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Paste the appropriate copyright/license statement here. ACM now supports three different publication options: • ACM copyright: ACM holds the copyright on the work. is is the historical approach. • License: e author(s) retain copyright, but ACM receives an exclusive publi- cation license. • Open Access: e author(s) wish to pay for the work to be open access. e additional fee must be paid to ACM. is text field is large enough to hold the appropriate release statement as- suming it is single-spaced in Times New Roman 8-point font. Please do not change or modify the size of this text box. Each submission will be assigned a DOI string to be included here. ABSTRACT In this report, a brief introduction of User Experience (UX) and the first three week activities logs are articulated in the first three sections. More comprehensive and selected aspects of designing UX are discussed in the fourth section. A general reflection on a prior project regarding UX and a UX proposition for seeking jobs are proposed in the last two sections. Authors Keywords User experience; Basic human needs; Social Interactions; Empathic design INTRODUCTION As an M1.2 Industrial Design student, I have been trying to bring plausible User Experience (UX) to the aimed users in my previous projects. However, for most of the time, I made design decisions from a designer’s perspective rather than from the targeted users’ perspective. Aſter the first three weeks of this course, I became comprehensively and system- atically acquainted with the scope of UX, the determinants of UX, various design and evaluation methods of UX and so forth. In short, UX is about answering why products, sys- tems, or services should be designed in such a way. UX DEFINITIONS AND DESCRIPTIONS e term ‘user experience’ (UX) is used to describe the qual- ity of experiencing systems from all aspects within a period of time. UX is temporal and dynamic (Hassenzahl, 2010), specifically individual-dependent, time-related, context- based, human-needs-determined, discussed by Roto V et al (2011), and so forth. UX can also be altered by other humans, systems, anything a person encountering with or experienc- ing with Roto V et al (2011). WEEKLY LOGBOOK In general, from week 1 activities by targeting and clearly identifying users values and needs, I as a designer will know what and how these human needs can be satisfied. Also, with a broader view of economic development, ones can beer in understanding how to posit their designs; From week 2 activities, knowing how humans’ behaviors, deci- sions, awareness are developed as an individual or a group of people within a shared system helps a designer recognize which information or options should be provided for these people; From week 3 activities, I gained a more comprehen- sive overview of empathic design methods such as role play, creating personas for short stories, ways to understand and move aimed users, which I had barely applied previously. For detailed activities, see table 1. APPROACH UX DESIGN As Hassenzahl (2010) mentioned, user experience has a temporal and dynamic nature. To create a successful user experience, the reason for having such experience design can be answered by understanding human needs. By un- derstanding the macro view of the market context, design- ers are able to see the systematic changes of human needs perspectively; Since UX is time-related, context-based and be influenced by other humans and systems (Roto V et al. 2010), it is important to know how social interactions can be designed in various shared contexts; Given the nature of UX, individual-dependent, being empathic to the aimed users would certainly help designers gain an understanding from UX Portfolio Sark Xing Technische Universiteit Eindhoven [email protected]

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Page 1: UX Portfolio - pxing.design · a gondola souvenir from Venice provides a relatedness experience through keeping a memory alive without providing practical functionality and us-ability

Paste the appropriate copyright/license statement here. ACM now supports three different publication options:• ACM copyright: ACM holds the copyright on the work. This is the historical approach.• License: The author(s) retain copyright, but ACM receives an exclusive publi-cation license.• Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM.This text field is large enough to hold the appropriate release statement as-suming it is single-spaced in Times New Roman 8-point font. Please do not change or modify the size of this text box.Each submission will be assigned a DOI string to be included here.

ABSTRACTIn this report, a brief introduction of User Experience (UX) and the first three week activities logs are articulated in the first three sections. More comprehensive and selected aspects of designing UX are discussed in the fourth section. A general reflection on a prior project regarding UX and a UX proposition for seeking jobs are proposed in the last two sections.

