This document discusses evaluating user experience (UX). It provides an overview of UX research approaches including those that view UX as fundamental cognitive constructs and those that see it as unique to individual contexts. The document also presents a framework for attractiveness in UX and describes experiments examining how aesthetics, customization and virtual characters influence engagement. It concludes that UX is multifaceted and can be systematically evaluated through observation, questionnaires and physiological measures over time.
- The document reports on surveys conducted to understand how people define and understand user experience (UX).
- 275 respondents from different countries and backgrounds generally agreed that UX is dynamic, context-dependent, and subjective, stemming from benefits users derive from products. However, UX is not seen as purely subjective where experience cannot be predicted or designed for.
- While there were some differences, respondents' backgrounds did not strongly influence their views. Those with more experience in user-centered design and UX saw UX as less subjective, having observed common characteristics across projects.
Consolidated Model of Visual Aesthetics Attributes for Sense-Based User Exper...Syafiq Bahrin
The document presents a consolidated model of visual aesthetics attributes for sense-based user experience. It analyzes previous studies on visual aesthetics attributes in interactive digital media and creative content. Based on this analysis, the study develops a model that classifies visual aesthetics attributes according to how they relate to human senses of sight, hearing and touch. The model aims to provide guidance for designers in creating aesthetically pleasing interactive media and content. Key visual aesthetics attributes identified include text, images, color, graphics, layout, music, sound effects and voice.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
The document discusses previous attempts to describe properties of interactive artifacts and interaction. It aims to describe only interaction-related properties that are explicitly coded into an interactive artifact, not those arising from use or a combination of factors. The proposed framework contains 30 properties across six categories related to interaction, expression, behavior, complexity, time/change, and users. The properties are intended to serve as a vocabulary for designers to analyze, discuss, and compare interactive aspects of artifacts.
Structural effects of cognitive and affective reponses to web advertisements,...luthfii_a
This document summarizes a study investigating the structural relationships among responses to website advertisements, website attitudes, brand attitudes, and purchase intentions for casual dining restaurants. The study examines cognitive and affective responses to advertising and how they impact website attitudes, brand attitudes, and purchase intentions. A structural equation modeling approach is used to analyze the interrelationships between these constructs. The study aims to provide insights into how customers form perceptions of online advertising and how it ultimately influences their reactions to restaurant brands and purchasing decisions.
How to ask about satisfaction on a survey by @cjformsCaroline Jarrett
Surveys often include questions about satisfaction. What is satisfaction, and what does it mean for user experience?
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
The document discusses how to make UX (user experience) a strategic priority for a company rather than just a deliverable. It recommends telling a story about the value of UX, embedding UX processes in each project team, and defining the value UX brings. It also suggests growing the UX team and their expertise, bringing the user's voice to guide products, and continuing to educate others about UX.
This document discusses evaluating user experience (UX). It provides an overview of UX research approaches including those that view UX as fundamental cognitive constructs and those that see it as unique to individual contexts. The document also presents a framework for attractiveness in UX and describes experiments examining how aesthetics, customization and virtual characters influence engagement. It concludes that UX is multifaceted and can be systematically evaluated through observation, questionnaires and physiological measures over time.
- The document reports on surveys conducted to understand how people define and understand user experience (UX).
- 275 respondents from different countries and backgrounds generally agreed that UX is dynamic, context-dependent, and subjective, stemming from benefits users derive from products. However, UX is not seen as purely subjective where experience cannot be predicted or designed for.
- While there were some differences, respondents' backgrounds did not strongly influence their views. Those with more experience in user-centered design and UX saw UX as less subjective, having observed common characteristics across projects.
