Open Research Online The Open University s repository of research publications and other research outputs

Similar documents
Introduction to Long-Term User Experience Methods

On the Retrospective Assessment of Users Experiences Over Time: Memory or Actuality?

Replicating an International Survey on User Experience: Challenges, Successes and Limitations

Identifying Hedonic Factors in Long-Term User Experience

User experience and service design

About the Persuasion Context for BCSSs: Analyzing the Contextual Factors

The Evolution of User Research Methodologies in Industry

City, University of London Institutional Repository

An Integrated Approach Towards the Construction of an HCI Methodological Framework

A framework for enhancing emotion and usability perception in design

User experience goals as a guiding light in design and development Early findings

This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore.

Impediments to designing and developing for accessibility, accommodation and high quality interaction

Perspectives to system quality. Measuring perceived system quality

Contextual Requirements Elicitation

THE MANY FACES OF USER EXPERIENCE: DEFINITIONS, COLLABORATION AND CONFLICT, FROM INDUSTRY TO ACADEMIA

Improving long-term Persuasion for Energy Consumption Behavior: User-centered Development of an Ambient Persuasive Display for private Households

Smart students building their campus:

Evaluating Naïve Users Experiences Of Novel ICT Products

Why Did HCI Go CSCW? Daniel Fallman, Associate Professor, Umeå University, Sweden 2008 Stanford University CS376

Experimentally Manipulating Positive User Experience Based on the Fulfilment of User Needs

Open Research Online The Open University s repository of research publications and other research outputs

User Experience Design I (Interaction Design)

HUMAN COMPUTER INTERFACE

Running head: DRAWING THE DESIGN PROCESS OF IDEA NETWORKS!1. How Are Ideas Connected? Drawing the Design Process of. Idea Networks in Global Game Jam

Can the Success of Mobile Games Be Attributed to Following Mobile Game Heuristics?

PLEASE NOTE! THIS IS SELF ARCHIVED VERSION OF THE ORIGINAL ARTICLE

arxiv: v2 [cs.se] 20 Oct 2016

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS

Keywords: user experience, product design, vacuum cleaner, home appliance, big data

Human-computer Interaction Research: Future Directions that Matter

Enduring Understandings 1. Design is not Art. They have many things in common but also differ in many ways.

New Challenges of immersive Gaming Services

EMPOWERING PRODUCTS. Personal Identity through the Act of Appropriation. Binaebi Akah Shaowen Bardzell

UX Gap. Analysis of User Experience Awareness in practitioners perspective. Christopher Gihoon Bang

Open Research Online The Open University s repository of research publications and other research outputs

The Challenge of Transmedia: Consistent User Experiences

From Information Technology to Mobile Information Technology: Applications in Hospitality and Tourism

R. Bernhaupt, R. Guenon, F. Manciet, A. Desnos. ruwido austria gmbh, Austria & IRIT, France

Contextual Integrity and Preserving Relationship Boundaries in Location- Sharing Social Media

The Hidden Structure of Mental Maps

Joining Forces University of Art and Design Helsinki September 22-24, 2005

The essential role of. mental models in HCI: Card, Moran and Newell

Modalities for Building Relationships with Handheld Computer Agents

The Appropriation Paradox: Benefits and Burdens of Appropriating Collaboration Technologies

Measuring and Analyzing the Scholarly Impact of Experimental Evaluation Initiatives

Designing and Testing User-Centric Systems with both User Experience and Design Science Research Principles

Mediating Exposure in Public Interactions

Human-Centered Design. Ashley Karr, UX Principal

Head-Movement Evaluation for First-Person Games

Uncovering the Underlying Factors of Smart TV UX over Time: A Multi-study, Mixed-method Approach

RV - AULA 05 - PSI3502/2018. User Experience, Human Computer Interaction and UI

THE ACADEMIC-ENTERPRISE EXPERIENCES FRAMEWORK AS A GUIDE FOR DESIGN EDUCATION

PART I: Workshop Survey

Physical Affordances of Check-in Stations for Museum Exhibits

DiMe4Heritage: Design Research for Museum Digital Media

A Brief Survey of HCI Technology. Lecture #3

Agents and Avatars: Event based analysis of competitive differences

Prototyping Complex Systems: A Diary Study Approach to Understand the Design Process

User Experience. What the is UX Design? User. User. Client. Customer.

design research as critical practice.

