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Choosing UX Evaluation Methods

The document provides an overview of user experience (UX) evaluation methods, detailing various approaches to assess how users feel about designs. It emphasizes the importance of selecting appropriate methods based on the evaluation's purpose, whether summative or formative, and discusses the differences between UX and usability evaluations. Additionally, it outlines specific methods, their applications, and considerations for conducting evaluations in both academic and industry contexts.

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0% found this document useful (0 votes)
22 views81 pages

Choosing UX Evaluation Methods

The document provides an overview of user experience (UX) evaluation methods, detailing various approaches to assess how users feel about designs. It emphasizes the importance of selecting appropriate methods based on the evaluation's purpose, whether summative or formative, and discusses the differences between UX and usability evaluations. Additionally, it outlines specific methods, their applications, and considerations for conducting evaluations in both academic and industry contexts.

Uploaded by

vu.dv225956
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

User eXperience

Evaluation
Which Method to Choose?

Company Confidential
Instructors

Virpi Roto Arnold Vermeeren

Effie Law Kaisa Väänänen-Vainio-Mattila

Marianna Obrist Copyright is held by the instructors.

2
How to evaluate user experience?

observing

questionnaires
!
…etc…

self-reporting during field studies

measuring in the lab


Picture from [Link]

3
Scope of this tutorial

User experience evaluation


– methods to reveal how user feels about your design

• Overview of the kinds of UX evaluation methods available

• How to choose the right UX evaluation method for the purpose

• The basics of the most popular UXEMs of different types

• Where to find more information on those methods

4
Programme
Part 1: Overview of different types of UX evaluation methods
Introduction to UX evaluation (+ an exercise)
Overview of the types of UXEMs available (+ an exercise)

Part 2: Method introductions


Examples of different types of UXEMs (+ an exercise)
Experience sampling method
Day Reconstruction Method
iScale
AttrakDiff questionnaire
Expert evaluation with UX heuristics
Psychophysiological measurements
Facereader
PrEmo
Sensual Evaluation Instrument

5
Introduction to
UX evaluation

Company Confidential
Why evaluate?

• To determine the quality of UX (summative)


• Measuring UX, e.g. to get out a score
• Requirements fulfilled? Targets achieved?
• Comparison of several designs

• To find out improvement areas (formative)


• Why does certain UX emerge?
• What you cannot evaluate, you cannot improve

7
User Experience Evaluation Methods

UX evaluation is different from usability evaluation

User experience:

• How a person feels about using a system


• Beyond pragmatic utility and usability
• Subjective, holistic, emotional, long-term

User Experience White Paper – Clarifying the concept of user experience


[Link]/uxwhitepaper

8
User Experience Evaluation Methods

Evaluation:

• Some kind of material being evaluated


• Not only understanding user behavior/needs
• Focus is NOT on inspirational / co-creation methods
• Part of the iterative design/development process,
resulting in input for the next phase

9
User Experience Evaluation Methods

Method:

• Procedure of conducting the evaluation


• Also techniques that help to collect experiential data
• Not (plain) tools
• Not (plain) measures of UX

10
Different methods for different purposes

• No one killer method exists for all purposes


• Select the right method for your evaluation case
• To convince management that solution A is better than solution B
• To experiment the physical reactions while playing a fun game
• Combinations of methods recommended (method triangulation)
• Moment-to-moment measurement, and a post-test questionnaire
• Observation, log of interaction, and interview

11
UX evaluation in academia vs. industry

Academia Industry
Understand the phenomenon Improve product UX
Validate(d) methods Cost-efficient methods
Big, well-planned study Frequent and small evaluations
Controlled variables Real life contexts
Project team of UX experts UX people a minority in the project
Skilled researchers UX evaluation often outsourced

12
So, evaluation situations differ

Before choosing a specific method, decide whether you want to


• get out a score or improvement suggestions (summative or formative)
• conduct the study in a lab, on the field, or on the Web
• run the test in one or more locations
• run the test with lots of users or a handful of them
• …

Such decisions are similar to those in usability evaluations


• Guidance for making these decisions exists elsewhere
• We assume you know your evaluation needs on this level
• Once you know the needs, we help you to find a method

13
Example case:
Personal health service
MA thesis work by
Iris Tomaszewski,
Aalto University

Product Mobile app (+ iPad app at pharmacy)


