4. 4 / 50
First wave HCI (70’s-80’s)
Cognitive approach
» Human as information processor
» Interaction between single user and computer
» “Human factors”
Disciplines
» Cognitive psychology, computer science
Methods
» Rigid guidelines, controlled experiments, formal methods,
user modelling, …
Theories
» GOMS (Goals Operators Methods Selection rules), KLM
(Keystroke Level Model), Fitt’s law, Hick’s law, …
5. 5 / 50
Second wave HCI (80’s-90’s)
Social context
» Groups working with collection of applications
» Work settings and communities of practice
» “Human actors”
Disciplines
» Social sciences, anthropology
Methods
» Ethnographic observations, participatory design,
prototyping, contextual inquiry, …
Theories
» Activity theory, situated action, distributed cognition, …
6. 6 / 50
Third wave HCI (90’s-00’s)
User experience
» Private and public environments
» The home, everyday lives
» Culture, emotion and experience
» Non-work, non-purposeful, non-rational
Disciplines
» Design research, cultural studies
Methods
» Exploratory methods, cultural probes, narratives,
experience prototyping, …
Theories
» Emotional design, four pleasures, threads of experience, …
7. 7 / 50
Designing the user experience?
Avoid negative emotions vs. produce positive
emotions
Making products challenging, seductive, playful,
surprising, memorable, moody, enjoyable, …
It is not possible to design the user experience, you
can only design for the user experience
» Exploit design solutions that evoke or intensify certain
feelings
A holistic view on designing products
16. 16 / 50
Cultural probes
Collections of evocative tasks meant to elicit inspirational
responses from people
» Package with e.g. postcards, maps, camera, diaries, … with
assignments, often provocative or ambiguous
» Materials are returned one by one during a short period
» Fragmentary clues about users’ lives and thoughts
Inspiration, not information
» Stimulate imaginations rather than defining problems
» Openly subjective and playful
» Use ambiguity, absurdity and mystery
Recognizes and embraces the notion that knowledge has its
limits
» Values uncertainty, play, exploration and subjective interpretation
» ‘Unscientific’ approach, a subversion of traditional HCI methods
19. 19 / 50
Advantages of cultural probes
Provide opportunities to discover new pleasures, new forms of
sociability and new cultural forms
» Not designing solutions to user needs
» Offer possibilities for surprising results
» Doesn’t focus on an ‘average’ user
Reduce distance between researchers and users
» Formal, geographic and cultural distance
» Through its design and communication, the designers make their
intentions clear
Gives a deep sense of familiarity and engagement with the
people you design products for
20. 20 / 50
From probes to design
Probes are not meant to be rigorously analysed
» Serve as inspiration for reflecting
» Don’t directly lead to designs
» Making you aware of the detailed richness of an environment
» Embraces subjectivity, uncontrolledness and personality
Prevent from believing you can look into people’s heads
» Impossible to arrive at comfortable conclusions
» Understand their responses empathetically
» Make the strange familiar, and the familiar strange
Probes are only one source for designing product
» Some design decisions directly based on probe returns
» Create a relationship with users, like designing for a friend
23. 23 / 50
Extreme characters (Djajadiningrat)
Fictional users with exaggerated emotional attitudes
» Take another perspective
» To highlight cultural issues
» Complementary method, not replacing personas
Advantages
» Character traits can be exposed which normally
remain hidden because they are antisocial or in
conflict with a person’s status.
Disadvantages
» It is not your user, not based on data
» How many extreme characters?
» Which extreme characters?
24. 24 / 50
Example extreme character for agenda planner
The drug dealer
» Information is very
sensitive, cannot fall in
the wrong hands
» He does not plan far
ahead since dealers
come and go
28. 28 / 50
Experience prototyping (Buchenau and Suri)
“A form of prototyping that enables design team members,
users and clients to gain first-hand appreciation of existing or
future conditions through active engagement with prototypes”
» What are the contextual, physical, temporal, sensory, social and
cognitive factors we must consider for our design?
» What is the essence of the existing user experience?
» What are essential factors that our design should preserve?
Example: experience of a heart patient
» Designers were given a pager for a weekend
» When the pager went off, this simulated a defibrillating shock
» Designers had to record their current experience
Closely related to role playing
31. UX evaluation methods
Most amount of new methods in this category
» A lot of research in this area
» New methods or variations are being discussed at several
conferences (e.g. see http://www.allaboutux.org/)
Different classifications possible, based on
» Verbal or non-verbal measurement
» Quantitative or qualitative results
» Phase in the design process
» General type of evaluation (lab, field, survey, …)
Analysis, design or evaluation?