Attribution and impact for social science data

A PROPOSED QUANTITATIVE UX ANALYSIS METHOD BASED ON A PSYCHOMETRIC QUESTIONNAIRE SURVEY

Social Interaction Design (SIxD) and Social Media

Smart students building their campus:

A User-Side View of Innovation Some Critical Thoughts on the Current STI Frameworks and Their Relevance to Developing Countries

Stop listening to your customers! Andy Priestner

Some UX & Service Design Challenges in Noise Monitoring and Mitigation

MANAGING HUMAN-CENTERED DESIGN ARTIFACTS IN DISTRIBUTED DEVELOPMENT ENVIRONMENT WITH KNOWLEDGE STORAGE

Narrations and Storytelling as Methodological Key Elements for Studying User Experience

Empirical investigation of how user experience is affected by response time in a web application.

Designing for End-User Programming through Voice: Developing Study Methodology

CS 350 COMPUTER/HUMAN INTERACTION

A Collaboration with DARCI

ASSESSMENT OF HOUSING QUALITY IN CONDOMINIUM DEVELOPMENTS IN SRI LANKA: A HOLISTIC APPROACH

An Audio-Haptic Mobile Guide for Non-Visual Navigation and Orientation

Dynamic Designs of 3D Virtual Worlds Using Generative Design Agents

USER EXPERIENCE ANALYSIS OF AN E-COMMERCE WEBSITE USING USER EXPERIENCE QUESTIONNAIRE (UEQ) FRAMEWORK

Human-Computer Interaction

ENHANCING PRODUCT SENSORY EXPERIENCE: CULTURAL TOOLS FOR DESIGN EDUCATION

Visual Arts What Every Child Should Know

Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas

Bridging the Gap: Moving from Contextual Analysis to Design CHI 2010 Workshop Proposal

Integrating game elements for increasing engagement and enhancing User Experience in a smart city context 1

Child Computer Interaction

A FORMAL METHOD FOR MAPPING SOFTWARE ENGINEERING PRACTICES TO ESSENCE

MELODIOUS WALKABOUT: IMPLICIT NAVIGATION WITH CONTEXTUALIZED PERSONAL AUDIO CONTENTS

Published in: Proceedings of the Workshop on What to Study in HCI at CHI 2015 Conference on Human Factors in Computing Systems

Introduction to Humans in HCI

Lecturers. Alessandro Vinciarelli

Using Variability Modeling Principles to Capture Architectural Knowledge

Four principles for selecting HCI research questions

User experience in Service Design: Defining a common ground from different fields

A Qualitative Research Proposal on Emotional. Values Regarding Mobile Usability of the New. Silver Generation

Research Article Decision Support Model for Introduction of Gamification Solution Using AHP

Designing and Evaluating for Trust: A Perspective from the New Practitioners

A Bermuda Triangle? - A Review of Method Application and Triangulation in User Experience Evaluation

Opportunity in Conflict: Understanding Tension Among Key Groups on the Trail

Socio-cognitive Engineering

Values in design and technology education: Past, present and future

Transcription:

Open Research Online The Open University s repository of research publications and other research outputs Evaluating User Engagement Theory Conference or Workshop Item How to cite: Hart, Jennefer; Sutcliffe, Alistair, G. and di Angeli, Antonella (2012). Evaluating User Engagement Theory. In: CHI 12 CHI Conference on Human Factors in Computing Systems, 5 to 10 May 2012, Austin, Texas, USA. For guidance on citations see FAQs. c 2012 The Authors Version: Version of Record Link(s) to article on publisher s website: http://openlab.ncl.ac.uk/uxtheory/files/2011/11/5 Hart.pdf Copyright and Moral Rights for the articles on this site are retained by the individual authors and/or other copyright owners. For more information on Open Research Online s data policy on reuse of materials please consult the policies page. oro.open.ac.uk

