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User experience. User interfaces Jaana Holvikivi Metropolia. Terms. Use experience Limited to a situation and application Use r experience The total experience and impression. Attitudes and emotions . Affect and behavior Decisions on buying Learning user interfaces

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User experience


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    1. User experience User interfaces Jaana Holvikivi Metropolia

    2. Terms • Use experience • Limited to a situation and application • User experience • The total experience and impression

    3. Attitudes and emotions • Affect and behavior • Decisions on buying • Learning userinterfaces • Using the application • In testingsituations • Designer attitudetowardsusers (morons, stupid)

    4. Jaana Holvikivi Evaluation of User Experience Use Experience • “[...] a momentary, primarily evaluative feeling (good-bad) while interacting with a product or service.” User Experience • “Good UX is the consequence of fulfilling the human needs [...] through interacting with the product or service [...].“

    5. Jaana Holvikivi User Experience • User experience is a consequence of a • user’s internal state (predispositions, expectations, needs, motivation, mood, etc.) • the characteristics of the designed system (e.g. complexity, purpose, usability, functionality, etc.) • and the context (or the environment) within which the interaction occurs (e.g. organizational/social setting, meaningfulness of the activity, voluntariness of use, etc.) (Hassenzahl, 2006)

    6. Jaana Holvikivi User Experience • ISO 9241-210 defines user experience as "a person's perceptions and responses that result from the use or anticipated use of a product, system or service". • According to the ISO definition user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during and after use. • ISO also list three factors that influence user experience: • system, • user and • the context of use.

    7. Jaana Holvikivi Why do people use applications? • Followers of others, • Needs, • Satisfaction, • Networking, • Social media, • Entertainment

    8. Jaana Holvikivi Understanding user experience alert tense nervous excited stressed elated AROUSAL upset happy VALENCE content sad serene depressed bored relaxed fatigued calm

    9. Jaana Holvikivi UX and Usability User needs • competency • security • self-esteem • autonomy • relatedness • popularity-influence • stimulation Product • Presentation • Layout, colors • Interaction • Gestures, menus, buttons • Functions • Search, communications • Content • Videos, text UX Usability

    10. Design focus • Average users are usually a majority • Marketing is targeted at beginners • Programmers design for experts Experts Average Beginners

    11. Keep the customer satisfied • Do not embarrass • Give feelings of success • Control • Avoid frustrations • Avoid panic situations (what have I done? did it crash? did I lose all my data? I did not want to do that! Do I dare to do this?)

    12. Design challenges • Many viewpoints, openness • Real people are the users • Self-expression vs. other peoples’ needs • Feedback: reactions, dealing with negative feedback