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Empirical Studies Pablo Romero Computer Science Department, IIMAS, UNAM [email protected] http://turing.iimas.unam.mx/~pablor/teaching/ proyectoInvestigacion

Empirical Studies Pablo Romero Computer Science Department, IIMAS, UNAM [email protected] pablor/teaching/proyectoInvestigacion

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Empirical Studies

Pablo RomeroComputer Science Department,IIMAS, [email protected]://turing.iimas.unam.mx/~pablor/teaching/proyectoInvestigacion

An embodied view of flow 2 Pablo Romero, IIMAS, UNAM

This talk

The scientific method HCI and User Experience Flow Empirical studies The experiment The evaluation plan

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The scientific method

Observation Question / Hypothesis Prediction Experimentation Analysis Reporting

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What is HCI?

It has to do with quality of design from the user’s perspective

The study of interaction between people and digital systems

“Designing interactive products to support people in their everyday and working lives”

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What HCI is not

Making the interface look pretty Only about desktop computers (and that

goes for computing as well!) Something you do if you can’t program Something that would be nice to do but

usually there’s no time for it

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Usability goals

Effective to use Efficient to use Safe to use Have good utility Easy to learn Easy to remember how to use

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Design principles

Visibility Feedback Constraints Consistency Affordance

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Functionality, usability and user experience

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Not sensible, but, oh, the joy of it!

“Beauty. Charm. Delight. Excitement. Ooh. Aah. Wow! Let me at it.

In the end the iPhone is like some glorious early-60s sports car. Not as practical, reliable, economical, sensible or roomy as a family saloon but oh, the joy…

The iPhone is a digital experience in the literal sense of the word. The user's digits roam, stroke, tweak, tweeze, pinch, probe, slide, swipe and tap across the glass screen forging a relationship with the device that is like no other.”

・ Stephen Fry, The Guardian, November 10 2007

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User experience goals

– Satisfying - Rewarding– Fun - Support creativity– Enjoyable - Emotionally

fulfilling– Entertaining - Engaging– Helpful …and more– Motivating– Aesthetically pleasing

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Flow or optimal experience

Deep and effortless concentration in the task at hand

Body an important part for a deeper and more inclusive concentration

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The research question

Does the quality of the user’s experience increase when more parts of him or her are involved?

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The relevance of attention

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Multimodal analysis of challenges-skills balance

Focusing the physical and cognitive aspects of a person on the same activity will help promote flow episodes more effectively than only considering one of those aspects

Focusing the physical and cognitive aspects of a person on the same activity will help promote flow episodes more effectively than only considering one of those aspects

Preliminary study Develop game Evaluation

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Empirical Studies

Test hypotheses to discover new knowledge by investigating the relationship between two or more things – i.e., variables– Independent variable: aspects of a user

(intellectual, physical)– Dependent variable: experience of a user (flow)

Typically compare two or more conditions looking for significant differences

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The preliminary study

Two groups– With a count (physical-

intellectual)– As is (physical)

Asking– How well were you

concentrating?– Was it hard to

concentrate?

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En este momento me siento

An embodied view of flow 18 Pablo Romero, IIMAS, UNAM

En este momento me siento

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Al momento de jugar el juego

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Al momento de jugar el juego

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Al momento de jugar el juego (cont)

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Si comparas las dos versiones del juego

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El experimento

Each one run 4 experimental sessions– 2 with count– 2 without

Materials at– http://turing.iimas.unam.mx/~pablor/teaching/

proyectoInvestigacion/Experimento.html

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Analysis and reporting

Compare the scores of the two conditions applying a statistical test looking for statistical significance

Write the paper describing the experiment and its results

Send to ACM SIGCHI Conference on Human Factors in Computing Systems (CHI-2012)

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Developing and evaluating the game

The preliminary study will inform development

Activity more integrated Evaluation

– At Universum– Taking physiological

data into account

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Further work

Embodied view of flow in other domains Discriminating captive, effortful and

effortless attention Effortless attention: narrow or wide? Flow and addictions