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1. AIT: Analysing User Experience Paul Cairns
2. User Experience, Paul Cairns
3. User Experience, Paul Cairns UX vs UCD Same thing!
UCD: Usability, usefulness, satisfaction
UX: er… something else
Need understanding before design
4. User Experience, Paul Cairns Where is the Science? UX
5. User Experience, Paul Cairns Objectives Can we analyse UX?
Holism vs reductionism
Empirical work on UX
6. User Experience, Paul Cairns
7. User Experience, Paul Cairns Reductionist Hassenzahl
Questionnaire for beauty and goodness
Hedonic and pragmatic qualities
Let’s have a go
8. User Experience, Paul Cairns Exercise Assess your mobile phone using the AttrakDiff questionnaire
9. User Experience, Paul Cairns Hassenzahl’s Findings Beauty – HQ properties
Related to self
Goodness – PQ properties
Related to use
10. User Experience, Paul Cairns Holistic McCarthy and Wright
Technology as Experience
Can’t ignore the complexity
Narrative: reflected and anticipated
11. 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
12. Using stories Where to focus?
From holism to design?
Holism lacks teeth User Experience, Paul Cairns
13. 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
14. User Experience, Paul Cairns
15. User Experience, Paul Cairns Videogames Pure experience
Before, during, momentary, after
Transportation, immersion, social…
16. User Experience, Paul Cairns Research question How do controls affect the gaming experience?
Mappings, direct manipulation, instruments
Getting job done
17. User Experience, Paul Cairns Naïve experiments Manipulate “control”
Knob vs keys in Tetris
Guitar vs Pad in Guitar Hero
Watching vs. playing
18. User Experience, Paul Cairns What is important in GX?
19. Scoping the domain Grounded theory study
Reviews of games
Validated with interviews
20. Key concepts Control – eg things to do
Ownership – “you but not you”
Facilitators – time
Environment – sound and graphics
Game-play – rules and scenario
21. Puppetry Object “double vision”
Player is own audience
Necessary for good GX…
…but not sufficient
22. User Experience, Paul Cairns
23. User Experience, Paul Cairns Validating the model Questionnaire
Structural equational modelling
PCA but harder
24. User Experience, Paul Cairns Outcomes Objective measures
Lost “total” experience
CEGE is hygenic UX
No narratives, thrills or emotions
Prediction and explanation
25. Is this useful? Is it analytic?
Is it relevant?
What else could we have done?
26. User Experience, Paul Cairns Can we analyse UX? Love, happiness, well-being
UX is peddling love potions?
Aspects of UX (love/happiness) have a place in science
27. 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.