Design stage Concept design
Product representation Storyboard
Purpose of evaluation Find best concept idea for personal health service
Study location Meeting room
Participants 4 young pharmacy customers (mothers, young adults)
Time restrictions 3 weeks (from assignment to results report)
Equipment, tools Audio recorder, assistant for note taking
Skills of researchers New media student

14
Exercise 1
Describe a situation in which you are in need of a UX evaluation method

Situation description:
Attribute Examples
• Product Smart phone, E-commerce site, Lamp
• Design stage Concept design, Prototyping, On market
• Product representation Storyboard, Flash animation, Participant’s own device
• Purpose of evaluation Convince management, Find best design alternative
• Study location Usability lab, Participants’ daily environments, Online study
• Participants UX experts, All visitors of a web site, Kids (with a parent)
• Time restrictions 3 months, 1 week, Lunch hour (from assignment to results)
• Equipment, tools Special sensors, Remote video & logging tool, None
• Skills of researchers Anthropologist, Statistician, Summer trainees, Students

15
Scenarios of evaluation situations
Case 1
• UX consultancy project in industry,
test a prototype

Case 2
• Research project in academia,
study existing product on market

Case 3
• Joint research project,
compare UX of early design ideas

16
Case 1
• UX consultancy project in industry, test a prototype
• Anna is a usability specialist in a UX consultancy company
of 30 employees. Their client has asked for offers to
evaluate an application prototype on vitamin information
for use in a specific pharmacy. The client wants to test the
usability of the vitamin info application and its
potential to improve the service experience of typical
pharmacy customers during rush hours. The client gives
one month to complete the study.
• Anna has now one day to formulate an offer for their client, describing the
evaluation process on high level. She is excited to learn about UX evaluation
(which their company would like to do more) and wants to see which UX
evaluation method(s) could be used to find out answers to the service
experience request of the client. She has to make a competitive offer for the
client that is most interested in improvement proposals for the prototype.

17
Case 2
• Research project in academia, study existing product on
market
• A group of researchers in a university wants to know how
game play experience changes over time. They are
planning a study to identify the differences between
Chinese, British, and North American culture in the long-
term UX. They plan to study Angry Birds players over 4
months with a sample of 100 players per country.

18
Case 3
• Joint research project, compare UX of early design ideas
• A joint research project between academia and industry
has ideated some new concepts for families to save
energy at home. Six families with 8-15-years-old children
living near the university have participated in the ideation
phase and they have agreed to be involved in the studies
throughout the project. The team now has storyboards
(cartoons) of 4 different ideas, and they should select
• which of the ideas to take further for prototyping. One of the companies involved
has the responsibility to build the prototype, but they have resources for
implementing one of the ideas only. The project will select one of the ideas
based on four criteria: potential impact in energy saving; technical feasibility;
cost of the system; and user experience.
• Tom, the only user experience researcher in the project, has now one week time
to estimate which of the ideas would generate the most excited emotional
response among the family members. The team just wants him to deliver a “UX
score” for each idea, so that implementation can start as soon as possible.
19
Overview of the types of
UXEMs available

Company Confidential
Collecting UXEMs
Goal: Collect experiential methods from academia and industry

EU
p
Literature review ENG rojects
AGE
, HU
Spec M AIN
ial int E
erest
group
sessi
Philips’ list of me on in
thods CHI’0
9 con
feren
ce

Outcome: Descriptions of 101 UX evaluation methods

Published: 80 UX evaluation methods at [Link]

21
Method categories
UX evaluation methods can be categorized in various ways

Who are the participants: Experts, Users, User groups


Time restrictions: 1 day ... Several months
Expertise required: Special skills of researchers
Place of evaluation: Lab, Field, Online
Data type: Quantitative or Qualitative
Period of experience: Moment, Episode, Overall UX
Product development phase: Concept, Prototype, Ready product

See the next 2 slides

22
Methods for different periods of experience
Moment Episode Long-term
e.g. during game play e.g. reflections after e.g. 1 year after starting to
playing the game play the game

Evaluating emotions Evaluating an episode Evaluating long-term UX


Observation Observation Self-reporting
Facial, body, vocal expressions Experience think aloud Questionnaires, Laddering,
(e.g. smile, lean back, sigh) iScale, Repertory Grid Technique
Psychophysiological
Self-Reporting
measurements
Muscle, pupil, heart, skin Experience sampling, AttrakDiff,
reactions detected with sensors Interviews, Day Reconstruction
Self-reporting
Verbal: PANAS, Affect Grid
Non-verbal: EmotionSlider,
EmoCards, PrEmo