» Some methods could be used in several stages
» Only evaluation when interaction with product is the focus
31 / 50
32. 32 / 50
Verbal vs. non-verbal methods
Non-verbal observation methods (‘objective’)
» Language independent, unobtrusive, more objective
» Limited set of basic emotions, no combination of emotions
» Psycho-physiological measurement, facereading, emotion heuristics
Verbal self-report methods (‘subjective’)
» Subjective feelings measured through self-report
» Can represent any set of emotions, can measure combinations of
emotions
» Difficult to apply between cultures
» Questionnaires, rating scales, laddering
Non-verbal self-report methods (‘subjective’)
» Subjective feelings, distinct or combinations of emotions
» Does not require subjects to verbalize emotions
» Self-Assessment Manikin (SAM), Product Emotion Measurement
Instrument (PrEmo), Emocards
33. Means End Theory
A theory to understand how specific features or
attributes (means) of a product relate to personal
values (ends)
» People choose a product because it has attributes (the
means) that provide consequences and fulfilling personal
values (the ends)
36. Glass => transparent, see what is in it => make sure
it is healthy => my children deserve the best => I am
a good mom
Glass => can be cleaned and reused =>
environmentally friendly => save the planet
Plastic => light => easily disposible => practical =>
more time for more important things => you have to
be productive and get ahead in life
Example: Yoghurt packaging
37. One particular method for researching means-end
chains
» Not the only one but the most popular in consumer
research because it proved to be superior
Entails both a
» qualitative technique (which ladders)
∙ How to interview
» quantitative technique (which are dominant)
∙ How to analyze data and generalize from it
Laddering
38. • Graphs the dominant
links in a hierarchical
value map (HVM)
• association network
• meaningful couplings
between attributes,
consequences and values.
(reynolds and Gutman,
1988)
Hierarchical Value Map
39. 39 / 50
How to perform laddering
One-to-one in-depth interviews
» Researcher asks question ‘what do you like about [product
x]’
» After first answer, question is reformulated to ‘what do you
like about [answer]’
Reveals the relation between
» Product attributes (A)
» Product consequences (C)
» User’s values (V)
Results in means-end chain
40. Example of laddering interview
Researcher: I forgot again, which one did you like most?
Child stands up and points at the bird
Oh yes, the bird, can you tell me why?
"Because I like it"
Ah, because you like it, and can you tell me why?
"The tumbling it makes” [A]
Ah, the tumbling it makes, and why is that nice?
"Because that is so funny” [C]
Ah, and why do you like it when it is funny?
"Because it is really cool that it can make a looping" [A]
Ah, and why do you like that it makes a looping?
"Because sometimes they fall on their bum and they do
funny"[A-C]
Ah, and why do you like that it is funny?
"That they fall on their bum" [A]
40 / 50
47. 47 / 50
Sensual Evaluation Instrument (Isbister e.a.)
A tool for self-assessment of affect while interacting
with computer systems
» Subjective
» Real-time feedback
» Transcending language and cultural barriers
» No distortion through verbalization
» More fun for the user
Appealing: able to trigger positive emotional reactions
Satisfaction: being pleased if results matches expectations
Pleasure: being pleased with unexpected desirable event
Pragmatic attributes
Fulfilment of individual’s behavioural goals
Manipulation of the environment
Hedonic attributes
Individual’s psychological well-being
Are strong potentials for pleasure
“outstanding”, “impressive”, “exciting”, “interesting”, …
Provide stimulation, communicate identity and provoke valued memories
Stimulation
A product's perceived ability to surprise, to be novel
Products should provide new impressions, opportunities and insight
E.g. unused features you hope to use in the future
Identification
A product's ability to communicate a favorable identity relevant others
Social function of self-expressivity
Evocation
The memories attached to a product
A product that represents past events, relationships or important thoughts
Visceral level
Reaction to visual and other sensory aspects of a product
Helps us make rapid decisions about what is good, bad, safe, or dangerous
Behavioral level
Lets us manage simple, everyday behaviors
Functionality and usability
Can enhance or inhibit both lower-level visceral reactions and higher-level reflective responses
Reflective level
Involves conscious consideration and reflection on past experiences
Can enhance or inhibit behavioral processing, but has no direct access to visceral reactions
Accessible only via memory, not through direct interaction or perception
Fluent
Automatic and skilled interactions with products
Riding a bicycle
Making the morning coffee
Checking the calendar by glancing at the PDA
Cognitive
Interactions that focus on the product at hand
Result in knowledge or confusion and error
Trying to identify the flushing mechanism of a toilet in a foreign country
Using online algebra tutor to solve a math problem
Expressive
Interactions that help the user form a relationship to the product
Restoring a chair and painting it a different color
Setting background images for mobile phones
Creating workarounds in complex software
Experience
Constant stream of “self-talk” that happens when we interact with products
Walking in a park
Doing light housekeeping
Using instant messaging systems
An Experience
Can be articulated or named
Has a beginning and end
Inspires behavioral and emotional change
Going on a roller coaster ride
Watching a movie
Discovering an online community of interest
Co-Experience
Creating meaning and emotion together through product use
Interacting with others with a museum exhibit
Commenting on a friend’s remodeled kitchen
Playing a mobile messaging game with friends
Postcards
Please tell us a piece of advice or insight that has been important to you
What do you dislike about [your home town]?
What place does art have in your life?
Tell us about your favourite device
Maps
Where have you been in the world?
If [your home town] would be New York, where would you put the statue of liberty, junkies, …
Camera
Take a picture of your home, what you will wear today, the first person you see today, something desirable, something boring, something red, …
…