User Experience and Hedonic Quality of Assistive Technology

Similar documents
Controlling vehicle functions with natural body language

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

Older adults attitudes toward assistive technology. The effects of device visibility and social influence. Chaiwoo Lee. ESD. 87 December 1, 2010

On the Role of User Experience in Mission- or Safety-Critical Systems

Development of an Acceptance Theory for Digital Financial Services. Masterarbeit

User experience and service design

Chapter 5 - Evaluation

Usability vs. user experience

Developing and Validating an English Version of the mecue Questionnaire for Measuring User Experience.

Modeling user-experience with news Web sites

This is a repository copy of Flow, Intrinsic Motivation, and Developer Experience in Software Engineering.

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

Study of Relationship between Mindfulness and Study Engagement among University Students

Flow, Intrinsic Motivation, and Developer Experience in Software Engineering

User Experience Questionnaire Handbook

A Virtual Reality Framework to Validate Persuasive Interactive Systems to Change Work Habits

The Exploratory Study for the Psychological Perception and User Attitude toward the Add-on Devices for the Elderly

User Experience Questionnaire Handbook

Measurement of user experience

My approach to participatory and user-centred development

Construction of a Benchmark for the User Experience Questionnaire (UEQ)

Opportunities and threats and acceptance of electronic identification cards in Germany and New Zealand. Masterarbeit

Lab Testing Beyond Usability: Challenges and Recommendations for Assessing User Experiences

Map of Human Computer Interaction. Overview: Map of Human Computer Interaction

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

About the Persuasion Context for BCSSs: Analyzing the Contextual Factors

Leibniz Universität Hannover. Masterarbeit

AUTO INJECTORS & PEN INJECTORS: A USER-CENTRIC DESIGN APPROACH

How Relevant is an Expert Evaluation of User Experience based on a Psychological Needs-Driven Approach?

Human Factors. We take a closer look at the human factors that affect how people interact with computers and software:

Research on the Influencing Factors of the. Adoption of BIM Technology

New Challenges of immersive Gaming Services

Negotiating technology use to make vacations special Heather Kennedy-Eden a Ulrike Gretzel a Nina Mistilis b

Auto und Umwelt - das Auto als Plattform für Interaktive

The appearance of modern devices that offer quite natural and easyto-learn

Methodology for involving elderly people in social networking

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

Lecture Notes in Computer Science

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

Attitudes towards service robots in domestic environments: The role of personality characteristics, individual interests, and demographic variables

Ergonomics. Spring Máté Köles, Dalma Geszten, Bálint Szabó, Kata Kapusy, Áron Tóth, Eszter Józsa, Márk Pulay, Dávid Boros, Dr.

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

A Three-Dimensional Evaluation of Body Representation Change of Human Upper Limb Focused on Sense of Ownership and Sense of Agency

Modality Preferences of Different User Groups

Introduction to Long-Term User Experience Methods

The Hidden Structure of Mental Maps

An Effort to Develop a Web-Based Approach to Assess the Need for Robots Among the Elderly

The Perception of Optical Flow in Driving Simulators

Technology Acceptance and User Experience: A Review of the Experiential Component in HCI Hornbæk, Kasper; Hertzum, Morten

Concerted actions program. Appendix to full research report. Jeffrey Derevensky, Rina Gupta. Institution managing award: McGill University

STUDY OF THE GENERAL PUBLIC S PERCEPTION OF MATERIALS PRINTED ON RECYCLED PAPER. A study commissioned by the Initiative Pro Recyclingpapier

This is an electronic reprint of the original article. This reprint may differ from the original in pagination and typographic detail.