23
Methods for different phases of development
Conceptual Low-fi Functional
design prototypes prototypes
e.g. Cartoons about e.g. Flash demo; e.g. (Almost) all parts in place;
the idea 3 core features working products on market

Design concept Low-fi prototype Functional prototype


Visual design Visual design Lab test
Emotional expressions,reactions Emotional expressions,reactions Emotional expressions,reactions
AttrakDiff
Idea description Interaction Field study
Expert evaluation, Role play: Experience think aloud Experience sampling, Diary,
Perspective-Based Inspection Day Reconstruction Method
Experience think aloud: Market feedback
Traditional think aloud method used Questionnaires, UX Curve /
in usability testing, but special focus iScale
on experiential/ emotional
comments (not on [Link])
24
MA thesis work by
Iris Tomaszewski

Example case:
Personal Health service

Method type Data Studied period of experience


• Field studies Ø Qualitative • Before usage
Ø Lab studies • Quantitative • Snapshots during interaction
• Online studies • An experience (of a task or activity)
• Questionnaires / Scales Ø Long-term UX

Development phase, Evaluator / Information provider


i.e. material available • UX experts
Ø Scenarios, sketches; i.e. concepts Ø One user at a time
• Early prototypes • Groups of users
• Functional prototypes Ø Pairs of users
• Products on market

25
Exercise 2
Which method categories would be valid for your sample situation?

Method type Data Studied period of experience


• Field studies • Qualitative • Before usage
• Lab studies • Quantitative • Snapshots during interaction
• Online studies • An experience (of a task or activity)
• Questionnaires / Scales • Long-term UX

Development phase, Evaluator / Information provider


i.e. material available • UX experts
• Scenarios, sketches; i.e. concepts • One user at a time
• Early prototypes • Groups of users
• Functional prototypes • Pairs of users
• Products on market

26
Examples of different
types of UXEMs

Company Confidential
…Examples of different types of UXEMs…

Experience Sampling
Method

Source: http://
[Link]/

Company Confidential
Experience Sampling Method (ESM)
• ESM is a set of methods that is designed to repeatedly request people to
document and report their thoughts, feelings and actions outside the laboratory,
within the context of their everyday life.
• Sending requests can be timed, random, triggered by context variables or triggered
by user actions
• Requests and answers can be sent through a variety of devices (internet, web
browser, text messaging on mobile phone, etc.)

• Strengths:
• Does not depend on recall (no memory effects)
• Provides insights into variability over time
• Weakness:
• Requires high compliance, high effort (interferes with activity)

29
Experience Sampling Method (ESM)
Data collection options:
multiple choice sampling by taking a
question screen audio note sample picture

Source: S. S. Intille, J. Rondoni, C. Kukla, I. Anacona, and L. Bao, "A context-aware experience
sampling tool," in Proceedings of CHI '03 Extended Abstracts on Human Factors in Computing
Systems. New York, NY: ACM Press, 2003, pp. 972-973.

30
Experience Sampling Method (ESM)

Example case
Case: UX evaluation of a mobile journalism application

Journalists used the mobile jounalism application on


their mobile devices on the field
Right after delivering the story, journalists received an
SMS with a link to an online questionnaire:
• 5 point scale for emotion/valence
• 5 point scale for emotion/arousal
• Modified Attrakdiff questionnaire:
hedonic and pragmatic quality perception and
judgment of appeal

Heli Väätäjä, Virpi Roto (2010): Mobile questionnaires for user experience evaluation.
In CHI 2010 extended abstracts. p 3361-3366.

31
Experience Sampling Method (ESM)

Applicability Evaluator / Information provider


Method type UX experts
ü Field studies ü One user at a time
ü Lab studies Groups of users
Online studies Pairs of users
Questionnaire
Data
Development phase ü Qualitative
Concepts ü Quantitative
Early prototypes
Applications
ü Functional prototypes
ü Web services
ü Products on market
ü PC software
Studied period of experience ü Mobile software
Before usage ü Hardware designs
ü Snapshots during interaction
Requirements
An experience (of a task or activity)
ü Trained researcher
ü Long-term UX
ü Special equipment (tools available)
32
Experience Sampling Method (ESM)

ESM Tools
• Timed ESM, e.g., [Link]
• The traditional way: prompts come at certain time
• Context-aware ESM, e.g., MyExperience1, SocioXensor2, Maestro3
• ESM installed in the examined system
• Tracks user actions and prompts the user after interesting activity

References:
1. Froehlich, J., et al., “MyExperience: A System for In Situ Tracing and Capturing of User Feedback on
Mobile Phones,” Proc of MobiSys ‘07, (Jun 2007), pp.57-70.
2. Ter Hofte, G.H. Xensible interruptions from your mobile phone In: Proceedings of the ACM
MobileHCI 2007, September 9-12, 2007, Singapore, pp. 176-179
3. Meschtscherjakov, A., Reitberger, W., Tscheligi, M. MAESTRO: Orchestrating User Behavior Driven
and Context Triggered Experience Sampling. Measuring Behavior 2010, Eindhoven, The
Netherlands.