Evaluating User Engagement Theory Jennefer Hart Manchester Business School University of Manchester Booth Street West Manchester, M15 6PB, UK jennefer.hart@postgrad.mbs.ac.uk Alistair G. Sutcliffe Manchester Business School University of Manchester Booth Street West Manchester, M15 6PB, UK ags@man.ac.uk Antonella di Angeli Department of Information Engineering & Computer Science University of Trento Via Sommarive 14-38123 Provo, Trento, Italy antonella.deangeli@unitn.it Copyright is held by the author/owner(s). CHI 2012, May 5 10, 2012, Austin, TX, USA. ACM xxx-x-xxxx-xxxx-x/xx/xx. Abstract A variety of views of User Experience (UX) have emerged ranging from contextual interpretations of experience to experimental studies. This paper focuses on User Engagement (UE), a restricted explanation of UX that concentrates on judgement of product quality during interaction. It presents a model to explain how users judge quality according to criteria such as aesthetics, usability and engagement. Keywords User experience; evaluation; theory development. ACM Classification Keywords H.5.2 [Information Systems and Presentation]; User interfaces -Theory and Methods. General Terms Theory, Human Factors Introduction The foundations of User Experience (UX) originated from questioning the traditional views of usability [1, 2], suggesting that it does not account for the emotional experience while interacting with a product. Drawing on pragmatism, McCarthy & Wright [2] presented a framework that explained the felt experience of technology, arguing that UX evaluation requires a deep understanding of the context of use. In

contrast, the cognitive view initiated by Norman raised the importance of the emotional response to the aesthetics of interactive products [1]. Measurement instruments were developed first by Lavie & Tracktinsky [2004], who defined scales for classical and expressive aesthetics [3]. Hassenzahl focused upon assessing the underlying constructs of hedonics and pragmatics as design qualities and their interplay between goodness and beauty, and developed the AttractDiff scale to evaluate these constructs [4]. From a design prospective Kim et al, [5] identified 13 emotional dimensions that relate to various design features, but no framework of aesthetic judgement was produced. experience) determine the prioritization of the criteria by which a product is judged. Hence the experience of UE is determined by the quality criteria biased by the application domain and the user s background. The relative importance of the criteria changes during the session, as demonstrated by the role of aesthetics in early and later exposures to web sites [7]. Figure 2. Current research aims to expand the Process Model of User Judgement (Figure. 1), to encompass the nature of interaction as explored through affect, flow and presence; and how this will inform UE (seen as a subset of UX). Despite these and many other studies, no consolidated model or theory has emerged to explain how users make judgements related to their experience with interactive products. Cognitive theories of judgement and decision-making strategies [6] demonstrate that user judgement is context dependant and influenced by task and a users background [9]. This processorientated view may provide a new perspective on UX research, as presented in this paper. Model of Design Quality Judgement for UE The model we propose focuses on users judgement within session, for which we adopt the term User Engagement (UE), a subset of UX. Originating from a series of experimental studies a three-stage process model of user judgement for quality was proposed [8, 9], as shown in Figure 1. It focuses on how judgements of quality criteria (e.g. usability, classic and expressive aesthetics) are determined by the intersection of the user goal or task, the domain or application type and product features. The context of the application (serious or fun), and the users profile (skill and Figure 1. The Three-Stage Process Model of User Judgement for Product Quality used to evaluate the nature of User Engagement. Previous versions of this model did not explicitly account for the interactive nature of UE, so our current research is aiming to expand the model in order to encompass the emotional influences upon user judgment during interaction. Drawing on psychological theories, such as affect, arousal, engagement, flow and presence, Figure 2 expands the UE component in figure 1 to propose a process model of judgement influenced by affect and users goals.

Figure 3: The three sites used in the study to explore affect, flow and presence. The top is Google Art Project website that offers an immersive 3D experience; below is the Louvre website offering an audio interactive animated guide. The National Gallery website at the bottom provided limited interactivity and acted as a control. UE Experiments The principles of affect (mood and emotion), flow (immersion) and presence (involvement) [10, 11, 12] are known to affect human behavior and judgement, yet how these principles influence user engagement is poorly understood. In a recent study we compared UE in websites that belonged to the same domain but differed in interactive features. Three art gallery websites were evaluated, where two sites employed either an interactive guide or 3D effects, while the third site provided a traditional design with only menu-link navigation style interaction (Figure 3). It was expected that the more interactive designs would promote higher positive affect, flow and presence. The attitudes, experience and overall preference of 40 users were compared across the 3 sites with repeated tasks using a triangulation of methods including in-session and post-session questionnaires, post-test interviews and video observation for facial expression analysis. Initial findings showed that affect improved after initial exposure with repeated tasks, and higher affect ratings were elicited by the more interactive websites, yet no inter-site effects were found for the post-session evaluations of flow, usability and overall preference. Aesthetic ratings were partially related to changes in affect after interaction. These findings suggest that interactive features increase UE as measured by affect; however, its impact on long-term UX where judgements of other product qualities (content, utility, etc) may dominate is part of our continuing research. Conclusion This paper has argued for a cognitive view of UE as a judgement process that is focused upon understanding the underlying mechanisms of decision-making about product preferences, and quality assessments. This contrasts with approaches that aim to elicit psychological constructs, which describe UX as either explicit or tacit memories [4]. The UE framework forms a basis for future expansion that embraces the influences of affect, flow and presence on interactive experiences and how such experiences might be determined by high-level design features such as avatars and 3D environment. It considers the wider impact of context, usability, aesthetics and the influence of the individual user difference. An agenda for future research is highlighted below. Theory Development Our current model accounts for UE as a synthesis of judgement on usability, content, aesthetics, customization and brand, with the recent addition of interactivity in the form of affect, flow and presence. Experimental evidence has demonstrated how the priority order of judgement criteria influences the application domain (e.g. serious use or fun) and users background (e.g. design oriented users prioritize aesthetics). However, we need to test a larger sample of products in different domains to gain a deeper understanding of judgement biases created by the context. Another future aim is to expand the UE model towards a wider picture of UX in order to understand why users adopt and continue to use particular technologies over multiple sessions and extended time. Further research will broaden the UE model to account for the whole UX, from beginning to end [9, 13] and how it may change over time. Methodology Development Previous UX methods have focused mainly upon posttest questionnaires where users recall their memory of

