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Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement
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Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement

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UXPA 2013 Annual Conference Friday July 12, 2013 1:30pm - 2:30pm ET by Amaya Becvar Weddle, Hua Yu …

UXPA 2013 Annual Conference Friday July 12, 2013 1:30pm - 2:30pm ET by Amaya Becvar Weddle, Hua Yu

This submission describes an original UX research study that sought to characterize and quantify the emotional response of audio-haptic enhancement to mobile video applications. The findings reported here indicate that participants feel more emotionally involved with certain types of mobile video content when they are accompanied by audio-haptic effects. Study participants also exhibited heightened emotional arousal levels as indicated by both a physiological measure (electrodermal response rates) and a self-report. These results have important implications for mobile interaction designers, as well as mobile content providers and application developers, who wish to create engaging media experiences for mobile device users.

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  1. Characterizing the emotional impacts of haptic-emotional impacts of haptic- enhanced mobile media Amaya Becvar Weddle, Ph.D. | UX Research Managery , | g Immersion Corporation, San Jose, CA © 2013 Immersion Corporation - Confidential UXPA 2013 12 JULY
  2. What is ‘haptics?’at s apt cs? The study of how people sense their environment through touch Feeling a Feeling a real bump on a Feeling a haptic simulation of a bump Vs. on a surface of a bump on a surface © 2013 Immersion Corporation - Confidential 2 Haptic interfaces simulate real-world tactile interactions OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  3. Immersion Haptic TechnologyImmersion Haptic Technology © 2013 Immersion Corporation - Confidential 3OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  4. A UX Value of Haptics = Realismp Multimodal experiences feel more realistic and immersivemore realistic and immersive Haptics can reinforce the illusion of tangible reality Interactions feel natural andInteractions feel natural and intuitive © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  5. Realism © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  6. Haptic Video Enhancement Feature © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  7. Haptic effects generated from audio signal in real-time Audio signal sourceud o s g a sou ce Low frequency, Haptic outputi high amplitude Haptic outputImmersion’s “Reverb” feature © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  8. Mobile video consumption isconsumption is on the rise The overall time spentThe overall time spent watching video on mobile devices (tablets & smartphones) grew by 19% in Q1 2013* © 2013 Immersion Corporation - Confidential *Ooyala Global Video Index Report, June 2013
  9. © 2013 Immersion Corporation - Confidential
  10. © 2013 Immersion Corporation - Confidential
  11. How does haptic-How does haptic- enhancement impactenhancement impact the video viewingthe video viewing experience?p © 2013 Immersion Corporation - Confidential
  12. HypothesisHypothesis Mobile video enhanced by haptics isy p more realistic, immersive, and emotionally involvingemotionally involving. © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  13. ApproachApproach Compare emotional response to haptic enhanced videos versushaptic-enhanced videos versus control videos with no haptics. © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  14. What do we mean byWhat do we mean by emotional response?e ot o a espo se? © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  15. Arrousal Valence © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  16. © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  17. Why is emotion important in UX? In some contexts, usability is less relevant. Sometimes, two experiences are comparable usability- i b i ll *wise, but not emotionally*. Emotion is always part of human experience. *Agarwal, Anshu, and Andrew Meyer. "Beyond usability: evaluating emotional response as an © 2013 Immersion Corporation - Confidential g , , y y y g p integral part of the user experience." CHI'09 Extended Abstracts on Human Factors in Computing Systems. ACM, 2009.
  18. How can we measure i lemotional response i UX t di ?in UX studies? © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  19. Two methods:Two methods: 1. Self-report. Se epo t 2. Physiologicaly g measurements © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  20. Two methods:Two methods: 1. Self-report. Se epo t 2. Physiologicaly g measurements © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  21. Self-ReportSe epo t Affect Grid Product Reaction Cards Emo-cards Wells R ScaleWells R Scale © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  22. Self-ReportSe epo t Affect Grid Product Reaction Cards Emo-cards Wells R ScaleWells R Scale Russell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure andRussell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and arousal." Journal of Personality and Social psychology 57.3 (1989): 493. Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting. Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002. Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47. © 2013 Immersion Corporation - Confidential Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in Consumer Research (Vol. 13, pp. 9–12). Provo, UT: Association for Consumer Research. OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  23. Self-ReportSe epo t Affect Grid Product Reaction Cards Emo-cards Wells R ScaleWells R Scale Russell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure andRussell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and arousal." Journal of Personality and Social psychology 57.3 (1989): 493. Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting. Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002. Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47. © 2013 Immersion Corporation - Confidential Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in Consumer Research (Vol. 13, pp. 9–12). Provo, UT: Association for Consumer Research. OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  24. Self-ReportSe epo t Affect Grid Product Reaction Cards Emo-cards Wells R ScaleWells R Scale Russell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure andRussell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and arousal." Journal of Personality and Social psychology 57.3 (1989): 493. Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting. Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002. Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47. © 2013 Immersion Corporation - Confidential Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in Consumer Research (Vol. 13, pp. 9–12). Provo, UT: Association for Consumer Research. OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  25. Self Report – Affect Gridp © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  26. Self Report – Affect Gridp x © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  27. Self Report – Affect Gridp Participants seem to learn x p to use Affect Grid quickly & intuitively Possible to derivePossible to derive quantitative measures of two dimensions of emotion, allowing for statistical comparisons © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  28. Self Report – Wells R Scalep Emotional Involvement & “Being There” “I felt like I was right there in the video, experiencing the situation.”f g , p g “I really got involved in the emotions provoked by the video.” Typically used to assess audience involvement in © 2013 Immersion Corporation - Confidential yp y advertising messages OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  29. Two methods:Two methods: 1. Self-report. Se epo t 2. Physiologicaly g measurements © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  30. Physiological Measurementsy g Electrodermal Response H t R t Facial Expression Heart Rate TemperatureTemperature © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  31. Physiological Measurementsy g Electrodermal Response H t R t Facial Expression Heart Rate TemperatureTemperature © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  32. Physiological Measurementsy g Electrodermal Response • Measure of physiological arousal Q Sensor Affectiva, Inc. • Measure of physiological arousal • # of “peaks” increase in heightened arousal state ff , videos viewed on HD phoneSCR © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  33. St d DesignStudy Design © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  34. Study Participantsy p 23 ti i t23 participants Gender balanced Own Android or iOS device 2 years old or less All watch media on smartphone or tablet regularly (2 3 times/week) © 2013 Immersion Corporation - Confidential All watch media on smartphone or tablet regularly (2-3 times/week) OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS©2013 Immersion Corporation - Confidential
  35. Test ContentTest Content 8 videos 40 – 90s in length Downloaded from YouTube Music VideosCommercials Downloaded from YouTube Movie Trailers User Created © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  36. Test Content Played on Nexus S smartphonesy p Reverb feature enabled/disabled in counterbalanced presentation Genre /# Content M i T il 1 “M l’ Th A ”Movie Trailer 1 “Marvel’s The Avengers” Movie Trailer 2 “House at the End of the Street” Commercial 1 Budweiser Commercial 2 Mercedes C63 AMG Black Series Music Video 1 “Put Your Graffiti on Me” – Kat Graham Music Video 2 “The Veldt” - Deadmau5 User-Created 1 Skydiving User Created 2 Motocross race © 2013 Immersion Corporation - Confidential User-Created 2 Motocross race OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  37. Laboratory Set-Upy p Headphones GSR SensorPaper survey Smartphone © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  38. Video App © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  39. Research methodsExperimental Design Training/BaselineTraining/Baseline Session 1.Session 1. Watch 8 videos; doWatch 8 videos; doWatch 8 videos; do ratings •Haptic Condition Watch 8 videos; do ratings •Haptic Conditionp •Control p •Control © 2013 Immersion Corporation - Confidential Feature AssessmentsFeature Assessments OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  40. Research methodsExperimental Design Training/BaselineTraining/Baseline Session 1.Session 1. Watch 8 videos; doWatch 8 videos; do Watch video Complete questions Watch 8 videos; do ratings •Haptic Condition Watch 8 videos; do ratings •Haptic Condition Rest period X 8 p •Control p •Control © 2013 Immersion Corporation - Confidential Feature AssessmentsFeature Assessments OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  41. Research methodsExperimental Design ~7 days Training/BaselineTraining/Baseline Session 1.Session 1. Warm-UpWarm-Up Session 2.Session 2. Watch 8 videos; doWatch 8 videos; do Watch 8 videos; doWatch 8 videos; do Watch video Complete questions Watch 8 videos; do ratings •Haptic Condition Watch 8 videos; do ratings •Haptic Condition Watch 8 videos; do ratings •Control Watch 8 videos; do ratings •Control Rest period X 8 p •Control p •Control •Haptic Condition•Haptic Condition ll © 2013 Immersion Corporation - Confidential Feature AssessmentsFeature Assessments Final AssessmentsFinal Assessments OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  