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Research on

User X.perience
TOH YANG XUAN, KEN
HUMAN COMPUTER INTERACTION
WHAT IS USER EXPERIENCE?
OBJECTIVE:

Framework to explain
“What is User Experience”
Agenda
“a person’s perceptions and
responses that result from the
use and/or anticipated use of a
product, system or service”
DIN EN ISO 9241-210
Desktop
Laptop
Mobile
Tablets
Smart
Watch
Smart
Glasses
Smart
Fridge
Smart TV
Smart Car
…
Why UX is too Abstract
• UX is associated with too many fuzzy and dynamic theories such as emotions,
affect, experiential, hedonic and aesthetic;
• The unit of analysis for UX is too malleable, it can range from a single aspect of
individual interaction to multiple end-users interactions; and

• Fragmented and complicated by diverse theoretical models
Law et al (2009)
Definitions
• User: a person or thing that uses something

• Experience (noun): the process of doing and seeing things and of having things
happen to you
• Experience (verb): to do or see (something) or have (something) happen to
you: to feel or be affected by (something)

Merriam Webster Dictionary:
Why UX is too Abstract
• UX is associated with too many fuzzy and dynamic theories such as emotions,
affect, experiential, hedonic and aesthetic;
• The unit of analysis for UX is too malleable, it can range from a single aspect of
individual interaction to multiple end-users interactions; and

• Fragmented and complicated by diverse theoretical models
Law et al (2009)
Scientific Explanation of Experience

Evaluation

Evaluation

Evaluation

Start State

Intermediate States

End State

Experience
Soman D (2003)
Various Models of UX

HASSENZAHL M. and TRACTINSKY N (2004)
Various Models of UX

Forlizzi and Battarbee (2004)
Various Models of UX

Schulze K and Kroemker H (2012)
Various Models of UX

Law et al (2009)
Proposed Framework

Intermediate
States

Start State

Intention to Use

End State

During Use

After Use

Anticipated Use
Prospective
Evaluation

At The Moment
Evaluations

USER EXPERIENCE

Retrospective
Evaluation
Proposed Framework
Intermediate
States

End
State

Anticipated Use

During Use

After
Use

Prospective
Evaluation

At The Moment
Evaluations

Retrospective
Evaluation

Start State

Impact

Impact

Intention to
Use

Affect

Other Experiences
Brand
Event
Face to Face
Marketing

AN USER EXPERIENCE

results in

Reflected Product Quality
Usefulness
Usability
Attractiveness
Proposed Framework
Intermediate
States

Start State

Usable
Useful
Attractive

Psychological
needs

Intention to
Use

Anticipated Use

During Use

End
State

Fluent
Cognitive
Expressive

After
Use

Impact

Impact

Prospective
Evaluation

At The Moment
Evaluations

Affect

Retrospective
Evaluation

results in

Other Experiences
Brand
Event
Face to Face
Marketing

AN USER EXPERIENCE

Reflected Product Quality
Usefulness
Usability
Attractiveness
Mock-Up Case Study
• John, 24 years old is a part time tutor.
• One day, he saw a dirty flyer stick onto a lamp post, stating “We are looking for
the best tutor at our e-marketplace”.
• Curious about the idea of having a local marketplace to find clients, he went
home and logged into the site.
• He is surprised to saw a beautifully designed website that looks state-of-theart. He is then surprised again, knowing that he need to pay a monthly fee of
$50 per month to join the e-marketplace.
• He browses a few more minutes before exiting the website to consider for a
few more days.
Mock-Up Case Study
• John, 24 years old is a part time tutor.
• One day, he saw a dirty flyer stick onto a lamp post, stating “We are looking for
the best tutor at our e-marketplace”.
• Curious about the idea of having a local marketplace to find clients, he went
home and logged into the site.
• He is surprised to saw a beautifully designed website that looks state-of-theart. He is then surprised again, knowing that he need to pay a monthly fee of
$50 per month to join the e-marketplace.
• He browses a few more minutes before exiting the website to consider for a
few more days.
Mock-Up Case Study
• The initial touch point is when he
saw the notice in the form of a
flyer stickled onto a lamp post.
• The experience he has, would
result in having a prospective
evaluation that the website will
not be anything premium and just
a simple free marketplace for him
to find client.
• So before even using the website,
he already forms an initial
perspective about he is going into.