Diseño y Evaluación de Sistemas Interactivos COM Affective Aspects of Interaction Design 19 de Octubre de 2010

Mindfulness, non-attachment, and emotional well-being in Korean adults

Gamification and user types: Reasons why people use gamified services

Report CREATE THE FUTURE YEAR OLDS

Studying the effect of perceived hedonic mobile device quality on user experience evaluations of mobile applications

User Acceptance of Desktop Based Computer Software Using UTAUT Model and addition of New Moderators

Faculty of Architecture, King Mongkut's Institute of Technology Ladkrabang (KMITL), Thailand

Introduction to Computational Intelligence in Healthcare

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

The Co-existence between Physical Space and Cyberspace

Exploring Virtual Depth for Automotive Instrument Cluster Concepts

Perspectives to system quality. Measuring perceived system quality

Human Factors in Control

AACHENER BEITRAGE ZUR INFORMATIK

Interaction Design -ID. Unit 6

Supporting medical technology development with the analytic hierarchy process Hummel, Janna Marchien

Semiotics in Digital Visualisation

Technology Adoption by Elderly People An Empirical Analysis of Adopters and Non-Adopters of Social Networking Sites

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

Digitisation A Quantitative and Qualitative Market Research Elicitation

Presented by Menna Brown

The Impact of Road Familiarity on the Perception of Traffic Signs Eye Tracking Case Study

Journal of Digital Contents Vol.1 Issue 1 INFORMATION SOCIETY AND EDUCATION

6 STEPS TO SET YOUR GOALS FOR SUCCESS

Terms and Conditions

ESS Round 8 Question Design Template New Core Items

Analysis of Engineering Students Needs for Gamification

Gamifying a financial overview application

AN EMPIRICAL ANALYSIS OF THE TECHNOLOGY CAMEL

Who plays mobile games? Player insights to help developers win

IT and Systems Science Transformational Impact on Technology, Society, Work, Life, Education, Training

Chaloemphon Meechai 1 1

Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A.

JonDonym Users Information Privacy Concerns

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

6 & 7 December. current concepts for. Smart health in orthopaedics. congress.

Handling Emotions in Human-Computer Dialogues

An Integrated Expert User with End User in Technology Acceptance Model for Actual Evaluation

Core Values Relationship Assessment

The 3M State of Science Index. An insight into UK perceptions of science

The Digital Divide. Factors that contribute towards widening the digital divide gap: Poverty. Education

Designing for Older Adults

Maximisation of subjective attractiveness of public transport in urban areas

Creating User Experience by novel Interaction Forms: (Re)combining physical Actions and Technologies

User requirements for wearable smart textiles. Does the usage context matter (medical vs. sports)?

Static and Moving Patterns (part 2) Lyn Bartram IAT 814 week

Quality Criteria for University Collections

The Acceptance Design Model for Evaluating the Adoption of Folksonomies in UUM Library WEB OPAC

Transcription:

User Experience and Hedonic Quality of Assistive Technology Jenny V. Bittner 1, Helena Jourdan 2, Ina Obermayer 2, Anna Seefried 2 Health Communication, Universität Bielefeld 1 Institute of Psychology & Education, Universität Ulm 2 Abstract This study examined user experience by evaluating the hedonic and pragmatic perception of assistive technology and the relations with need fulfilment and positive affect. This was tested by presenting information about a new advanced driver assistance system to 90 participants. They evaluated the user experience and furthermore reported their purchase intentions. The results confirmed that need fulfilment was associated with positive affect and perceived hedonic quality of the assistive technology. In addition, there were positive relations between purchase intentions and the variables positive affect, need fulfilment, and perceived hedonic or pragmatic quality. These results demonstrate the relevance of need fulfilment and hedonic quality of assistive systems, which could be employed to promote adherence in healthcare contexts. 1 Introduction Technology plays a major role in people s everyday lives. It is, however, not only the internet that changes people s behaviors, but further intelligent technologies are developed, such as automated cars. Most relevant for rehabilitative care is assistive health technology that aims to support people with disabilities or older people by enabling them to live more independently. To achieve this end, it is important to address the needs of the user and provide a positive experience with technology (Bittner & Schipper 2014). Therefore, research on the motivational aspects of human-technology-communication aims to improve technology from a user-experience perspective (Bittner & Zondervan 2015). If health technologies satisfy the needs of users, they are more likely to evaluate it favourably. This is especially relevant for assistive systems because they are oftentimes rejected by users and evoke reactance. Technology for older car drivers, for example, could prevent accidents of drivers with chronic illnesses, or with restrictions in vision, movement or attention (Kenntner-Mabiala & Totzke 2011). If there is medical indication to use assistance in driving, the acceptance of assistive technology could lead to higher levels of adherence. Ultimately, the Veröffentlicht durch die Gesellschaft für Informatik e.v. 2016 in B. Weyers, A. Dittmar (Hrsg.): Mensch und Computer 2016 Workshopbeiträge, 4. - 7. September 2016, Aachen. Copyright 2016 bei den Autoren. http://dx.doi.org/10.18420/muc2016-ws02-0001

