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Research Methods – Measuring User Experience

Research Methods – Measuring User Experience. What might we measure in relation to user experience?

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Page 1: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Research Methods – Measuring User Experience

Page 2: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

What might we measure in relation to user

experience?

Page 3: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Measures of User Experience

• Experience of a specific emotion • Experience of a type of emotional response• Experience of a type of pleasure• Experience of “flow state”

Page 4: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Lazzaro: Four Keys to More Emotion without Story

• Hard Fun• Easy Fun• Serious Fun• People Fun

• Emotions: fear, surprise, disgust, naches/kvell, fiero, schadenfreude, wonder

Page 5: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Frome – Game Generated Emotion

• Game Emotions– Emotions of competition

• Narrative emotions– Emotions from engaging with artwork

• Artefact emotions– Emotions of aesthetic evaluation

• Ecological Emotions– Response to what the artwork represents

Page 6: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

LeBlanc CrawfordSensation Fantasy/Exploration

Fantasy Fantasy/ExpNose Thumbing

Narrative Fantasy/Exp

Challenge Proving OneselfExercise

Fellowship Social Lubrication

Discovery Fantasy/Exp

Expression Need for Ack.

Submission Exercise

Player Pleasures

Page 7: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Csikszentmihalyi - Flow

08:43

Page 8: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Neilsen – Usability Attributes

• Learnability• Memorability• Efficiency• Errors and their severity• Subjective satisfaction

Page 9: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Juul & Norton

• Different from productivity-based software

• User challenge /difficulty is expected (sought out)

• Challenge can be in any aspect of the games, including the interface

Page 10: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Mandryke

Page 11: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Heuristic Evaluation

• Traditionally – examining compliance with recognised usability principles

Page 12: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Neilsen – Usability Heuristics

• Visibility of system status• Match between system and real world• User control and freedom• Consistency & standards• Error prevention• Error diagnosis and recovery• Recognition rather than recall• Flexibility & efficiency of use• Aesthetic and minimalist design • Help and documentation

Page 13: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Pinelle, Wong & Stach – Game Usability

1. Unpredictable / inconsistent response to user’s actions 2. Does not allow enough customization3. Artificial intelligence problems 4. Mismatch between camera/view and action 5. Does not let user skip non-playable content 6. Clumsy input scheme7. Difficult to control actions in the game 8. Does not provide enough information on game status9. Does not provide adequate training and help 10. Command sequences are too complex11. Visual representations are difficult to interpret12. Response to user’s action not timely enough

Page 14: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Desurvire, Caplan & Toth – Heuristic Evaluation for Playability

(HEP)• Gameplay• Game story• Game mechanics• Game usability

Page 15: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Physiological Data

• Galvanic skin response (GSR)• Respiration• Blood volume pulse (BVP)• Heart rate variation (HRV)• Electromyography (EMG)• Pupil dilation (PD)

• Arousal (GSR, Resp, BVP, HR)• Mental effort (HRV, PD, EMG)• Valance (EMG, HRV, PD)

Page 16: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Electrodermal Activity

• Galvanic skin response (GSR)• Measures variation in electrodermal activity

between tonic baseline and phasic responses• Uses eccrine sweat glands – palms of hands and

soles of feet

Page 17: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Cardiovascular

• Blood pressure – pressure needed to push blood through circulatory system

• Blood Volume – how much blood is being pushed around

• Heart rate – number of beats per minute• Heart rate variability – change in heart rate

Page 18: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Muscles

• Electromyography – measure of muscle activity– Brow– Jaw– Cheek

Page 19: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Arousal

• Increases in galvanic skin response• Increased respiration• Decreased blood volume pulse• Increased heart rate

Page 20: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Mental Effort

• Decreased heart rate variability• Greater pupil dilation• Increases in jaw clenching or brow-raising• Increased respiration rate• Decreased variability of respiration rate

Page 21: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Positive vs. Negative Emotions

• Valance of an emotion• Facial muscle analysis of brow and cheek• Heart rate,• Irregularity of respiration• Pupil diameter

Page 22: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Physiological Data - Advantages

• Continuously collected to evaluate process not just outcome

• Doesn’t interfere with experience• High bandwidth – lots of data• Can be used to infer underlying emotions

Page 23: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Physiological Data - Disadvantages

• High variability between individuals• Sensor error, interference and noise is prevealent• Requires baseline and normalization techniques• Can be invasive and impact performance

Page 24: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

System Gathered Data

• Time on task• Number/type of errors• Choices made• Number of times help system used• Number of time area/page visited• Any user input

Page 25: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Research Case Study: Red-eye Removal

• Eastman Kodak – Removal of red-eye defect from images in direct print kiosks

Page 26: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Red-Eye: Pre-Artefact

• Research, evaluation/review of existing systems• Scoping parameters for system design - range of

size of pupils with red-eye defect

• Negotiated system requirements and specifications– Touch screen– Screen resolution– Amount of zoom

Page 27: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Red-Eye: Building Artefacts

• System captured data– Time on task – how long to adjust each of three– How many something was undone and what was undone

Page 28: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Red-Eye: User Testing

• 24 participants – Kodak factory workers variety of ages and gender

• Three versions of the system – all participants used all

• Variation in order that the versions were tested • Used talk aloud – video recorded sessions• Post test questionnaire – subjective/qualitative

Page 29: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Red-Eye: Data Analysis

• Time on task analysis • Error rates/types• Speak aloud comment classification• Which did users say they preferred/found easiest

• Correlation between:– Order used and user preference– Order used and time on task– Order used and speak aloud comment types

Page 30: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

Sources

• http://www.nngroup.com/articles/ten-usability-heuristics/

• http://www.useit.com/papers/heuristic/heuristic_evaluation.html

• http://userbehavioristics.com/downloads/usingheuristics.pdf

• http://userbehavioristics.com/downloads/usingheuristics.pdf

• http://mi-lab.org/wp-content/blogs.dir/1/files/publications/uxInGames_Koeffel_et_al.pdf

Page 31: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

• Crawford (1982) “Why do people play games?” in The Art of Computer Game Design. [online] Available at: http://www.scribd.com/doc/140200/Chris-Crawford-The-Art-of-Computer-Game-Design (Last Accessed 31 January 2013)

• Frome, J. (2007) "Eight Ways Videogames Generate Emotion" in Situated Play, Proceedings of DiGRA 2007 Conference. [Online] Available at http://www.digra.org/dl/db/07311.25139.pdf(Last Accessed 28/01/13)

• Lazzaro, N. (2004) Why we play videogames: Four keys to more emotion without story. XEODesign. [Online] Available at: http://xeodesign.com/xeodesign_whyweplaygames.pdf  (Last Accessed 7 Feb 2013)

Page 32: Research Methods – Measuring User Experience. What might we measure in relation to user experience?

• Pinelle, D., Wong, N., Stach, T. (2008) “Heuristic Evaluation for Games: Usability Principles for Video Game Design” in Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2008), 1453-1462. (http://hci.usask.ca/publications/2008/p1453-pinelle.pdf)

• Isbister, K. & Schaffer, N. eds. (2008) Game usability: advice from the experts for advancing the player experience. London: Morgan Kaufmann.

• http://www.jesperjuul.net/text/easydifficult/• http://armorgames.com/play/4309/this-is-the-

only-level