Natural User Experience Research

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Natural User Experience Research Design & Findings

description

This is the document report of research work done on Natural User Experience at Samsung R&D Institute India, Bangalore

Transcript of Natural User Experience Research

Page 1: Natural User Experience Research

Natural User Experience Research Design & Findings

Page 2: Natural User Experience Research

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 .

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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

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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

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Natural User Experience Research Design & Findings

Motivation | Decision | Presentation

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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

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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

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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

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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

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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

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• 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

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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

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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

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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

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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

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• 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

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Natural User Experience Research Design & Findings

Motivation | Decision | Presentation

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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

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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

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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

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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)

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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)

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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)

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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

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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

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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)

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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)

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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

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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.

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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)

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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

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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

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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.

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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

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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

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Natural User Experience Research Design & Findings

Motivation | Decision | Presentation

Page 46: Natural User Experience Research

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

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• 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)

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• 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.

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• 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

Page 50: Natural User Experience Research

• 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

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• 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

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• 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

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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

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Appendix

Page 55: Natural User Experience Research

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

Page 56: Natural User Experience Research

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

Page 57: Natural User Experience 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

Page 58: Natural User Experience Research

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)

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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

Page 60: Natural User Experience Research

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

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Findings from Phase 1

Association with Physical world

Physical world

association

Less time

Intuitive

Effortless (Without any

thought)

Activities

Experience

Objects Natural

Page 62: Natural User Experience Research

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

Page 63: Natural User Experience Research

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

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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

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Perception of Natural

Behavior Experience Actions

• Intuitive

• Effortless

• Thoughtless

• Independent

• Interest

• Control

• Spontaneous

• Routine & Habit

• Continuity • Exploration

• Incentivized

• Involuntary

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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

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Perception of Natural

Action

• Exploration – Where they can pass their time or change their mind

• Incentivized

• Involuntary – Conditioned

• Playful & Pleasure -

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Perception of Natural

Experience

Routine Habit

General Specific to a person

Changes according to context Doesn’t change

‘Forced’ Related to an interest

Page 69: Natural User Experience Research

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

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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

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least high

State

Perception of Natural

least high

Action

Cognitive load is related to natural action and state

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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.

Page 73: Natural User Experience Research

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

Page 74: Natural User Experience Research

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

Page 75: Natural User Experience Research

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

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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

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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

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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

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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

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