33
Experience Sampling Method (ESM)

The original ESM


References
• Larson, R., & Csikszentmihalyi, M. 1983. The experience sampling method. In H.
T. Reis (Ed.),
Naturalistic Approaches to Studying Social Interaction. New Directions for
Methodology of Social and Behavioral Science, Vol. 15: 41-56. San Francisco:
Jossey-Bass.

• Csikszentmihalyi M, Larson R. 1992. Validity


and reliability of the Experience Sampling
Method.

• ScollonCN, Kim-Prieto C, Diener E. Experience sampling:promise and pitfalls,


strengths and weaknesses. J Happiness Studies 2003;4:5-34.

34
…Examples of different types of UXEMs…

Day Reconstruction
Method

Kahneman D, Krueger AB, Schkade DA, Schwarz N, Stone AA:


A survey method for characterizing daily life experience: the day
reconstruction method. Science. 2004 Dec 3;306(5702):1776-80.

Company Confidential
Day Reconstruction Method (DRM)
• A retrospective (offline) diary method (Kahneman et al. 2004)
• DRM respondents first revive memories of the previous day by constructing a
diary consisting of a sequence of episodes
• Then they describe each episode by answering questions about the situation and
about the feelings that they experienced, as in experience sampling
• The goal is to provide an accurate picture of the experience associated with
activities (e.g., commuting) and circumstances (e.g., a job with time pressure)
• Each experience is recalled in relation to preceding and succeeding ones
• As a result, participants reconstruct the emotional experience on the basis of
sufficient episodic information
• Increasing contextual cues, thus avoiding retrospective biases

• DRM may achieve an accuracy close to that of online reporting, e.g. Experience
Sampling Method

36
Day Reconstruction Method

Example case
• 4-week field study on taking iPhone into use
• 6 participants captured their daily experiences at the end of each day by
• Day reconstruction: participants listed all activities of the day that somehow related to their
iPhone. A brief name and an estimation of time spent for each activity.
• Experience narration: participants were asked to pick the three most impactful, either satisfying
or dissatisfying, experiences of that day. For each of the three experiences, participants were
asked to write a story that describes in detail the situation, their feelings and their momentary
perceptions of the product.
• Data analysis: Categorization of 482 narratives
• Results: Experiences changed over time. Phases of orientation, incorporation,
and identification were recognized.

Karapanos, E., Zimmerman, J., Forlizzi, J., Martens, J-B: User Experience Over Time: An Initial Framework.
CHI 2009, Boston, USA.

37
Day Reconstruction Method

Applicability Evaluator / Information provider


Method type UX experts
ü Field studies ü One user at a time
ü Lab studies Groups of users
ü Online studies Pairs of users
Questionnaire Data
Development phase ü Qualitative
Concepts Quantitative
Early prototypes Applications
ü Functional prototypes ü Web services
ü Products on market ü PC software
Studied period of experience ü Mobile software
Before usage ü Hardware designs
Snapshots during interaction Requirements
ü An experience (of a task or activity) ü Trained researcher
ü Long-term UX Special equipment
38
…Examples of different types of UXEMs…

iScale

<& image?>

Company Confidential
[Link]
iScale tool
• An online tool for the retrospective elicitation of longitudinal UX data
• Concept partly based on Day Reconstruction Method (DRM, Kahneman et al. 2004)
• iScale uses sketching in the reconstruction of one’s experiences with the aim to
minimize retrospection bias
• Chronological order helps the reconstruction of experiences
• more contextual details surrounding the experienced events
• the felt emotion is constructed on the basis of the recalled contextual details
• increases the amount, the richness, and reliability of recalled information
• The results provide support for retrospective techniques as cost-effective
alternatives to longitudinal studies
Video: [Link]

Karapanos, E., Martens, J.-B., Hassenzahl, M. (2010) On the Retrospective Assessment of


Users’ Experiences Over Time: Memory or Actuality?. CHI’10 extended abstracts.