Intention to
Use

Impact

Other Experiences
Brand
Event
Face to Face
Marketing

Anticipated Use

Prospective
Evaluation
Mock-Up Case Study
• During the use of the website, he
forms another evaluation, noting
the beautiful design, which totally
distorts his initial evaluation that
this is a “cheap website”.
• When he realised that for him to
use the platform, he is required to
pay $50 per month which form
another at-the-moment
evaluation.

Psychological
needs

Usable
Useful
Attractive

During Use

At The Moment
Evaluations

Fluent
Cognitive
Expressive
Mock-Up Case Study
• He is unable to realise the actual
benefits of the marketplace and
decided to put off the decision to
sign up on another day.
• If he should intent to visit the site
again, he will already have a
prospective evaluation based on
this current experience, which is a
retrospective view.

After
Use

Anticipated Use

Retrospective
Evaluation

results in

Reflected Product Quality
Usefulness
Usability
Attractiveness
Conclusion
• User Experience should have a focused scope of people who are actually using
the product or service.

• Anything else should be considered outside of User Experience. We proposed
a new coined term “Total Experience” which is a summation of User
Experience + Non User Experience.
• These will clearly differentiate the experience can be from the usage of the
products/ services and non-usages of the products/services.
Conclusion
• Experience is a process, which has a temporal dimension to it. So everything in
relation to explaining what experience is should include a temporal dimension
to the explanation, to make sense and inject more clarity.
• Practitioners also need to understand the basic fundamental that users do not
only evaluate experience at the end of the use. Users can evaluate experience
“at the moments of use”, prospective or retrospective, which may depends on
the actual purpose of the usage.
• It aligns well with the above point that temporal perspective is important as it
provides a framework for designers to consider evaluations at different stages
of use.
Review
• Unproven Framework with lack of empirical data to back the credibility
THANK YOU

