SIGCHI Conference Paper Format - TU Berlin
SIGCHI Conference Paper Format - TU Berlin
SIGCHI Conference Paper Format - TU Berlin
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An integrative approach on<br />
the user experience of interaction<br />
ABSTRACT<br />
The design of the user experience has increasingly become<br />
a goal in developing interactive systems over the last years.<br />
Since then, several attempts have been made to broaden<br />
HCI’s traditional focus on the efficient achievement of<br />
goals to better understand additional aspects that contribute<br />
to the user experience. This research combines the<br />
investigation of additional quality aspects like hedonics and<br />
aesthetics and their interplay with affect and emotions as<br />
important parts of the user experience. An integrative<br />
model is described and first empirical results about the<br />
influence of non-instrumental quality aspects are presented.<br />
Thus, in next steps, this research will combine methods for<br />
measuring emotional aspects and relevant quality<br />
dimensions to further understand the user experience of<br />
interaction.<br />
Author Keywords<br />
User experience, perceived quality of use, emotional<br />
design, aspects of experience.<br />
ACM Classification Keywords<br />
H5.2. User Interfaces: Evaluation/methodology, Theory and<br />
methods.<br />
INTRODUCTION<br />
Definitions of usability [1] focus on tasks and goals, their<br />
efficient achievement and the involved cognitive<br />
information processing. Different approaches have been<br />
made to go beyond this understanding and consider other<br />
aspects of the interaction like non-instrumental quality<br />
aspects [2] and the role of affect and emotions to better<br />
understand people’s experience of technology.<br />
Sascha Mahlke<br />
Prospective Interaction Design Group<br />
Center of Human-Machine-Systems<br />
<strong>Berlin</strong> University of Technology<br />
Jebensstr. 1, 10623 <strong>Berlin</strong>, Germany<br />
sascha.mahlke@zmms.tu-berlin.de<br />
1<br />
Perceived quality aspects: Jordan [3] argued for a<br />
hierarchical organization of user needs and claimed that<br />
next to the functionality and usability of a product, different<br />
aspects of pleasure are important to enhance users’<br />
interaction with the product. Further analyses studied<br />
selected non-instrumental quality aspects of interactive<br />
systems in detail, like hedonic quality [4] or visual<br />
aesthetics [5].<br />
Affect and emotions: Recently, the term emotional design<br />
[6] gained significant attention. Desmet & Hekkert [7] went<br />
a step further by presenting an explicit model of emotions<br />
according to product perception. Zhang & Li [8] studied the<br />
concept of affective quality as the ability of interactive<br />
systems to cause changes in one’s affect.<br />
In this way different aspects of the user experience were<br />
studied individually for a more in-depth understanding.<br />
However, to study the user experience of interactive<br />
systems as a whole these various aspects have to be<br />
integrated to fully understand users’ experience of<br />
interaction. Below, the approach of this research to<br />
integrate and advance the considerations described is<br />
presented.<br />
MODEL OF THE USER EXPERIENCE PROCESS<br />
The basic user experience process presented in Figure 1<br />
integrates relevant parts of the user experience and provides<br />
the basis for further research. The processing of information<br />
about the quality of use on relevant experience dimensions<br />
(2) is defined as one part within the basic user experience<br />
process. On the one hand, this information processing is<br />
influenced by the qualities of the interactive system (1). The<br />
(1) System<br />
qualities<br />
(2) Experience<br />
dimensions<br />
(4) Affect and<br />
emotions<br />
(3) Consequences<br />
of experience,<br />
e.g. judgments,<br />
behavior,...<br />
Fig. 1 Basic user experience process<br />
(solid: studied so far, dashed: not studied yet)
user perceives these qualities within the interaction with the<br />
system. On the other hand, this information processing<br />
leads to various consequences of experience (3), such as the<br />
behavior of the user, e.g. the usage of the system, or<br />
judgments.<br />
Affect and emotions (4) play another important role as parts<br />
of the user experience and show a complex interplay with<br />
the cognitive processing on the experience dimensions. A<br />
direct influence of system attributes on affect and emotions<br />
and their impact on consequences of the experience can not<br />
been excluded based on current research. Another important<br />
question is about the distinction between immediate<br />
affective reactions while using the interactive system and<br />
emotions as consequences of product use [2].<br />
EMPIRICAL RESEARCH TO DATE<br />
