Evaluating User Experience and User Engagement for Design
Evaluating User Experience AndUser Engagement for Design Jennefer Hart PhD Year OneSupervisors: Professor Alistair Sutcliffe & Dr Antonella De Angeli Manchester Business School July 2011
Research Contribution Extend (and Verify) User Experience Theories Explore the Nature of Interactivity Develop and Test New Research Methodologies Inform Design Practice Improve Product Design
Research Aims & Objectives ➤ To Investigate Key Constructs Extend the Cognitive Models (e.g., Interaction, Immersion, Flow, within Presence, Aesthetics, Emotion & User Experience Individual Dispositions). Develop Research ➤ To Capture User Experiences (as Methodologies they occur). Explore Prolonged Patterns of ➤ To Capture UX Patterns (over a Interaction prolonged time frame) Inform ➤ To Inform Design Guidelines (by Design determining what interactive Guidelines features elicit positive UX)
Research QuestionsRQ1: What are the key constructs that contribute to user engagement and user experience?RQ2: What design protocols or features lead to positive user experiences?RQ3: What are the patterns of interaction over prolonged use?
Research Plan & Methodology STUDY 1 STUDY 2 STUDY 3 Quasi- Controlled LongitudinalExperiment Experiment Study Diary X-Section Test Adapted Applied Study Survey Method Survey Method Method METHODS METHODS Retrospect Interview Observation Interview
Research Plan (1)Study One: Quasi Experiment Compare 3 different levels of interactive protocols Aesthetics & Usability Interaction & Engagement (Flow & Presence) Individual Aesthetic Disposition Develop Research Methodology Survey Instrument Observation – Critical Incidents Interval Mood Scales (iScale*) Video - Facial ExpressionRSQ 1: What are the key constructs that contribute to user experience? *[Karapanos, Martens & Hassenzahl, 2009]
Research Plan (2)Study Two: Controlled Experiment Compare 2-3 different levels of interactive protocols Bespoke Technologies Same Content V Different Interactive Features (e.g. video, presence, virtual, etc) Research Methodology (from Study One) Tested Survey Instrument Observation – Critical Incidents Interval Mood Scales (iScale) Video – Facial Expression Focus on Key Design Features Interactive Guide (Presence) Virtual Environment (Flow & Engagement) RSQ 2: What design ‘features’ lead to positive user experiences?
Research Plan (3)Study Three: Longitudinal Study Compare 2-3 different levels of interactive protocols Existing technologies (within same domain) Prolonged Time Frame Capturing patterns of prolonged user experiences Adapted Research Methodology Diary Based Study Experience Probes Adapted Mood Scales (iScale) Two Phased Survey Staged Interviews Selected Observation RSQ 3: What are the patterns of interaction over prolonged use?
Research Technologies: Personal Fitness Tools Classic Text Based Style Video Based Interaction StyleInteractive Customization Facility Active (Haptic) Interactive Style
References Hassenzahl, M. (2003) The thing and I: understanding the relationship between user and product. In M.Blythe, C. Overbeeke, A. F Monk, & P C. Wright (Eds.), Funology: From Usability to Enjoyment, Dordrecht: Kluwer Academic . . Publishers, pp. 31-42. Csikszentmihalyi, M. (2002) Flow: The Classic Work on How to Achieve Happiness, London: Rider. Hartmann, Sutcliffe, & De Angeli, (2008) Towards a Theory of User Judgement of Aesthetics and User Interface Quality. ACM Transactions on Computer-Human Interaction, 15(4), 15-30. Hassenzahl, M. (2003) The thing and I: understanding the relationship between user and product. In M.Blythe, C. Overbeeke, A. F Monk, & P C. Wright (Eds.), Funology: From Usability to Enjoyment, Dordrecht: Kluwer Academic . . Publishers, pp. 31-42. Hassenzahl, M. (2004) The Interplay of Beauty, Goodness, and Usability in Interactive Products, Dordrecht, Human Computer Interaction (19) 4, 319-349. Jordan, P W. (2002) Designing Pleasurable Products: An Introduction to the New Human Factors, CRC Press. . Karapanos, E, Martens, J, B., & Hassenzahl, M. (2009) Reconstructing Experiences through Sketching, ACM TOCHI. Law, E. L., Roto, V., Hassenzahl, M., Vermeeren, A. P O., & Kort, J. (2009) Understanding, scoping and defining user . experience: A survey approach, Proceedings: CHI 2009, Botson MA, pp. 710-728. Leong, T. W., Vetere, F. & Howard, S. (2005) The Serendipity Shuffle Proceedings of the 19th conference of the computer- interaction special group (CHISIG), Citizens online: considerations for today and the future, OZCHI 2005, Canberra, Australia. Nielson, J. (1993) Usability Engineering, Morgan Kaufmann, San Francisco. Norman, D. A. (2004) Emotional Design: Why we love (or hate) everyday things, New York: Basic Books. Shen, K. N., & Khalifa, M. (2008) Exploring Multidimensional Conceptualizations of Social Presence in the Context of Online Communities, Intl. Journal of Human-Computer Interaction, 24(7), 722-748. Sutcliffe, (2010), Designing for User Engagement: Aesthetic and Attractive User Interfaces. Edited by Carroll, J.M, Synthesis Lectures on Human-Centred informatics, Morgan & Claypool Publishers, Chapter 1. Tractinsky, N., Katz, A. S. & Ikar, D. (2000) What is beautiful is usable, Interacting with Computers, 13 (2), 127-145. Tractinscky and Zmiri, (2006) Exploring Attributes of Skins as Potential Antecedents of Emotion in HCI, In: Fishwick, P (ed.) Aesthetic Computing, MIT Press. Cambridge. , Wright, P & McCarthy, J. (2009) Experience-Centered Design: Designers, Users, and Communities in Dialogue, ., Synthesis Lecturers on Human-centered Informatics, Morgan & Claypool Publishers.