs. restraint
Power distance index
Collective Identity
Relational Identity
Personal Identity
Contextual Actions
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Contextual Actions
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety – Inner Self
Physiological-Public
Physiological-Private
Nee
d Order of needs follows
order of contexts : 1. Physiological: Time
2. Safety and Belongingness:
Priority and People
3. Esteem, Cognitive and Aesthetic: People and Self
When (Time) Where (Place)
What
(Activity) Whom (People)
Who (Oneself)
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance
with the ‘Context’
Contextual Actions
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety – Inner Self
Physiological-Public
Physiological-Private
Nee
d
When (Time) Where (Place)
What
(Activity) Whom (People)
Who (Oneself)
Time
People
Place
Activity
Understand/ Capture these
Intervene/ Suggest here
Purpose, Occasion
Availability of resources, Harmony
Self
Flexibility
Co
ntexts
(for designers to change the context)
Increased familiarity initiates the naturalness through: • Frequent encounters (Ensuring repetition, assured benefits)
• Guidance (Mentor, expert presence)
• Observed experience (Listening/seeing co-learners,
associating repetitive patterns)
• Borrowed familiar experience
Reduced exploration initiates the naturalness through: • Borrowed familiar experience (Translating real life
experience in digital)
• Personalized Routes (Knowing clear preference,
customization flexibility)
• Observed experience
• Guidance Frequent
Encounters Guidance Observed
Experience Personalized Routes
Increased Familiarity
Reduced Exploration
Paucity of time
Constant Motivation
Presence of co-
learner
Association of visual
cues
Association of real
encounter
Association to learned experience
Realized needs
Borrowed Familiar
Experience
Reduced Effort
Interest Confirmation
Effort
Reduce the effort to initiate the naturalness of an interest.
Effortless learning
Design Direction
• Provide guidance till confirmation to avoid diversions from intended path. It will be eventually
disappeared after confirmation phase:
e.g. novice users should be initially directed towards correct usage of advanced interactions of
rotating bezel in Gear Watch.
• Provide user with personalized route through modified interaction flow and reorganized
information on the basis of user’s identified need and goals.
e.g. Voice Assistant, S-Health, Mix Radio etc.
Effortless learning Reduce the effort to initiate the naturalness of an interest.
Confirmation Enablers Use of particular confirmation enabler for appropriate state
initiates naturalness
Achievement
Feedback Observing other/ Comparison
Difficulty
Improvement
Habit(Unaware)
Extrinsic Motivation
Intrinsic Motivation
State Confirmation Enablers
Objects (Quality)
Positive
Frequency (Repetitive) Negative
Failure
Not Available
People
Relative Partial
Absolute General
Confirmation Enablers
Achievement
• Partial • Final
• One time(confidence) • Repetitive(comfort)
• Relative • Absolute/General
Use of particular confirmation enabler for appropriate state
initiates naturalness
Feedback
• Frequency One time Repetitive • Amount
• Positive Confidence Capability • Negative Not confident Look for improvement
• Objects (Quality) • People Expertise Power Index Closeness
Not Available
Importance
Failure
Not Capable
Observing other/ Comparison
• Previously high in Quality • Others
Users borrow attributes of one activity/habit into similar parts
of another activity making it natural.
Attributes
Source Task
Target Task
Borrowed Experiences
Reading Mental Visualization Gaming Experience
External Target IM,SMS
Reminders Notifications-What
content? Utilitarian –creating
Docs Sharing
Entertainment- Gaming, quizzing
Involvement/Encouragement (Among people)
Collective Living/Team
Time
Social
Goal Orient
ed
Giving proper time to everything/everyone
Focus on goal
Giving proper time to everything
Internal Target
• Entertainment-music, videos
• Notifications-How much?, Icons, order
• Customization • Visual Feedback • Composing
Logical &
Structured
Picture Smart
Detail Oriente
d
proportion, depth, length
Sense of aesthetics
sense of spatial arrangement
mental visualization/ imagination
fineness, detailing
depth or detailing of study
logic and reasoning
Organizing according to
utility
structured/ defined pattern
Efficient decision making
Selection from multiple options
analyzing from neutral
perspective
thinking in multiple
perspectives
Execution on the right moment
• Maps- Routes • Booking • Search
Internal Aspects
External Aspects
• mental visualization/ imagination
• proportion, depth, length
• Sense of aesthetics • sense of spatial
arrangement
• fineness, detailing • depth or detailing of
study
• Organizing according to
utility • structured/ defined
pattern • logic and reasoning
Internal +External
Given: Target
Track: Source
Mapping: Appropriate Attributes
Designing for SEARCH
Find out the kind of source to be selected according to the kind of user. Internal Aspects
Map the respective attributes of that source for the features. Picture smart: the user will search according to any visual cues. Logical & Structured: hierarchy creation according their priority.