Consolidated Model of Visual Aesthetics Attributes for Sense-Based User Exper...Syafiq Bahrin
The document presents a consolidated model of visual aesthetics attributes for sense-based user experience. It analyzes previous studies on visual aesthetics attributes in interactive digital media and creative content. Based on this analysis, the study develops a model that classifies visual aesthetics attributes according to how they relate to human senses of sight, hearing and touch. The model aims to provide guidance for designers in creating aesthetically pleasing interactive media and content. Key visual aesthetics attributes identified include text, images, color, graphics, layout, music, sound effects and voice.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
The document discusses previous attempts to describe properties of interactive artifacts and interaction. It aims to describe only interaction-related properties that are explicitly coded into an interactive artifact, not those arising from use or a combination of factors. The proposed framework contains 30 properties across six categories related to interaction, expression, behavior, complexity, time/change, and users. The properties are intended to serve as a vocabulary for designers to analyze, discuss, and compare interactive aspects of artifacts.
Structural effects of cognitive and affective reponses to web advertisements,...luthfii_a
This document summarizes a study investigating the structural relationships among responses to website advertisements, website attitudes, brand attitudes, and purchase intentions for casual dining restaurants. The study examines cognitive and affective responses to advertising and how they impact website attitudes, brand attitudes, and purchase intentions. A structural equation modeling approach is used to analyze the interrelationships between these constructs. The study aims to provide insights into how customers form perceptions of online advertising and how it ultimately influences their reactions to restaurant brands and purchasing decisions.
How to ask about satisfaction on a survey by @cjformsCaroline Jarrett
Surveys often include questions about satisfaction. What is satisfaction, and what does it mean for user experience?
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
The document discusses how to make UX (user experience) a strategic priority for a company rather than just a deliverable. It recommends telling a story about the value of UX, embedding UX processes in each project team, and defining the value UX brings. It also suggests growing the UX team and their expertise, bringing the user's voice to guide products, and continuing to educate others about UX.
Presents an introduction to some basic metrics for usability and some current trends in UX evaluation methods. Includes some indicative examples from UX evaluation studies conducted by the author
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This document summarizes a presentation given by Katrien Verbert on interactive recommender systems. It provides an overview of Verbert's research group at KU Leuven, which focuses on recommender systems, visualization, and intelligent user interfaces. The presentation describes various techniques for building interactive recommender systems, including explaining recommendations to users, enabling user interaction with the recommendation process, and addressing challenges like diversity, cold starts, and context awareness. It also summarizes several studies conducted by Verbert and collaborators on interactive music and research talk recommender systems.
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There might be numerous threats to validity in UX research, some of which might depend on the method used or the way it is used. A method is only a guide to action that needs to be configured, adapted, and complemented to match specific project requirements. To be successful, it is essential to ensure validity in strategic UX research methods. Failing to do so is taking the risk to base strategic decisions on false beliefs. In this talk, we will therefore see how to tackle validity issues and make the most out of UX research to stand out from the crowd by delivering value and differentiation. Through the presentation of validated cutting edge UX methods and business cases, you will be able to spot opportunities for improvement in your UX strategy!
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This document summarizes Anna Xambó's research on collaborative music making on multi-touch surfaces. She developed a prototype that allows groups of up to four users to collaboratively create music using pre-composed materials. Case studies were conducted and analyzed to evaluate creative engagement. The analysis identified key concepts like collaboration, musical aesthetics, and system design. Based on the findings, responsiveness and a balance of shared/individual controls were highlighted as important for maximizing engagement.
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Evaluating User Experience and User Engagement for Design
1. Evaluating User Experience
And
User Engagement for Design
Jennefer Hart
PhD Year One
Supervisors: Professor Alistair Sutcliffe & Dr Antonella De Angeli
Manchester Business School
July 2011
2. 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
3. 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)
4. Research Questions
RQ1: 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?
5. Research Plan & Methodology
STUDY 1 STUDY 2 STUDY 3
Quasi- Controlled Longitudinal
Experiment Experiment Study
Diary X-Section
Test Adapted Applied Study Survey
Method Survey Method Method
METHODS
METHODS Retrospect
Interview
Observation Interview
6. 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 Expression
RSQ 1: What are the key constructs that contribute to user experience?
*[Karapanos, Martens & Hassenzahl, 2009]
10. 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?
11. 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?
12. Research Technologies: Personal Fitness Tools
Classic Text Based Style Video Based Interaction Style
Interactive Customization Facility Active (Haptic) Interactive Style
14. 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
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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.