40
iScale tool

A validation study of iScale


• Comparison of two forms of sketching to help recall:
• Chronological sketching - users recall step-by-step in forward chronological order
• Top-down sketching - users first assess the overall change, and split this into periods
• Chronological sketching was found result to an increase in the amount, the richness,
and the test–retest consistency of recalled information. Top-down sketching not.
• Comparison of iScale tool with free-hand sketching (pen and paper):
• Free-hand sketching is more expressive: less rules for the graph and annotations
• iScale allows modifications of the graph, which helps in reconstructing experiences
• Free-hand sketching is an alternative to the iScale tool (see also: UX Curve method)
• iScale helps understanding the long-term UX of products
• Sketching assists in the reconstruction of the context of the experiences

Karapanos, E., Martens, J.-B., Hassenzahl, M. (2012) Reconstructing Experiences with


iScale. International Journal of Human-Computer Studies, 70 (11), pp. 849-865

41
iScale tool

Applicability Evaluator / Information provider


Method type UX experts
ü Field studies ü One user at a time
ü Lab studies Groups of users
ü Online studies Pairs of users
Questionnaire Data
Development phase ü Qualitative
Concepts ü Quantitative
Early prototypes Applications
ü Functional prototypes ü Web services
ü Products on market ü PC software
Studied period of experience ü Mobile software
Before usage Hardware designs
Snapshots during interaction Requirements
An experience (of a task or activity) ü Trained researcher
ü Long-term UX ü Special equipment: iScale software
42
…Examples of different types of UXEMs…

AttrakDiff™
questionnaire
interesting _ _ _ _ _ _ _ boring
extravagant _ _ _ _ _ _ _ cheap
exciting _ _ _ _ _ _ _ dull
exclusive <&
_ _ _image?>
_ _ _ _ standard
impressive _ _ _ _ _ _ _ nondescript
original _ _ _ _ _ _ _ ordinary
innovative _ _ _ _ _ _ _ conservative

Company Confidential
AttrakDiff™ questionnaire
• Evaluates hedonic and pragmatic quality of interactive products (Hassenzahl et
al. 2003)
• The data enables to evaluate how the attractiveness of the product is
experienced, e.g. in terms of usability and appearance
• AttrakDiff2 consists of 21 word-pairs (semantic differentials)
• Seven-step items whose poles are opposites (e.g. "confusing - clear", "good - bad")
• Covers the following components of user experience:
• pragmatic quality (PQ)
• hedonic quality: identification (HQ-I)
• hedonic quality: stimulation (HQ-S)

Hassenzahl, M., Brumester, M. and Koller, F. (2003) ‘Attrakdiff: Ein Fragebogen Zur
Messung Wahrgenommener Hedonischer Und Pragmatischer Qualität’, in Z.J. Bewegung, G.
Szwillus and B.G. Teubner (Eds) Interaktion. Mensch & Computer,187–196. Stuttgart, Leipzig:
[Link]
AttrakDiff is owned and managed by UI Design GmbH, [Link]

44
Short version of AttrakDiff
• 10-item version of AttrakDiff2 was Pragmatic quality (PQ)
used by Hassenzahl & Monk 2010 • confusing – structured
• Why shorter questionnaire: • impractical – practical
evaluate a large number of web • unpredictable – predictable
sites • complicated – simple
• In this case, the purpose was to clarify Hedonic quality (HQ)
the relation between perceived • dull – captivating
usability and beauty (may influence
• tacky – stylish
the selection of items to the set of 10)
• cheap – premium
• unimaginative – creative
Marc Hassenzahl & Andrew Monk (2010):
The Inference of Perceived Usability From Goodness and beauty
Beauty, Human–Computer Interaction, 25:3, • good – bad
235-260 • beautiful – ugly

45
AttrakDiff questionnaire

Applicability Evaluator / Information provider


Method type UX experts
ü Field studies ü One user at a time
ü Lab studies Groups of users
ü Online studies Pairs of users
ü Questionnaire Data
Development phase ü Qualitative
Concepts ü Quantitative
Early prototypes Applications
ü Functional prototypes ü Web services
ü Products on market ü PC software
Studied period of experience ü Mobile software
Before usage ü Hardware designs
Snapshots during interaction Requirements
ü An experience (of a task or activity) Trained researcher
ü Long-term UX Special equipment (tool available)
46
AttrakDiff questionnaire