Design Direction
Natural UX Solution Design
Attribute of one activity/habit makes a similar part of another
activity natural
Natural Mapping
Borrowed Experiences
Internal Aspects • which involves self, • improving by self with feedback, • self gain, • self improvisation, • self maintenance of interest with
intrinsic motivation, • self satisfaction while improvisation, • ADAPTIVENESS BASED, • decisions on tangible or visual attributes, • no fixed goal(changes from person to
person)
External Aspects- • which involves self with a group (self is defined w.r.t
group), • improving one self with collective feedback/support, • collective gain, • satisfaction after confirmation/achievement, • SKILL BASED, • forming discarnate states to reach
Types of ‘Source’ tasks
Internal Aspects
External Aspects
I+E
Target
Target
Target tasks • mental visualization/
imagination • proportion, depth,
length • Sense of aesthetics • sense of spatial
arrangement
• fineness, detailing • depth or detailing of
study
• Organizing according to
utility • structured/ defined
pattern • logic and reasoning
Natural Mapping
Borrowed Experiences
Comfort Influencers
Known Private
Co
mfo
rt
Appropriate combination of comfort influencers in a relevant
situation improves natural experience
Unknown Public
Known Public
Unknown Private
1. ENVIRONMENT
Alone >1 Unknown
1 Unknown
1 Known
>1 Known
2. PEOPLE
Number Relation Kind
0 1
>1
Unknown
Known
Similar Interest
Different Interest
Co
mfo
rt
Environment + People
1. When alone or with 1 known, unknown private is more comfortable than known public.
2. When with 1 known or with group of people, known public is more comfortable than unknown private
Comfort Influencers Appropriate combination of comfort influencers in a relevant
situation improves natural experience
3. MEDIUM
Digital
Involvement
Uniformly
Control
Response Time
Natural
Nat
ura
lnes
s
Use
of
ph
ysic
al c
har
acte
rist
ics
Amount of output (info+ sensory)
Mobility
Comfort Influencers
4. OBJECT
Appropriate combination of comfort influencers in a relevant
situation improves natural experience
Familiarity
Desirable
Non-Familiarity
Fearful (phobia)
+ ve - ve
Non-pleasurable naturalness
Intuitive naturalness
Familiarity of an object: (i) Type of familiarity
• Functions e.g. writing for pencil • Behavior e.g. rolling, way to hold • Features e.g. darkness, color, sharpness • Identity e.g. brand
(ii) Source of familiarity • Repetitive usage • Limited/single usage in the past • Mere visual exposure • Awareness (by reading/listening from others) • Cultural Relation with the object
Desirability of an object:
• Usefulness: Functional/Profitable/Efficiency • Pleasure – Experience • Pleasure – Visual : Attraction • Pride/Status
Comfort Influencers
6. INFORMATION
Appropriate combination of comfort influencers in a relevant
situation improves natural experience
Entertainment & Achievement sharing
Info access & Browsing
Professional and Utilitarian
Personal communication
Money related tasks
Checking bank account, Money
transfer, Investment etc.
Texting/chatting with close friends; watching personal
video or images etc.
Composing or viewing emails, Creating and presenting work related documents; Booking
tickets (flight/movie), Booking cab etc.
Accessing or posting social media platforms;
Reading articles on Wikipedia, NYTimes,
Mashable etc.
Gaming, Listening to music, Watching videos; Sharing
Leaderboard rank or points gain, Sharing distance
walked/cycled etc.