As part of this research one study examined the role of<br />
subjectively perceived factors of the experience of website<br />
usage in forming an intention to use a website [9]. Four<br />
experience dimensions perceived usefulness, ease of use,<br />
hedonic quality and visual attractiveness, representing the<br />
cognitive part of the user experience were investigated in<br />
the domain of websites. Perceived usefulness and ease of<br />
use are defined in Davis’ Technology Acceptance Model<br />
[10] as the main factors of the acceptance of a system.<br />
Hassenzahl et al. [4] studied the importance of hedonic<br />
quality aspects of software defined as non task-related<br />
aspects like originality or innovativeness. V. d. Heijden<br />
[11] considered the influence of perceived visual<br />
attractiveness in a website context. The intention to use as a<br />
predictor of system usage was studied as one consequence<br />
of the user experience [10].<br />
The results showed that the scale characteristics of all<br />
scales used in the study to measure the described<br />
dimensions showed high reliability. A factor analysis of the<br />
perceived usefulness, ease of use, hedonic quality and<br />
visual attractiveness items of the questionnaire extracted<br />
four relevant factors. Together, the four factors explained<br />
approx. 79% of the total variance. The results of the factor<br />
analysis showed that users perceived the four assumed<br />
experience aspects consistently and mostly independently.<br />
The intention to use is conceptualized as being formed on<br />
the basis of the individual’s perception of the four<br />
experience dimensions. As expected the regression analysis<br />
to predict the intention to use demonstrated that the<br />
perceived usefulness had a main influence. However, the<br />
other three experience dimensions also contributed<br />
significantly to the intention to use.<br />
NEXT STEPS<br />
In addition to the four experience dimensions that were<br />
integrated so far further concepts may be of importance for<br />
the user experience. Possible concepts in the commercial<br />
website context may be trustworthiness, especially for ecommerce<br />
websites, or the support of social aspects like<br />
communication or cooperation. The relevance of emotion<br />
2<br />
and affect as part of the user experience process has not<br />
been studied within this approach so far. Innovative<br />
methods for measuring emotions during interactive<br />
experiences will be integrated [12]. In the basic user<br />
experience process further consequences of experience<br />
besides the intention to use as a predictor for usage of the<br />
interactive system have to be studied. Judgments and<br />
emotional outcomes are examples of further interesting<br />
categories of consequences.<br />
Further, the transferability of the user experience model to<br />
other domains has not been demonstrated. To test its<br />
potential the experience evaluation method is currently<br />
applied to a very different domain: in-vehicle information<br />
systems. First results show that the assumed basic process<br />
also fits well in this context and helps to understand the<br />
concept of experience of interaction in this domain.<br />
REFERENCES<br />
1. ISO, ISO 9241: Ergonomic requirements for office work<br />
with visual display terminals. Part 11: Guidance on<br />
usability. Genf: ISO, 1998.<br />
2. Hassenzahl, M. The quality of interactive products:<br />
Hedonic needs, emotions and experience. In C. Ghaoui<br />
(Ed.), Encyclopedia of Human Computer Interaction.<br />
Idea Group (2005).<br />
3. Jordan, P. W. Designing pleasurable products. London:<br />
Taylor & Francis, 2000.<br />
4. Hassenzahl, M., Platz, A., Burmester, M., and Lehner,<br />
K. Hedonic and Ergonomic Quality Aspects Determine<br />
a Software’s Appeal. In Proceedings CHI 2000, ACM<br />
Press (2000), 201-208.<br />
5. Lavie, T. & Tractinsky, N. Assessing dimensions of<br />
perceived visual aesthetics of web sites. International<br />
Journal of Human-Computer Studies, 60 (2004), 269-<br />
298.<br />
6. Norman, D. A. Emotional Design: why we love (or hate)<br />
everyday things. NY. Basic Books, 2004.<br />
7. Desmet, P.M.A., & Hekkert, P. The basis of product<br />
emotions. In: W. Green and P. Jordan (Eds.), Pleasure<br />
with Products, beyond usability. London: Taylor &<br />
Francis (2002), 60-68.<br />
8. Zhang, P. & Li, N. The importance of affective quality.<br />
Communications of the ACM, (2004).<br />
9. Mahlke, S. Factors influencing the experience of<br />
website usage. In Ext. Abstracts CHI 2002, ACM Press<br />
(2002), 846-847.<br />
10. Davis, F., Perceived usefulness, perceived ease of use<br />
and user acceptance of information technology. MIS<br />
Quarterly, 13 (1989), 319-340.<br />
11. Heijden, H.v.d. Factors influencing the usage of<br />
websites: the case of a generic portal in the Netherlands.<br />
Information and Management, 40 (2003), 6.