Tool: AttrakDiff Basic


• AttrakDiff™ Basic (free) enables you to have a product evaluated online by users
• Single Evaluation, or
• Comparison before – after, or
• Comparison of product A with product B
• Graphic summary report is produced by the tool à
• Available in English and in German
• (The Premium version is licenced)

• Adds 7 items on ’Attractiveness’ to AttrakDiff2


• In total 28 items

[Link]

47
…Examples of different types of UXEMs…

UX Expert evaluation with


UX heuristics H1
Name of the heuristic
Usage and creation of composite
services
H2 Cross-platform service access
H3 Social interaction and navigation
H4 Dynamic service features
H5 Context-aware services and
contextually enriched content
H6 General UX-related issues

Company Confidential
Expert evaluation with UX heuristics
• UX experts evaluate a service using a predefined set of heuristics
• Heuristics indicate both pragmatic and hedonic instances of each heuristic
(Väänänen-Vainio-Mattila & Wäljas, 2009)
• Experts mark down both positive and negative findings (experiences)
• Resulting in a broader understanding of UX of a product, when compared to
”standard” heuristic evaluation

Name of the heuristic H4: Dynamic service features


H1 Usage and creation of composite Pragmatic aspects of the heuristic:
services • When users enter the service, it is possible to gain an
H2 Cross-platform service access overview of the recent changes in the service
• While using the service users can easily find the new,
H3 Social interaction and navigation interesting content
H4 Dynamic service features Hedonic aspects of the heuristic:
• The service feels like a lively place where it is
H5 Context-aware services and enjoyable to spend time
contextually enriched content • The service satisfies users’ curiosity/seeking of
H649 General UX-related issues knowledge by frequently offering interesting content
Expert evaluation with UX heuristics

Case: Cross-platform Web services


• Development of a set of heuristics for Web2.0 types of cross-platform (multi-
device) services (see Väänänen-Vainio-Mattila & Wäljas 2009, 2010)
• Evaluation of three Web2.0 services (Facebook, Nokia Sports Tracker,
TripAdvisor travel service) by three experts for each service,
• Approximately two days evaluation time over 1-2 weeks
• Of the total number of 255 evaluation findings, 93 (36%) were labelled positive
and 162 (64%) negative, 191 (74%) were seen pragmatic and 64 (26%)
hedonic
• Rich picture of service UX

References:
Väänänen-Vainio-Mattila, K., Wäljas, M. Developing an Expert Evaluation Method for User eXperience of Cross-
Platform Web Services. Proceedings of Mindtrek’09, ACM 2009.
Väänänen-Vainio-Mattila, K., Wäljas, M. Evaluating User Experience of Cross-Platform Web Services with a Heuristic
Evaluation Method, accepted for Publication in Int. Journal of Art and Technology (IJART), 2010.
50
Expert evaluation with UX heuristics

Applicability Evaluator / Information provider


Method type ü UX experts

ü Field studies ü One user at a time

ü Lab studies ü Groups of users

ü Online studies ü Pairs of users

ü Questionnaire Data
Development phase ü Qualitative

ü Concepts ü Quantitative

ü Early prototypes Applications


ü Functional prototypes ü Web services
ü Products on market ü PC software

Studied period of experience ü Mobile software

ü Before usage ü Hardware designs

ü Snapshots during interaction Requirements


ü An experience (of a task or activity) ü Trained researcher
Long-term UX Special equipment
51
Expert evaluation with UX heuristics

More expert evaluation methods in our pool


• Immersion

• Perspective-based inspection

• Playability heuristics

• Property checklists

52
…Examples of different types of UXEMs…

Psycho-physiological
measurements

Company Confidential
Psycho-physiological measurements

• Brain, Body, and Bytes CHI 2010 Workshop Presentations


[Link]
54
Psycho-physiological measurements
• E.g. heart beat, skin perspiration, and facial muscles tell about the emotional
state of a person.
• Physiological reactions are recorded with sensors attached to the participant.
This objective data can be used in combination with self-report data to find out
what the user experienced.
Strengths
• Investigates momentary experiences without intervening in the interaction
Weaknesses
• Expensive setup
• Momentary emotions are important in some domains only

55
Psycho-physiological measurements

Example Case
• Game play against a friend vs. a computer
• Participants experienced higher physiological
values when playing against a friend than
against a computer

• Reference: Octavia, J. et al: Exploring Psycho-physiological


Measures for the Design and Behavior of Socially-Aware
Avatars in Ubicomp Environments. Psychophysiological
User Interaction Workshop at CHI 2010
[Link]

A well-known reference to psychophysiological measures for UX:


Mandryk, R.L., Inkpen, K., and Calvert, T.W.
Using psychophysiological techniques to measure user experience with entertainment technologies.
Behaviour and Information Technology (Special Issue on User Experience), 25,2, (2006), 141-158.