5. TASKS TYPE
Privacy
Comfort in doing the task (in a particular environment and with particular people)
Comfort Influencers Appropriate combination of comfort influencers in a relevant
situation improves natural experience
Entertainment & Achievement sharing
Info access & Browsing
Professional and Utilitarian
Personal communication
Money related tasks
Checking bank account, Money
transfer, Investment etc.
Texting/chatting with close friends; watching personal
video or images etc.
Composing or viewing emails, work related documents; Booking
tickets (flight/movie), Booking cab etc.
Accessing or posting social media platforms;
Reading articles on Wikipedia, NYTimes,
Mashable etc.
Gaming, Listening to music, Watching videos; Sharing
Leaderboard rank or points gain, Sharing distance
walked/cycled etc.
TASKS TYPE
MEDIUM Uniformly Distributed
Control
ENVIRONMENT + PEOPLE
Known Private
Alone 1
Known
Unknown Public
>1 Known
Known Public
Known Public
>1 Known
Known Private
Unknown Private
Alone
Unknown Public
Known Public
Alone 1
Known
Control
Amount of Output(info)
Amount of Output (Info)
Mobility Response Time
Involvement
Amount of Output (sensory)
Mobility
Involvement
Amount of Output(sensory)
OBJECTS
Familiarity
Childhood
Awareness
Visual-Function analogy
Desirable
Pleasure
Positive experience
Favorite
Rewards
Pleasure-Experience
Familiarity: Features
Useful
Pleasure-Experience
Familiarity: Functions
Regularity Familiarity of an object: (i) Type of familiarity
• Functions e.g. writing for pencil • Behavior e.g. rolling, way to hold • Features e.g. darkness, color • Identity e.g. brand
(ii) Source of familiarity • Repetitive usage • Limited/single usage in the past • Mere visual exposure • Awareness (by reading/listening from others) • Cultural Relation with the object
Desirability of an object:
• Usefulness: Functional/Profitable/Efficiency • Pleasure – Experience • Pleasure – Visual : Attraction • Pride/Status
Pride/Status
Familiarity: Features
Usefulness
Familiarity: Behavior & Function
Usefulness
Familiarity: Identity & Behavior
Maximize comfort in a particular task
Pride/Status
Situation 1: T-E-P Example: Making a Presentation
Task
Info. Sharing
Environment
Known Public
People
Number Relation Kind
>1 Unknown Similar Interest
Unusual Consequences
Use more familiar Objects in an involved and controlled Medium having quick response time accordingly to make it more towards naturalness.
Comfort Influencers
Situation 1:
Peter is a new marketing manager who joined an advertising company which deals with offering services. He is going to present a product proposal/ advertisement in mall lobby area in front of hundreds of people. He is now confused how to make this scene comfortable for him. He should use more familiar Objects in an involved and controlled Medium having quick response time accordingly to make it more towards naturalness.
Full Control and involving (gamified) digital Medium
Familiar and desirable objects
Movies and gamified experience of giving Information
Situation 1: T-E-P Example: Making a Presentation
Task
Info. Sharing
Environment
Known Public
People
Number Relation Kind
>1 Unknown Similar Interest
Unusual Consequences
Use more familiar Objects in an involved and controlled Medium having quick response time accordingly to make it more towards naturalness.
Comfort Influencers
Situation 2:
Alex is a person who is very shy to go shopping or buy anything with people along with her. She generally does online shopping alone in her room. One day, she had to place some order in her office due to time crunch. She was using her desk screens to do the same with her 3-4 colleagues sitting at their desks around her. She had to select the item and give her card details for the order. How should the task of selecting and giving credentials be to make it comfortable for her? How should the medium be to make it very comfortable for her? What should the objects be in the scenario to make it more comfortable? Use live digital Medium, involve familiar objects in different stages of the task accordingly to make it more towards naturalness.
Situation 1: T-E-P Example: Making a Presentation
Task
Info. Sharing
Environment
Known Public
People
Number Relation Kind
>1 Unknown Similar Interest
Unusual Consequences
Use more familiar Objects in an involved and controlled Medium having quick response time accordingly to make it more towards naturalness.
