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Key Lime Interactive Mood Meter: A Real-Time Satisfaction Meter

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Key Lime Interactive Mood Meter: A Real-Time Satisfaction Meter

  1. 1. SLIDE 1 of 34 #KLIevents @KEYLIMEINTERACT Mood Meter A Real-Time Satisfaction Meter #KLIevents @KEYLIMEINTERACT
  2. 2. SLIDE 2 of 34 #KLIevents @KEYLIMEINTERACT ANIA RODRIGUEZ CEO & FOUNDER JONATHAN KNOPF SENIOR RESEARCHER RICK DAMASO RESEARCH SPECIALIST THE PRESENTERS
  3. 3. SLIDE 3 of 34 #KLIevents @KEYLIMEINTERACT A Quick Story…
  4. 4. SLIDE 4 of 34 #KLIevents @KEYLIMEINTERACT TIME FOR A LITTLE EXPERIMENT!
  5. 5. SLIDE 5 of 34 #KLIevents @KEYLIMEINTERACT WE ARE GOING TO SHOW YOU SOME IMAGES 71 4 AFTER EACH IMAGE, RATE YOUR EXPERIENCE ON A SCALE OF 1-7
  6. 6. SLIDE 6 of 34 #KLIevents @KEYLIMEINTERACT Ready?
  7. 7. SLIDE 7 of 34 #KLIevents @KEYLIMEINTERACT
  8. 8. SLIDE 8 of 34 #KLIevents @KEYLIMEINTERACT
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  14. 14. SLIDE 14 of 34 #KLIevents @KEYLIMEINTERACT
  15. 15. SLIDE 15 of 34 #KLIevents @KEYLIMEINTERACT On a scale of 1-7, How would you rate the experience? 71 4
  16. 16. SLIDE 16 of 34 #KLIevents @KEYLIMEINTERACT 8 PRIMARY EMOTIONS
  17. 17. SLIDE 17 of 34 #KLIevents @KEYLIMEINTERACT CHANGES IN EMOTION OCCUR THROUGHOUT A TASK. HOW DO WE MEASURE THOSE CHANGES?
  18. 18. SLIDE 18 of 34 #KLIevents @KEYLIMEINTERACT WHAT WE HOPE FOR…
  19. 19. SLIDE 19 of 34 #KLIevents @KEYLIMEINTERACT WHAT WE GET…
  20. 20. SLIDE 20 of 34 #KLIevents @KEYLIMEINTERACT POSITIVES AND NEGATIVES Concurrent Think Aloud Protocol (CTAP) •  Thoughts are fresh in memory •  Ties emotions to an action •  Can be intrusive •  Requires user articulation •  Difficult to quantify •  Uninterrupted •  Better task time accuracy •  Memory decay •  Fabrication •  Misses in-task emotional changes Retrospective Think Aloud Protocol (RTAP)
  21. 21. SLIDE 21 of 34 #KLIevents @KEYLIMEINTERACT THE CHALLENGE •  Simple •  Minimally intrusive, captures non-verbal •  Quick quantification for large N •  Not repetitive •  Easily shareable •  Affordable
  22. 22. SLIDE 22 of 34 #KLIevents @KEYLIMEINTERACT TACTICAL REQUIREMENTS •  Positive or Negative input •  Tallies the overall Mood in real-time •  Audible and visual cue for auto-tagging •  Software solution •  Easy to view ‘Mood Swings’
  23. 23. SLIDE 23 of 34 #KLIevents @KEYLIMEINTERACT MOOD METER METHOD (PATENT PENDING) ✔  Allows for a Positive or Negative input ✔  Tallies the Mood in real-time ✔  Gives a rewarding audio and visual cue ✔  Software solution ✔  Easy to review results ✔  Affordable ✔  ✔  ✔ 
  24. 24. SLIDE 24 of 34 #KLIevents @KEYLIMEINTERACT CASE STUDY - SMARTPHONES •  Find clues why someone would return the device within the first 14 days of purchase. •  Examine the following: – Packaging – Marketing – Instructions – Hardware – Software
  25. 25. SLIDE 25 of 34 #KLIevents @KEYLIMEINTERACT Research Strategy •  In lab: Out of Box Experience (OOBE) •  At home: 30 Day Mobile Ethnography
  26. 26. SLIDE 26 of 34 #KLIevents @KEYLIMEINTERACT OOBE •  In Depth Interviews (IDIs) •  Mood Meter •  User Performance Metrics (UPMs) •  A/B Comparisons •  System Usability Scale (SUS)
  27. 27. SLIDE 27 of 34 #KLIevents @KEYLIMEINTERACT MOOD METER METHOD (PATENT PENDING) •  Click if something validates your purchase •  Click if something makes you more inclined to return it
  28. 28. SLIDE 28 of 34 #KLIevents @KEYLIMEINTERACT MOOD METER - ASSUMPTIONS Participants will assume: •  Recently purchased the device •  Receiving the package at home •  Can press +/- more than once *Starting point is 10. Not this…
  29. 29. SLIDE 29 of 34 #KLIevents @KEYLIMEINTERACT MOOD METER OBSERVATIONS •  Mood Swing (ΔMu) •  Mood Swing Severity (+ΔMu / -ΔMu) •  Recovery Time (ΔT) •  Mood Swing Impact (ΔMu1+ΔMu2+ΔMu3)
  30. 30. SLIDE 30 of 34 #KLIevents @KEYLIMEINTERACT IDENTIFYING MOOD SWINGS IN-TASK 6 8 10 12 14 16 18 Starting Point Action 1 Action 2 Action 3 Action 4 Action 5 Action 6 Action 7 Action 8 MOODSCORE IN-TASK ACTIONS User Type 1 User Type 2 User Type 3 Average Recovery Time
  31. 31. SLIDE 31 of 34 #KLIevents @KEYLIMEINTERACT IDENTIFYING NEGATIVE MOOD SWINGS ΔM1 ΔM2 ΔM3 ΔM4 ΔM5 ΔM6 ΔM7 ΔM8 Persona 1 1.90 -0.12 2.22 -2.10 -0.35 -3.21 4.30 1.03 Persona 2 3.00 0.00 0.44 -0.78 -1.07 -3.16 1.68 2.60 Persona 3 5.67 -3.00 2.33 -5.57 -0.43 1.80 1.20 3.17 Low Severity: 0 < ΔM < -2.00 High Severity: ΔM <= -2.00
  32. 32. SLIDE 32 of 34 #KLIevents @KEYLIMEINTERACT MOOD SWING IMPACT Persona 1 Persona 2 Persona 3 Impact Score ΔM4 -2.10 -0.78 -5.57 -8.45 ΔM6 -3.21 -3.16 1.80 -4.57 ΔM2 -0.12 0.00 -3.00 -3.12 ΔM5 -0.35 -1.07 -0.43 -1.85 ΔM3 2.22 0.44 2.33 5.00 ΔM8 1.03 2.60 3.17 6.80 ΔM7 4.30 1.68 1.20 7.18 ΔM1 1.90 3.00 5.67 10.57
  33. 33. SLIDE 33 of 34 #KLIevents @KEYLIMEINTERACT CHALLENGES & ALTERNATIVES •  Still requires the user to change focus away from the task. •  Requires a smartphone •  Alternative methods used to minimize interruption: – Eyetracking – Brainwave – Facial recognition
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  35. 35. SLIDE 35 of 34 #KLIevents @KEYLIMEINTERACT QUESTIONS & ANSWERS
  36. 36. SLIDE 36 of 34 #KLIevents @KEYLIMEINTERACT THANK YOU!

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