56
Psycho-physiological Measurements

Applicability Evaluator / Information provider


Method type UX experts
Field studies ü One user at a time
ü Lab studies Groups of users
Online studies Pairs of users
Questionnaire Data
Development phase Qualitative
ü Concepts ü Quantitative
Early prototypes Applications
ü Functional prototypes ü Web services
ü Products on market ü PC software
Studied period of experience Mobile software
ü Before usage Hardware designs
ü Snapshots during interaction Requirements
An experience (of a task or activity) ü Trained researcher
Long-term UX ü Special equipment
57
…Examples of different types of UXEMs…

FaceReader

Company Confidential

[Link]
FaceReader

Facial expressions communicate affect

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FaceReader
• FaceReader™ is a tool to track the user affective state while using products or
software without resorting to self-report.

• Real-time analysis of facial expression from a video or live via a webcam.


• FaceReader™ constructs a model of the face from the video and a neural
network classifies the facial expressions.
• Based on these movements it calculates the likeliness that each of six basic
emotions (joy, anger, sadness, surprise, fear and disgust) is felt at any given
time.

Strength:
• Objective assessment of a person’s emotion
Weakness:
• Data limited to six basic emotions.
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FaceReader Click for Demo Video

[Link]

61
FaceReader

Multidisciplinary application domain

• Psychology: how do people respond to stimuli, e.g. in fear research?


• Education: observing students’ facial expressions can support the development
of educational tools.
• Human-computer interaction: facial signals can provide valuable information
about the user experience.
• Usability testing: emotional expressions can indicate the ease of use and
efficiency of user interfaces.
• Market research: how do people respond to a new commercial?
• Consumer behavior: how do participants in a sensory panel react?

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FaceReader

Example case
• Automatically evaluate emotions as part
of a game

• The “Emotional Flowers” game


harnesses the player’s emotions as the
primary means for the game interaction.
Within the game the player’s facial
expression of emotion is used to control
the growth of a flower.

Bernhaupt R, Boldt A, Mirlacher T, Wilfinger D, and Tscheligi


M (2007). Using emotion in games: emotional flowers. In
Proceedings of the international Conference on Advances
in Computer Entertainment Technology (Salzburg, Austria,
June 13 - 15, 2007). ACE '07, vol. 203. ACM Press, New
York, NY, 41-48.

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FaceReader

Applicability Evaluator / Information provider


Method type UX experts
Field studies ü One user at a time
ü Lab studies Groups of users
Online studies Pairs of users
Questionnaire Data
Development phase Qualitative
Concepts ü Quantitative
Early prototypes Applications
ü Functional prototypes ü Web services
ü Products on market ü PC software
Studied period of experience ü Mobile software
Before usage Hardware designs
Snapshots during interaction Requirements
ü An experience (of a task or activity) Trained researcher
Long-term UX ü Special equipment
64
FaceReader

More information
References:
• Uyl, M. den, Kuilenburg, H. van & Lebert, E. (2005). FaceReader: an online facial
expression recognition system. Measuring Behavior 2005, 5th International
Conference on Methods and Techniques in Behavioral Research, 30 August - 2
September 2005, Wageningen, The Netherlands.

• FaceReader is available from Noldus Information Technology


[Link]

65
…Examples of different types of UXEMs…

PrEmo

Company Confidential
PrEmo
• PrEmo is a non-verbal self-report software instrument that measures 14
emotions that are often elicited by product design.

• Emotional responses difficult to measure because


• their nature is subtle (low intensity)
• often mixed (i.e. more than one emotional response at the same time).
• Does not rely on words
• Each of the emotions is portrayed by an animation of dynamic facial, bodily, and
vocal expressions.

• For use in internet surveys, formal interviews, and qualitative interviews,


e.g.,
• to identify the concept with the most pleasant emotional impact
• as a discussion tool in consumer interviews.

67
PrEmo
• Procedure:
• Show product, system, etc. to participant
• For each of 14 emotions ask participant to indicate how intense the emotion is felt.
"To which extent do the feelings expressed by the characters correspond with your own
feelings towards the stimulus?"