Comfort Influencers
Situation 2: I-E-P Example: E-Shopping
Use live digital Medium, involve familiar objects in different stages of the task accordingly to make it more towards naturalness.
Comfort Influencers
Information
Personal Public
Secured/Money Chat
Environment
Public Unknown private
Known private
People
Number
0
Natural User Experience Research Design & Findings
Motivation | Decision | Presentation
Visual Perception of Natural
Process followed
Color
Composition & layout
Material
Form
Action
Emotions
Visual Perception
of Natural
Visual Perception
supportive, continuity, connection and binding singularity, involved and content
energetic, progressive and complementary
protective, flexible, light and accommodating
focused, unidirectional, singularity and vastness
relaxed, anticipation and playful
• Duotone provides direct attention to the details of the object.
• It is preferred due to lesser cognitive load in identifying primary
object
• Interaction of complementary colors show progression and movement.
• Especially in interest
• It is dynamic in nature and changes according to situation
• Progression is variation of energy from low to high, subtle to bright
• For example sky color changing according time of the day
• Learned habit are represented with warm colors (yellow, orange) whereas
conditioned habits are represented with cool colors (mostly blue)
• Use of tones (like vintage style colors) gives rise to childhood memories
Visual Perception Color
The natural color perceived are energetic, progressive and complementary
Primary object (1st tone)
Background (2nd tone)
• Materials perceived are seen in multiple layers
• They are one behind the other
• Each material combined together have their own identity and cumulative identity
• For NUI 1 or 2 material are preferred together
• First layer acts as protective, accommodating and secondary: flexible, light.
• It is seen that all material needs to be placed in such a way that their existence
compliment each other
• Material is 3 dimensional with depth
• Focus is on providing direction, which in-turn provide direct focus
• Light and flexible material provide comfort, which takes closer to naturalness
Visual Perception Material
The natural attribute of material are protective, flexible, light and accommodating.
• Form has a sense of depth, metaphorically like a container
• User perceive it to be supportive and sturdy
• Form perceived are spherical and bulgy, to show continuity and repetitive cycle
• Repetitiveness triggers learned habits
Visual Perception Form
The perceived attributes of natural form are supportive, continuity, connection and binding
• Multiple objects in a layout needs to be similar and in a pattern
• Users perceives objects in a similar group and placed in a pattern
• Open ended composition with sense of continuity
• If the composition has single or multiple objective, sense of continuity provides
engagement and attractiveness
• Continuity also gives rise to open interpretation and story creation in mind
• One point perspective to show depth and movement
• User perceives one directional depth
• Upper view and normal eye view are mostly seen
Visual Perception Composition and layout
The natural attribute perceived are focused, unidirectional, singularity and vastness
• The perceived layout is seen as ‘three spaces’
• If the composition is divided into 3by 3 grid, the user has emphasized object
on 2/3rd of the space
• In other cases when the background is open / vast, then the object is
supported by a platform, like a horizon on either of the grids
• Emphasize only on one object per composition
• Singular object grabs instant attention
• Single object with no background or vast open feel provides emphasis to the
object
• Minimalism is still followed
Visual Perception Composition and layout
• Users feel relaxed, rejuvenated when they are in their controlled environment
• Controlled environment is sense of possession
• Control is exercised when user feel he/she can change or shape the course
• Users look for anticipated progression
• Anticipated progression is seen when a clear goal / path (directional) is set.
• Anticipated exploration begins by following set patterns
• Playful (enjoyment) induces effortlessness
• Playful is self-driven, not forced to play
• Playful is seen in users hobby and childhood activities
• Playful is also seen when rules are broken sometimes
Visual Perception Actions
progression
rejuvenation
Goal Patterns
Possession shaping
The natural attribute perceived are relaxed, anticipation and playful
Visual Perception Emotions
Perceived emotions are singularity, involved and content
• Focusing only on one state of mind, takes user closer to naturalness
• Focus only on one emotion
• Preferably positive emotions (Happiness, joy, etc)
• Following rules creates boredom, unless there is spontaneity
• If the user doesn’t see any growth in activity, boredom is seen very fast
• Content emotion is perceived when the user feels independent
• Independent here is person comfortable in his own company
• When user breaks away from routine
Appendix
Natural User Experience
Perception of Natural
Summary
To be natural, ‘Actions’ driven by ‘Needs’ should be in accordance with the ‘Context’
Making use of real world naturalness drivers to reduce the effect of naturalness limiters in virtual world
Users borrow attributes of one activity/habit into similar parts of another activity making it natural.