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Research on ux

  • 1. Research on User X.perience TOH YANG XUAN, KEN HUMAN COMPUTER INTERACTION
  • 2. WHAT IS USER EXPERIENCE?
  • 5. “a person’s perceptions and responses that result from the use and/or anticipated use of a product, system or service” DIN EN ISO 9241-210
  • 7.
  • 8.
  • 9.
  • 10. Why UX is too Abstract • UX is associated with too many fuzzy and dynamic theories such as emotions, affect, experiential, hedonic and aesthetic; • The unit of analysis for UX is too malleable, it can range from a single aspect of individual interaction to multiple end-users interactions; and • Fragmented and complicated by diverse theoretical models Law et al (2009)
  • 11. Definitions • User: a person or thing that uses something • Experience (noun): the process of doing and seeing things and of having things happen to you • Experience (verb): to do or see (something) or have (something) happen to you: to feel or be affected by (something) Merriam Webster Dictionary:
  • 12. Why UX is too Abstract • UX is associated with too many fuzzy and dynamic theories such as emotions, affect, experiential, hedonic and aesthetic; • The unit of analysis for UX is too malleable, it can range from a single aspect of individual interaction to multiple end-users interactions; and • Fragmented and complicated by diverse theoretical models Law et al (2009)
  • 13. Scientific Explanation of Experience Evaluation Evaluation Evaluation Start State Intermediate States End State Experience Soman D (2003)
  • 14.
  • 15.
  • 16.
  • 17. Various Models of UX HASSENZAHL M. and TRACTINSKY N (2004)
  • 18. Various Models of UX Forlizzi and Battarbee (2004)
  • 19. Various Models of UX Schulze K and Kroemker H (2012)
  • 20. Various Models of UX Law et al (2009)
  • 21. Proposed Framework Intermediate States Start State Intention to Use End State During Use After Use Anticipated Use Prospective Evaluation At The Moment Evaluations USER EXPERIENCE Retrospective Evaluation
  • 22. Proposed Framework Intermediate States End State Anticipated Use During Use After Use Prospective Evaluation At The Moment Evaluations Retrospective Evaluation Start State Impact Impact Intention to Use Affect Other Experiences Brand Event Face to Face Marketing AN USER EXPERIENCE results in Reflected Product Quality Usefulness Usability Attractiveness
  • 23. Proposed Framework Intermediate States Start State Usable Useful Attractive Psychological needs Intention to Use Anticipated Use During Use End State Fluent Cognitive Expressive After Use Impact Impact Prospective Evaluation At The Moment Evaluations Affect Retrospective Evaluation results in Other Experiences Brand Event Face to Face Marketing AN USER EXPERIENCE Reflected Product Quality Usefulness Usability Attractiveness
  • 24. Mock-Up Case Study • John, 24 years old is a part time tutor. • One day, he saw a dirty flyer stick onto a lamp post, stating “We are looking for the best tutor at our e-marketplace”. • Curious about the idea of having a local marketplace to find clients, he went home and logged into the site. • He is surprised to saw a beautifully designed website that looks state-of-theart. He is then surprised again, knowing that he need to pay a monthly fee of $50 per month to join the e-marketplace. • He browses a few more minutes before exiting the website to consider for a few more days.
  • 25. Mock-Up Case Study • John, 24 years old is a part time tutor. • One day, he saw a dirty flyer stick onto a lamp post, stating “We are looking for the best tutor at our e-marketplace”. • Curious about the idea of having a local marketplace to find clients, he went home and logged into the site. • He is surprised to saw a beautifully designed website that looks state-of-theart. He is then surprised again, knowing that he need to pay a monthly fee of $50 per month to join the e-marketplace. • He browses a few more minutes before exiting the website to consider for a few more days.
  • 26. Mock-Up Case Study • The initial touch point is when he saw the notice in the form of a flyer stickled onto a lamp post. • The experience he has, would result in having a prospective evaluation that the website will not be anything premium and just a simple free marketplace for him to find client. • So before even using the website, he already forms an initial perspective about he is going into. Intention to Use Impact Other Experiences Brand Event Face to Face Marketing Anticipated Use Prospective Evaluation
  • 27. Mock-Up Case Study • During the use of the website, he forms another evaluation, noting the beautiful design, which totally distorts his initial evaluation that this is a “cheap website”. • When he realised that for him to use the platform, he is required to pay $50 per month which form another at-the-moment evaluation. Psychological needs Usable Useful Attractive During Use At The Moment Evaluations Fluent Cognitive Expressive
  • 28. Mock-Up Case Study • He is unable to realise the actual benefits of the marketplace and decided to put off the decision to sign up on another day. • If he should intent to visit the site again, he will already have a prospective evaluation based on this current experience, which is a retrospective view. After Use Anticipated Use Retrospective Evaluation results in Reflected Product Quality Usefulness Usability Attractiveness
  • 29. Conclusion • User Experience should have a focused scope of people who are actually using the product or service. • Anything else should be considered outside of User Experience. We proposed a new coined term “Total Experience” which is a summation of User Experience + Non User Experience. • These will clearly differentiate the experience can be from the usage of the products/ services and non-usages of the products/services.
  • 30. Conclusion • Experience is a process, which has a temporal dimension to it. So everything in relation to explaining what experience is should include a temporal dimension to the explanation, to make sense and inject more clarity. • Practitioners also need to understand the basic fundamental that users do not only evaluate experience at the end of the use. Users can evaluate experience “at the moments of use”, prospective or retrospective, which may depends on the actual purpose of the usage. • It aligns well with the above point that temporal perspective is important as it provides a framework for designers to consider evaluations at different stages of use.
  • 31. Review • Unproven Framework with lack of empirical data to back the credibility