User Experience and Hedonic Quality of Assistive Technology 2 use of assistive systems can support disabled or older users in their mobility in daily life, by removing barriers for an independent life. In previous studies, emotions and need fulfilment that were attributed to a product were found to affect its perception and evaluation (Hassenzahl et al. 2010). Moreover, product perception can be divided into hedonic and pragmatic quality (Hassenzahl et al. 2008). While the pragmatic quality can be subsumed under perceived usability of products, such as practicability and ease of use, the hedonic quality describes the perceived pleasure a product induces. Hassenzahl et al. (2010) detected a direct relation between needs and product perception concerning the hedonic quality of products, and stated that hedonic quality could be the result of need fulfilment by a product. 2 Current Research The present study provides insight into motivational mechanisms underlying user experience and the evaluation of assistive technology. The hypotheses expected that product perception is based on psychological needs and that there is a link between need fulfilment and the resulting positive affect. Furthermore, we examined the consequences of hedonic and pragmatic quality of an assistive technology on purchase intentions. 2.1 Sample The sample consisted of 90 persons with an age range between 18 and 63 years (M = 29.6; SD = 9.9). They were from different educational backgrounds, and 55.6% had an academic degree. They received the opportunity to participate in a prize draw for Amazon vouchers. 2.2 Material and Procedure With regard to advanced driver assistance systems, participants evaluated a new automatic parking function that had just been released by a German car manufacturer. A text with information about the automatic parking function was presented along with a picture of the car and the touch panel to park the car automatically. After participants had read the information, the following predictors were assessed: need fulfilment, affect, hedonic vs. pragmatic product perception and purchase intentions. Need fulfilment was measured by the need fulfilment scale (Sheldon et al. 2001). The instruction was to rate the automatic parking function on a 5-point scale regarding the fulfilment of ten psychological needs, with three items for each need (e.g., competence, stimulation, autonomy). Positive and negative affect was assessed by PANAS (Krohne et al. 1996). Participants rated on a 5-point scale how they were feeling at that moment on 20 adjectives (e.g., happy", "angry"). Results were calculated for the two subscales positive and negative affect. Internal consistency was good for positive affect ( =.92) and negative affect ( =.86).

User Experience and Hedonic Quality of Assistive Technology 3 Product perception and evaluation were assessed by AttrakDiff 2 (Hassenzahl et al. 2008) to measure the perceived hedonic (14 items) and pragmatic quality (7 items). The automatic parking function was rated on pairs of opposite words on a 7-point scale (e.g., appealing unappealing). Consistency was good for hedonic ( =.87) and pragmatic quality ( =.79). Purchase intentions were rated on a 7-point scale (Sääksjärvi & Morel 2010) that contained three items asking for purchase intentions and interest in the product ( =.87). 3 Results The relations between the different predictors were analyzed as expected from the hypotheses. Demographic variables, including age and gender, did not change the results. 3.1 Positive Affect According to the first hypothesis, the perceived need fulfilment should positively influence positive affect. A regression analysis showed that need fulfilment was a significant predictor for positive affect (β =.64, p <.001), but not negative affect. This result is in line with Hassenzahl et al. (2010) and confirmed that need fulfilment of the assistive system was associated with positive affect. Furthermore, positive affect was related to the perceived hedonic quality, but not pragmatic quality of the product, see Table 1. Thus, the perception of hedonic quality in assistive technology was significantly associated with positive affect. 3.2 Need Fulfilment and Technology Perception The next hypothesis postulated that need fulfilment would be stronger related to the perceived hedonic than pragmatic quality (Hassenzahl et al. 2010). We found significant positive correlations between overall need fulfilment and the two measures of product perception. In line with the hypothesis, the correlation was strongest for hedonic quality (r =.41, p <.001) and substantially weaker for pragmatic quality (r =.27, p =.012). A significance test for the comparison of two correlation coefficients confirmed the significant difference between the correlation of need fulfilment with hedonic vs. pragmatic quality (z = 2.16, p =.015). These results highlight the relation between need fulfilment and the perceived hedonic quality of a product. 3.3 Purchase Intentions The last hypothesis assumed a positive association between product evaluations and purchase intentions. Indeed, purchase intentions showed a significant positive correlation with positive affect, need fulfilment, hedonic and pragmatic quality, as illustrated in Table 1.