Use of particular confirmation enabler for appropriate state initiates naturalness
Appropriate combination of comfort influencers in a relevant situation improves natural experience
Repetitive conscious or unconscious actions increases learnt natural behavior
Reduce the effort to initiate the naturalness of an interest.
Incentive forces user to adapt new routine; and repetition of these routine becomes a natural habit
Effortless learning
Incentivized Routine
Confirmation Enablers
Comfort Influencers
Physical vs. Digital
Contextual Actions
Borrowed Experiences
Learnt Naturalness
Freedom of action, anticipated reaction, cognitive ease and quick response improves naturalness
Factors of Unnatural
Visual Perception Insights in terms of Color, Material, Form,
Composition & Layout, Actions and Emotions
Phase 1 – Elicitation using Photographs
Objective: To find out the attributes of the term ‘NATURAL’ by end users.
Research Technique Used: Photo elicitation technique Question 1: What do you perceive from the word ‘Natural’
Question 2: Can you metaphorically represent the word ‘Natural’ and pick minimum 5 images
Question 3: Can you please pick images which depicts ‘Natural to use? Or Natural to do?
Finalized method for phase 1
Question to ask: Can you please pick images which depicts ‘Natural to use? Or Natural to do?’
Probing Questions: • What was going through your mind while you were picking these images?
• What was ‘natural’ for you?
• Changing the context of the image and then probing? (For example, changing the
environment of the image of a mountain into a sea and then capturing the data)
• Natural is ________________ (Please provide 3 examples)
• __________________ is natural (Please provide 3 examples)
• What is not natural for you?
15-30 30-50 >50
Male 2 2 2
Female 2 2 2
Demographic segmentation for
Phase 1 research
Research Design Phase
Phase 1
Elicitation using Photographs
Objective: To find the attributes of ‘Natural to use’
Phase 2
Semi-Structured Interview
Objective: To create questions around the
attributes found in phase 1 and ask users tasks
associating to the attributes
Findings from Phase 1
Key findings of ‘Natural to be’
• Universal habits / reflex (conditioned, adapted, routine)
• Learned habits / reflex
• Association with self
o Inter-personal
o Intra-personal
• Association with physical world (Intuitiveness)
• Association with past (Memories from childhood, Nostalgia of happy memories)
• Man-like v/s Man-made (WIP)
Findings from Phase 1
Learned Habit / reflex
Interest
Curiosity
confirmation Familiarity
experience
Past experience
Sensory input
Explore
Observe
Capability
Comfort
Frequency
Routine
Habits
Context
Situation
Findings from Phase 1
Association with self
Instincts Naturalness Emotions
(Joy, Despair, Calmness)
Triggers:
Achievement
Aesthetics
Intra-personal Inter-personal
Comfort If less then fake
If more then
natural
Emotions Comfort Intra-personal Inter-personal
Findings from Phase 1
Association with Physical world
Physical world
association
Less time
Intuitive
Effortless (Without any
thought)
Activities
Experience
Objects Natural
Phase 2 – Semi-structured interview
Objective of the questionnaire
• To find Universal & Learned habit / reflex?
• What are their interests? How did they get curious about it?
• What are the instincts that people get for certain emotions in a situation?
• How is their association with physical world? What are the characteristics of physical world that they associate
well/more with?
• What is Man-like or Man-made for people?
User Segmentation
Target: 30 Users Time Taken: 30-45 minutes
(Note: Two type of questionnaire were created with different question and pilot was conducted. Based on the pilot result, one
of the questionnaire was finalized and final editing was done.)