42. Research Methods - Data Haptic Enhancement No Enhancement • Physiological measure – arousal (GSR) • Self-Reportsp • Affect Grid – valence & arousal • Wells R Scale - involvement with content • Quality of Experience (QoE)Quality of Experience (QoE) • Descriptive, qualitative feedback © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  43. Res ltsResults © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  44. Physiological DataPhysiological Data EDR © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  45. Physiological DataPhysiological Data Physiological data reflecty g higher arousal levels in response to videos with Reverb appliedReverb applied. Heightened psychological aro sal has been linked toarousal has been linked to ad effectiveness and persuasion* Reverb Control © 2013 Immersion Corporation - Confidential p = 0.006 *(Sanbonmatsu and Kardes, 1988) OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  46. Affect Grid DataAffect Grid Data © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  47. Affect Grid DataAffect Grid Data Avg. Valence = 6.3 Avg. Valence = 5.8 A A l 5 1 © 2013 Immersion Corporation - Confidential Avg. Arousal = 6.1 Avg. Arousal = 5.1 OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  48. Affect Grid DataAffect Grid Data Avg. Valence = 6.3 Avg. Valence = 5.8 A A l 5 1 p < 0.05 © 2013 Immersion Corporation - Confidential Avg. Arousal = 6.1 Avg. Arousal = 5.1 OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  49. Affect Grid DataAffect Grid Data Avg. Valence = 6.3 Avg. Valence = 5.8 A A l 5 1 p < 0.05 © 2013 Immersion Corporation - Confidential Avg. Arousal = 6.1 Avg. Arousal = 5.1p < 0.004 OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  50. Emotional Involvement Data “I felt like I was right there in the video, experiencing the situation.” “I really got involved in the emotions provoked by the video.” Users reported feeling more immersed and more emotionally involved with - Reverb - Control emotionally involved with video content enhanced by haptic effects. © 2013 Immersion Corporation - Confidential p < 0.003 p < 0.008 OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  51. QoE DataQoE Data Quality of Experience R b QoE ratings on average 15% higher for - Reverb - Control higher for Reverb videos vs. controls. © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  52. Qualitative Data “It’s like the difference of ki t t “It was like supplementing or helped me recall true experience It brought me Qualitative Data making you want to dance and not dance.” experience. It brought me back to the memory of something, like driving a cool car or skydiving.” “It totally enhances the experience. It kicks it up a © 2013 Immersion Corporation - Confidential p p notch. I feel like I’m in a movie theater.” OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  53. Summary H ti E h d Summary Haptic Enhanced Mobile Video  More positive and enthusiastic response to video content  Higher level of emotional involvement  Higher quality of experience ratings © 2013 Immersion Corporation - Confidential Higher quality of experience ratings OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  54. Impact Haptic Content Strategic Initiative F d Impact For end-users: Haptics as a value-added feature to mobile experiences For content producers: Haptics as a new medium for creative expression For advertisers: Haptics as a novel mechanism to engage customers For Immersion: A new business unit! © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  55. Measuring Emotiong in User Experiences T E l Di d Ad t ( ) Di d t ( )Type Examples Discussed Advantages (+) Disadvantages (-) Physiological Measures Electrodermal Activity Powerful & persuasive data, “objective” measure Requires rigorous experimental design, very sensitive toobjective measure very sensitive to exposure, expensive equipment & software, takes significant time & effort to analyze data;effort to analyze data; arousal, not valence Self-Report Affect Grid, Involvement (Wells R Easy to train participants to use Ultimately, a subjective measure; effect size canInvolvement (Wells R Scale) participants to use, arousal & valence, relatively easy to analyze, quantitative analysis possible measure; effect size can be hard for subjects to estimate © 2013 Immersion Corporation - Confidential analysis possible. OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  56. Thank You! aweddle@immersion.com © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  57. DiscussionDiscussion Interactive Exercise – Using Emotion Measures in UX Imagine using emotion measures in your own UX work. What would represent an ideal outcome? (Your island paradise) © 2013 Immersion Corporation - Confidential What would represent an ideal outcome? (Your island paradise). What is holding you back from achieving that goal? (Your anchors). OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
  58. Appendix. © 2013 Immersion Corporation - Confidential
  59. Self Report – Emocardsp © 2013 Immersion Corporation - Confidential Image from Agarwal and Meyer, 2009, p. 2923
  60. Self Report – Emocardsp Participants have a hard time understandingtime understanding cartoon faces without textual labels Comparisons are qualitative © 2013 Immersion Corporation - Confidential
  61. QoE Timeline Data 64.6 LFE 71.9 Authored 54.8 No Haptics 54.8 © 2013 Immersion Corporation - Confidential Mean opinion scores of all participants (including “outliers”) is plotted as a bold, colored line. Grey shading represents the 95% confidence interval for each rating point. (Rating data was gathered at a rate of one rating/s). Overall grand mean of all ratings is represented as a dotted line.
  62. © 2013 Immersion Corporation - Confidential

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