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SLIDE 1 of 34 #KLIevents @KEYLIMEINTERACT
Mood Meter
A Real-Time Satisfaction Meter
#KLIevents @KEYLIMEINTERACT
SLIDE 2 of 34 #KLIevents @KEYLIMEINTERACT
ANIA RODRIGUEZ
CEO & FOUNDER
JONATHAN KNOPF
SENIOR RESEARCHER
RICK DAMASO
RESEARCH SPECIALIST
THE PRESENTERS
SLIDE 3 of 34 #KLIevents @KEYLIMEINTERACT
A Quick Story…
SLIDE 4 of 34 #KLIevents @KEYLIMEINTERACT
TIME FOR A LITTLE
EXPERIMENT!
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
SLIDE 6 of 34 #KLIevents @KEYLIMEINTERACT
Ready?
SLIDE 7 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 8 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 9 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 10 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 11 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 12 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 13 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 14 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 15 of 34 #KLIevents @KEYLIMEINTERACT
On a scale of 1-7,
How would you rate the experience?
71 4
SLIDE 16 of 34 #KLIevents @KEYLIMEINTERACT
8 PRIMARY
EMOTIONS
SLIDE 17 of 34 #KLIevents @KEYLIMEINTERACT
CHANGES IN EMOTION OCCUR
THROUGHOUT A TASK.
HOW DO WE MEASURE THOSE CHANGES?
SLIDE 18 of 34 #KLIevents @KEYLIMEINTERACT
WHAT WE HOPE FOR…
SLIDE 19 of 34 #KLIevents @KEYLIMEINTERACT
WHAT WE GET…
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)
SLIDE 21 of 34 #KLIevents @KEYLIMEINTERACT
THE CHALLENGE
•  Simple
•  Minimally intrusive, captures non-verbal
•  Quick quantification for large N
•  Not repetitive
•  Easily shareable
•  Affordable
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’
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
✔ 
✔ 
✔ 
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
SLIDE 25 of 34 #KLIevents @KEYLIMEINTERACT
Research Strategy
•  In lab: Out of Box Experience (OOBE)
•  At home: 30 Day Mobile Ethnography
SLIDE 26 of 34 #KLIevents @KEYLIMEINTERACT
OOBE
•  In Depth Interviews (IDIs)
•  Mood Meter
•  User Performance Metrics (UPMs)
•  A/B Comparisons
•  System Usability Scale (SUS)
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
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…
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)
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
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
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
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
SLIDE 34 of 34 #KLIevents @KEYLIMEINTERACT
SLIDE 35 of 34 #KLIevents @KEYLIMEINTERACT
QUESTIONS & ANSWERS
SLIDE 36 of 34 #KLIevents @KEYLIMEINTERACT
THANK YOU!

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

  • 1. SLIDE 1 of 34 #KLIevents @KEYLIMEINTERACT Mood Meter A Real-Time Satisfaction Meter #KLIevents @KEYLIMEINTERACT
  • 2. SLIDE 2 of 34 #KLIevents @KEYLIMEINTERACT ANIA RODRIGUEZ CEO & FOUNDER JONATHAN KNOPF SENIOR RESEARCHER RICK DAMASO RESEARCH SPECIALIST THE PRESENTERS
  • 3. SLIDE 3 of 34 #KLIevents @KEYLIMEINTERACT A Quick Story…
  • 4. SLIDE 4 of 34 #KLIevents @KEYLIMEINTERACT TIME FOR A LITTLE EXPERIMENT!
  • 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. SLIDE 6 of 34 #KLIevents @KEYLIMEINTERACT Ready?
  • 7. SLIDE 7 of 34 #KLIevents @KEYLIMEINTERACT
  • 8. SLIDE 8 of 34 #KLIevents @KEYLIMEINTERACT
  • 9. SLIDE 9 of 34 #KLIevents @KEYLIMEINTERACT
  • 10. SLIDE 10 of 34 #KLIevents @KEYLIMEINTERACT
  • 11. SLIDE 11 of 34 #KLIevents @KEYLIMEINTERACT
  • 12. SLIDE 12 of 34 #KLIevents @KEYLIMEINTERACT
  • 13. SLIDE 13 of 34 #KLIevents @KEYLIMEINTERACT
  • 14. SLIDE 14 of 34 #KLIevents @KEYLIMEINTERACT
  • 15. SLIDE 15 of 34 #KLIevents @KEYLIMEINTERACT On a scale of 1-7, How would you rate the experience? 71 4
  • 16. SLIDE 16 of 34 #KLIevents @KEYLIMEINTERACT 8 PRIMARY EMOTIONS
  • 17. SLIDE 17 of 34 #KLIevents @KEYLIMEINTERACT CHANGES IN EMOTION OCCUR THROUGHOUT A TASK. HOW DO WE MEASURE THOSE CHANGES?
  • 18. SLIDE 18 of 34 #KLIevents @KEYLIMEINTERACT WHAT WE HOPE FOR…
  • 19. SLIDE 19 of 34 #KLIevents @KEYLIMEINTERACT WHAT WE GET…
  • 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. 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. 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. 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. 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. SLIDE 25 of 34 #KLIevents @KEYLIMEINTERACT Research Strategy •  In lab: Out of Box Experience (OOBE) •  At home: 30 Day Mobile Ethnography
  • 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. 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. 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. 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. 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. 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. 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. 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
  • 34. SLIDE 34 of 34 #KLIevents @KEYLIMEINTERACT
  • 35. SLIDE 35 of 34 #KLIevents @KEYLIMEINTERACT QUESTIONS & ANSWERS
  • 36. SLIDE 36 of 34 #KLIevents @KEYLIMEINTERACT THANK YOU!

Editor's Notes

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