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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.

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