User Experience and Hedonic Quality of Assistive Technology 4 Variables M SD 1 2 3 4 5 6 1 Hedonic quality 4.77.93.45**.54**.42** -.08.60** 2 Pragmatic quality 4.36 1.15.27*.12 -.18.64** 3 Need fulfilment 2.18.72.64**.08.56** 4 Positive affect 2.58.95 -.10.46** 5 Negative affect 1.47.60 -.06 6 Purchase intentions 3.93 1.76 Note: N = 90. * p <.05, ** p <.001. Table 1: Correlations of the constructs 4 Discussion This study tested whether the perceived need fulfilment of an assistive system is associated with positive user experience. Indeed, the results showed a significant positive relation between overall need fulfilment of the assistive technology and positive affect. These findings can be explained by the idea that fulfilled needs evoke positive emotions toward the technology (Hassenzahl et al. 2010). In addition, there was a positive relation between need fulfilment and the perceived hedonic and pragmatic quality of the assistive system. Need fulfilment, positive affect, hedonic and pragmatic quality, finally, were associated with higher purchase intentions. This is an important finding, because the perceived user experience was related to the intention to actually buy the product. For further research, it would be interesting to investigate the causal relation between these constructs and test in an experiment whether positive affect and hedonic quality result from need fulfilment by a technology. Furthermore, it could be that these perceptions change with frequent use after purchasing an assistive product. Possibly, if users habitually use an assistive technology, they experience less positive affect and adapt to routine behaviour. A limitation could be that we did not focus on a sample of people with disabilities. There are several diseases in younger or older patients that limit physiological or cognitive driving competencies and may warrant the use of an advanced driver assistance system. These findings are relevant for technology development in healthcare, as they highlight the importance of need fulfilment and user experience of assistive technology. Positive affect and the perceived hedonic quality are crucial for the evaluation of a new product. If product designers promote positive perceptions and user experience, consumers might be motivated to purchase a new technology. Ultimately, need fulfilment might strengthen adherence with assistive systems. This could be particularly relevant in areas such as driving, where advanced driver assistance systems may prevent accidents of disabled or older drivers.

User Experience and Hedonic Quality of Assistive Technology 5 References Bittner, J. V. & Schipper, J. (2014). Motivational effects and age differences of gamification in product advertising. Journal of Consumer Marketing, 31(5), 391-400. Bittner, J. V. & Zondervan, R. (2015). Motivating and achievement-eliciting pop-ups in online environments: A user experience perspective. Computers in Human Behavior, 50, 449-455. Hassenzahl, M., Burmester, M. & Koller, F. (2008). Der User Experience (UX) auf der Spur: Zum Einsatz von attrakdiff.de. In H. Brau, S. Diefenbach, M. Hassenzahl, F. Koller, M. Peissner, & K. Röse, Usability Professionals (pp. 78-82). Stuttgart: Usability Professionals Association. Hassenzahl, M., Diefenbach, S. & Göritz, A. (2010). Needs, affect, and interactive products - Facets of user experience. Interacting with Computers, 22(5), 353-362. Kenntner-Mabiala, R. & Totzke, I. (2011). Autofahren im Alter: Einschränkungen und Perspektiven. Themenausgabe Alternde Gesellschaft(en), In-Mind Magazine, 2. Sääksjärvi, M., & Morel, K. P. (2010). The development of a scale to measure consumer doubt toward new products. European Journal of Innovation Management, 13(3), 272-293. Sheldon, K. M., Kasser, T. E. & Kim, Y. (2001). What is Satisfying about Satisfying Events? Testing 10 Candidate Psychological Needs. Journal of Personality and Social Psychology, 80, 325-339. Contact Information Jenny V. Bittner, Health Communication, Bielefeld University, Universitätsstr. 25, 33615 Bielefeld, Germany, Phone: +49-521-106-3834, E-mail: jenny.bittner@uni-bielefeld.de