an experience. Karapanos et al [14] developed a drawing tool for the elicitation of longitudinal UX although this was applied post-experience relying on reconstructed memory. Affect, arousal, flow and presence, are feelings that occur in the moment, making them difficult to capture retrospectively. We are experimenting with a triangulation approach that adapts and combines existing methods, for within session capture of affect such as facial analysis from video recordings, observation of behavior, posture and verbalization; and post session questionnaires, video replays and de briefing interviews stressing free memory recall and open comments. The challenge is to develop effective techniques that can capture the in-the-moment experiences, as they occur in situ, and track how these may change over time. Surveys, diary studies and experience probes can be used to capture and evaluate the changing patterns of UX over longer time periods. Acknowledgements We would like to thank the UK EPSRC for funding this work through a PhD studentship for JH. References [1] Norman, D. A. (2004) Emotional Design: Why We Love (or Hate) Everyday Things, Basic Books, New York. [2] McCarthy. J. & Wright, W. (2004) Technology as Experience, Interactions, MIT Press [3] Lavie, T., and Tractinsky, N. (2004). Assessing Dimensions of Perceived Visual Aesthetics of Web Sites, International Journal of Human-Computer Studies (60), pp. 269-29 [4] Hassenzahl, M (2004). The Interplay of Beauty, Goodness, and Usability in Interactive Product, Human- Computer-Interaction, 19(4), 319-349 [5] Kim, H. & Fesenmaier, D. R. (2008) Persuasive Design of Destination Web Sites: An Analysis of First Impression, Journal of Travel Research, 47 (1), 3-13. [6] Payne, J. W., Bettman, J. R., & Johnson, E. J., (1993) The Adaptive Decision Maker, Cambridge Press [7] Lindgaard, G., Fernandes, G., Dudek., C & Brown, J. (2006) Attention web designers: You have 50 milliseconds to make a good first impression!, Behavior & Information Technology, 25:2, 115-126. [8] Hartman, J., Sutcliffe, A., & De Angeli, A. (2008) Towards a Theory of User Judgement of Aesthetics and User Interface Quality, ACM Transactions on Computer- Human Interaction (TOCHI), Vol.15 No.4, pp.1-30, November 2008 [9] Sutcliffe, A. (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 [10] Berlyne, D. E. (1960) Conflict, Arousal and Curiosity, New York: McGraw Hill [11] Csíkszentmihályi, M. (1990) Flow: The Psychology of Optimal Experience, New York: Harper and Row [12] Witmer, B. G., & Singer, M. J. (1999), Measuring Presence in Virtual Environments: A Presence Questionnaire, Presence, 7(3), 225-24. [13] Roto, V., Law, E., Vermeeren, A., & Hoonhout, J. (eds.) (2011) User Experience White Paper, Results from Dagstuhl Seminar on Demarcating User Experience. [14] Karapanos, E., Zimmerman, J., Forlizzi, J., & Martens, J.-B. (2009) User Experience Over Time: An initial framework, in Proceedings of the 27th Annual SIGCHI Conference on Human Factors in Computing Systems - CHI '09, ACM: Boston.