• PrEmo is a licensed commercial product available through [Link]:


[Link]

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PrEmo (latest version) [Link]

I feel this strongly

I do not feel this

69
PrEmo

Example cases
• automotive design (Mitsubishi; Daimler-Chrysler)
• biscuit packages (Bolletje)
• office chairs (Ahrend)
• mobile telephones (KPN Telecom)
• websites (Starchild foundation)
• gearlevers (Johnson Controls)
• cooking oil packages (Diamant)
• city districts (city of Enschede)
• sport shoes (Nike)
• childrens wheelchairs (Havenkamp)
• fragrances (Procter & Gamble)
• meals and snacks (KLM; Barilla)
More at [Link]
70
PrEmo

Applicability Evaluator / Information provider


Method type UX experts
ü Field studies ü One user at a time
ü Lab studies Groups of users
ü Online studies Pairs of users
Questionnaire Data
Development phase ü Qualitative
Concepts ü Quantitative
Early prototypes Applications
ü Functional prototypes ü Web services
ü Products on market ü PC software
Studied period of experience ü Mobile software
ü Before usage ü Hardware designs
ü Snapshots during interaction Requirements
An experience (of a task or activity) Trained researcher
Long-term UX ü Special equipment: licenced software
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PrEmo

More information
References:

[Link]

Desmet, P.M.A. (2003). Measuring emotion; development and application of an


instrument to measure emotional responses to products. In: M.A. Blythe, A.F.
Monk, K. Overbeeke, & P.C. Wright (Eds.), Funology: from usability to enjoyment
(pp. 111-123). Dordrecht: Kluwer Academic Publishers.

Available through [Link]:


[Link]

72
…Examples of different types of UXEMs…

Sensual Evaluation
Instrument

Company Confidential
Sensual Evaluation Instrument (SEI)

• Sculpted objects to help participants describe their


emotion (i.e. non-verbal)

• Works for stationary tests to investigate feelings

74
Sensual Evaluation Instrument

How?

Procedure:
1. Describe participant the idea of indicating affect by objects of different shapes.
2. Let the participant get familiar with the objects by encouraging to handle them.
3. Instruct the participant to pick one or more objects that best describe the
emotion during using a system (or after showing other stimulus).
4. Depending on the case, researcher can stay or leave the room.
5. Interview the user afterwards about the emotions they experienced when the
user picked an object. A video recording helps them to recall the cases.

75
Sensual Evaluation Instrument

Applicability Evaluator / Information provider


Method type UX experts
Field studies ü One user at a time
ü Lab studies Groups of users
Online studies Pairs of users
Questionnaire Data
Development phase ü Qualitative
Concepts Quantitative
Early prototypes Applications
ü Functional prototypes ü Web services
ü Products on market ü PC software
Studied period of experience Mobile software
Before usage ü Hardware designs
ü Snapshots during interaction Requirements
An experience (of a task or activity) ü Trained researcher
Long-term UX ü Special equipment: the objects
76
Sensual Evaluation Instrument

More information
Strengths:
• Multicultural, since does not rely on words
• Picking an object is less disturbing than filling in a questionnaire or verbal
explanations of the emotion
• Fun for participants
Weaknesses:
• You need to acquire the objects
• Bound to a stationary place where objects are easily accessible
• Since objects may mean different things to different participants, analysis is hard

References
Isbister, K., Höök, K., Sharp, M., and Laaksolahti, J. 2006. The sensual evaluation instrument:
developing an affective evaluation tool. In Proc CHI '06. ACM, New York, NY, 1163-1172

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Conclusion

Various methods are available for evaluating


how people feel about a design

Company Confidential
What’s best for You?

No lack of methods, but how to choose the best one for the purpose?

[Link]
• Aims to help in choosing the right method
• Launched late 2010
• Now more than 80 UX evaluation methods
• We published only the ones with a reference to more information
• Method descriptions come from various people
• Participants in UXEM workshops
• Participants in a SIG session in CHI conference
• Other existing method repositories: ENGAGE, HUMAINE

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Exercise 3
Selecting one or more specific methods

• Choose one of the collected situations you want to find a method for
• See exercise 1
• Find out which method categories would fit the chosen situation
• See exercise 2
• On [Link] site, search for a method suitable for the situation
• You can use the Advanced Search tool
• You can browse the method lists

80
Thank you!
We hope this was helpful.
All the best with your evaluation efforts!

Virpi, Arnold, Effie, Kaisa, and Marianna

Company Confidential

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