Age
Gender
SEC A B C A B C A B C A B C A B C A B C
Number of Users 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
18-30 31-50 Above 50
Male Female Male Female Male Female
User Segmentation
Age
Gender
SEC A B C A B C A B C A B C A B C A B C
Number of Users 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
18-30 31-50 Above 50
Male Female Male Female Male Female
SEC A SEC B SEC C
Education Graduate Post Graduate
Graduate Some college but not graduate SSC / HSC
Some college but not graduate SSC / HSC School 5 - 9
Profession Officer / Executive – Junior / Mid / Senior Self employed professional Business with 0-9 employees Business with 10+ employees
Clerical / Salesman Supervisory level Shop owners Business with no employees
Skilled worker Petty traders Business with no employees Officer / Executive - Junior
Household Durables 8 & above 5 – 7 4 - 6
Household Durables: Electricity Connection, Ceiling Fan, LPG Stove, Two Wheeler, ColourTV, Refrigerator, Washing Machine, Personal Computer/ Laptop, Car/Jeep/Van, AirConditioner
Note: This SEC table is based on education of chief wage earner & number of consumer durables owned by a family
SEC classification
Perception of Natural
Behavior Experience Actions
• Intuitive
• Effortless
• Thoughtless
• Independent
• Interest
• Control
• Spontaneous
• Routine & Habit
• Continuity • Exploration
• Incentivized
• Involuntary
Perception of Natural
Behavior
• Intuitive
• Effortless – Which doesn’t waste time
• Thoughtless
• Independent – Being oneself (oneself here means bound with no rules and
restrictions, let it be social or contextual)
• Interest – user likes to do, user feels it comes from within
• Control – power to change, power to do things alone without support, any habit
that a user has control becomes natural, experiencing magic under their control
• Spontaneous – the response to a situation instantly
Perception of Natural
Action
• Exploration – Where they can pass their time or change their mind
• Incentivized
• Involuntary – Conditioned
• Playful & Pleasure -
Perception of Natural
Experience
Routine Habit
General Specific to a person
Changes according to context Doesn’t change
‘Forced’ Related to an interest
Situation 3: T-I-P Example: Proposing
People
Number Relation Kind
1 Known Unusual Consequences
Task
Personal
Chat
Information
Communication
In a known private Environment use desirable and familiar Objects in Medium that requires high involvement to make the experience natural.
Comfort Influencers
least high
Cognition
break hide
Higher degree of naturalness
• Decrease repeatedness by bringing trade-off between continuity and communication.
• Do it by not adding additional knowledge
• Provide greater sense of control
• Make it one step task
• Break or hide constraints
Response time
Cognition load
Decrease in response time and cognitive load
increases naturalness
Perception of Natural
least high
State
Perception of Natural
least high
Action
Cognitive load is related to natural action and state
Perception of Unnatural
• Forced Routine - An activity a user does regularly at a particular time everyday
against their willingness, because, if given time they will not prefer doing it (Like
waking up early in the morning to go to office)
• A shift to an unknown situation / environment / object (Like not living alone)
• Human intervention in natural process (Like Agriculture)
• Extraordinary task, More than human capability (Like juggling)
• An activity not done in past will be unnatural in present.
Example 1: Peter is going to present a proposal to client in office. In order to make presentation comfortable, henceforth natural, objects and medium can be intervened. He should use more familiar Objects in an involved and controlled Medium having quick response time accordingly to make it more towards naturalness.
Comfort Influencers
Visual Natural Perception Process
Listed down visual parameters
Color, form, material, composition, action,
emotions
Analyzed every visual parameter of the image
‘as is’
Listed it down as ‘signifier’
All signifier ‘text’ captured were co-
related with the context of the image and
interpreted
Synthesized all the ‘signified’ data together
and created ‘themes’
Visual elements Signifier Signified Themes
• In this study users had picked minimum 5 images representing their perception of what ‘natural to do
is?’
• Out of all the images selected, 10 images were segregated based on frequency of choice by all users.
