AIT
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AIT: Analysing User Experience
Paul Cairns
pcairns@cs.york.ac.uk
What is user experience?
User Experience, Paul Cairns
UX vs UCD
Same thing!
Or not
– UCD: Usability, usefulness, satisfaction
– UX: er… something else
Need understanding before design
User Experience, Paul Cairns
Where is the Science?
UX Science
Personal Generalisable
Unique Repeatable
Subjective Objective
User Experience, Paul Cairns
Objectives
Can we analyse UX?
Holism vs reductionism
Empirical work on UX
– Eduardo Calvillo-Gámez
User Experience, Paul Cairns
User Experience, Paul Cairns
Reductionist
Hassenzahl
Questionnaire for beauty and goodness
Hedonic and pragmatic qualities
Let’s have a go
User Experience, Paul Cairns
Exercise
Assess your mobile phone using the
AttrakDiff questionnaire
User Experience, Paul Cairns
Hassenzahl’s Findings
Beauty – HQ properties
– Related to self
Goodness – PQ properties
– Related to use
Problems?
User Experience, Paul Cairns
Holistic
McCarthy and Wright
– Technology as Experience
Can’t ignore the complexity
Narrative: reflected and anticipated
Prosaic experience
User Experience, Paul Cairns
Exercise
Tell a story (in pairs) about using your
phone in the last few days. How would
you summarise the UX in the story you
heard?
User Experience, Paul Cairns
Using stories
Where to focus?
From holism to design?
Need analysis
– Holism lacks teeth
User Experience, Paul Cairns
Definitional
Definitions solve the problem!
Law et al: 23 statements, 5 definitions
ISO def: “A consequence of a user’s
internal state, the characteristics of the
designed system and the context within
which the interaction occurs”
Does this help?
User Experience, Paul Cairns
User Experience, Paul Cairns
Videogames
Pure experience
– Before, during, momentary, after
Multifaceted experience
– Transportation, immersion, social…
UX challenge
User Experience, Paul Cairns
Research question
How do controls affect the gaming
experience?
HCI
– Mappings, direct manipulation,
instruments
– Getting job done
User Experience, Paul Cairns
Naïve experiments
Manipulate “control”
1. Knob vs keys in Tetris
2. Guitar vs Pad in Guitar Hero
3. Watching vs. playing
“Measure” narratives
Didn’t work!
User Experience, Paul Cairns
What is important in GX?
User Experience, Paul Cairns
Scoping the domain
Grounded theory study
Reviews of games
Validated with interviews
Key concepts
Control – eg things to do
Ownership – “you but not you”
Facilitators – time
Environment – sound and graphics
Game-play – rules and scenario
Puppetry
Object “double vision”
Player is own audience
Necessary for good GX…
…but not sufficient
User Experience, Paul Cairns
Validating the model
Questionnaire
Structural equational modelling
– PCA but harder
Re-doing experiments
User Experience, Paul Cairns
Outcomes
Objective measures
Lost “total” experience
– CEGE is hygenic UX
– No narratives, thrills or emotions
Prediction and explanation
Holistic? Reductionist?
User Experience, Paul Cairns
Is this useful?
Is it analytic?
Is it relevant?
What else could we have done?
Can we analyse UX?
Love, happiness, well-being
UX is peddling love potions?
Aspects of UX (love/happiness) have a
place in science
User Experience, Paul Cairns
Reading
Hassenzahl, M. (2004) The Interplay of Beauty,
Goodness, and Usability in Interactive Products
Wright, P., McCarthy, J., Meekison, L. (2004) Making
sense of Experience. In Blythe et al, Funology, 43-53
Swallow, D. , Blythe, M., Wright, P. (2005) Grounding
experience: relating theory and method to evaluate
the user experience of smartphones.
Calvillo-Gamez, E., Cairns, P. (2009) Pulling the strings:
a theory of puppetry for the gaming experience.
User Experience, Paul Cairns
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