• Those 10 images were analyzed using semiotic study approach by Ferdinand de Saussure
Image Categories Signifiers Signified
Image 1 -Man Sleeping
Color Blue, white Cool, cold, pleasant, simple
Material Cotton Light, fluffy, comfortable
Composition Centered, close-up Emphasized, detailed, focused, minimalistic
Form Rounded, Radial, Masculine Soft, continuity
Action Sleeping Rest, relieved
Expression smiling Content, happy (in his own company)
Image 2 - Trekking
Color Warm colors, dark brown, yellow, green Energy, dusk, bright, progressive
Material Stone, shrub, cactus, thorny, cotton, plastic Hard, dead, dull, dry, uneven, dangerous, soft, durable
Composition No-boundaries, left, multiple layers, one-point
Freedom, unbalanced, depth, directional
Form Sharp, edgy, bulged, circular Obstructing, flexible
Action Walking in line, sequential, movement, trekking
Following, order, structured, dynamic, exploration
Expression Serious, searching, excited Cautious, excitement
Visual Natural Perception Process (contd.)
One example analysis of image using Saussure’ technique
Needs Parts Details Physical Activity Digital Relation
Private Rest, homeostasis Sleeping, Sex, Excretion Alarm, Housing, AirBnB
Public Food, Water, Air Breathing, Eating, Drinking Zomato, Foodpanda
Inner-Self of morality, health and body
Brushing teeth, Bathing, Exercising, Cutting
Nails Practo, S-health
External-Self Employment, Property, Resources
Staying in jobs, Maintainance of House or
Vehicles, Insurance
LinkedIn, Monster, Policybazzaar, Walnut,
Splitwise
Small Clsoe
Connections
family members, intimate
partners, mentors, close
colleagues Going out on date/movie
WhatsApp, Facebook, Hangout,
Bookmyshow, Tinder
Large social
group
clubs, office culture, religious
groups, professional
organizations, sports teams
Interaction with other people, Inviting on
events, Discussion/Planning at workplace
Facebook, Twitter, Quora, Google+,
Meetup
What other
thinks of you Reputation, Status, Respect
New purchases (Car/luxury items), Posting
Achievement, Celebration
Foursquare, LinkedIn, Facebook, Flipkart,
Pinterest, 500px, Instagram
Self -Percept:
What you think
of yourself Self-Confidence, Self-Esteem
Tracking oneself, Set Goals, Relative
Comparision
Medium, S-Heath, Lumosity, Walnut,
GoogleFit,
Cognitive
Desire or need
to know/
understand
things Knowledge, Meaning
Watch Discovery/Documentry, Reading
Books/News/Web Articles Wikipedia, TED, Quora, Lumosity, Coursera
Aeshetic Desire for
beauty Beauty, Order, Balance, Form
Meet aesthetic needs by decorating
home/workplace, going in the nature,
Create Music/ Photography Paper 53, Themes, Snapseed, Pixlr
Esteem
Belongigness/
Love
Physiological
Safety
Learnt behavior progresses towards Naturalness through –
I- Behavior – (e.g. writing strong email, making approximations)
II- Habits - (e.g. longing to do something new, relating events)
III- Personality – (e.g. leadership, manipulation, solution orienteers, risk taking)
Learnt Naturalness
Intentional-Personality Unintentional-
Personality
Intentional-Habit Unintentional-Habit
Intentional-Move Unintentional-Action
Personality
Habit
Behavior
Unconscious Conscious CAUSE
EF
FE
CT
Leverage these [use it]
Support these [go with it]
Intervene these [recommend]
Repetitive conscious or unconscious actions increases
learnt natural behavior
Learnt Naturalness Repetitive conscious or unconscious actions increases
learnt natural behavior
Natu
ralness
Unintentional Habit
Intentional Habit
Intentional Action
Unintentional Action
Behavior
Co
mfo
rt
Design Directions:
• Device may intervene to enable user’s conscious Actions
E.g. – Enable a user [Status Seeker] to make unique posts or like in a social network
• Device should support user’s behavior
E.g. – Assist a user [Experience Embracer] to experience new (say, interactive demo of a
latest gadget)
• Device must not attempt to change user’s habit but leverage it
E.g. – Use the current pattern of email organization of a user [Plan Man] and recommend
to apply the same organization pattern for files or apps
Learnt Naturalness