Authors KeywordsUser experience; Basic human needs; Social Interactions; Empathic design

INTRODUCTIONAs an M1.2 Industrial Design student, I have been trying to bring plausible User Experience (UX) to the aimed users in my previous projects. However, for most of the time, I made design decisions from a designer’s perspective rather than from the targeted users’ perspective. After the first three weeks of this course, I became comprehensively and system-atically acquainted with the scope of UX, the determinants of UX, various design and evaluation methods of UX and so forth. In short, UX is about answering why products, sys-tems, or services should be designed in such a way.

UX DEFINITIONS AND DESCRIPTIONSThe term ‘user experience’ (UX) is used to describe the qual-ity of experiencing systems from all aspects within a period of time. UX is temporal and dynamic (Hassenzahl, 2010), specifically individual-dependent, time-related, context-based, human-needs-determined, discussed by Roto V et al (2011), and so forth. UX can also be altered by other humans, systems, anything a person encountering with or experienc-ing with Roto V et al (2011).

WEEKLY LOGBOOKIn general, from week 1 activities by targeting and clearly identifying users values and needs, I as a designer will know

what and how these human needs can be satisfied. Also, with a broader view of economic development, ones can better in understanding how to posit their designs; From week 2 activities, knowing how humans’ behaviors, deci-sions, awareness are developed as an individual or a group of people within a shared system helps a designer recognize which information or options should be provided for these people; From week 3 activities, I gained a more comprehen-sive overview of empathic design methods such as role play, creating personas for short stories, ways to understand and move aimed users, which I had barely applied previously. For detailed activities, see table 1.

APPROACH UX DESIGNAs Hassenzahl (2010) mentioned, user experience has a temporal and dynamic nature. To create a successful user experience, the reason for having such experience design can be answered by understanding human needs. By un-derstanding the macro view of the market context, design-ers are able to see the systematic changes of human needs perspectively; Since UX is time-related, context-based and be influenced by other humans and systems (Roto V et al. 2010), it is important to know how social interactions can be designed in various shared contexts; Given the nature of UX, individual-dependent, being empathic to the aimed users would certainly help designers gain an understanding from

UX Portfolio

Sark XingTechnische Universiteit Eindhoven

[email protected]

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Satisfying usersExperience Designs emphasize the experience they create and deliver rather than focusing on the products themselves. As Hassenzahl (2010) suggested, functionality, content, presentation, and interaction can be utilized as materi-als to create and shape experiences. To recognize what certain and mean-ingful experiences should be created, designers need to understand what psychological needs (values) the targeted users deprive of.

Basic human needsDesigning UX can be referred to meet certain values and satisfy different levels of human needs. Based on the model (see figure 1) and related stud-ies, it has been confirmed that there is a clear relationship between need fulfillment and positive effect. According to the model (see figure 2) the actual action, in turn, comprises of operations, which are highly dependent on the given conditions. Once the desired content of experience has been outlined, the be-goals can be determined. A series of do-goals and motor-goals can be developed in consequence. It is worthy to mention, without human needs satisfied, the do-goals and motor-goals are meaningless. Also, if one’s needs are already saturated, it is hard to create experience built upon that needs.

PreconditionsTo meet certain human needs (i.e. pleasure), functionality, reliability, and usability are necessary preconditions as you can see from figure 3. However, it might not be always true in some cases. As Hassenzahl (2010) mentioned, a gondola souvenir from Venice provides a relatedness experience through keeping a memory alive without providing practical functionality and us-ability. The same mechanism can be found in the high heels example. They make the wearers appear taller, which meets certain needs, being admired. However, they cause foot pain and does not provide usability regarding comfortability. The contradiction may due to the definition of usability. In Hassenzahl’s words, usability in UX refers to whether the be-goals can be reached or not by the do-goals no matter the do-goals are usable or not.

SOCIAL INTERACTIONS As stated in the description of UX, UX can be influenced by others or the en-vironment. Particularly in the shared environment where more social inter-actions involved. By understanding how social awareness can be developed and how social translucence works, designers can recognize what (social) information to provide, and how to regulate social behaviors.

Table 1: an overview of weekly activities

Figure 1: Top-ten psychological needs by Hassenzahl (2010)

WEEK 1 Learned how human needs and other value-based theories/frameworks can be related to shaping pleasure UX.

Recognized how the three-level hierarchy of goals can be applied to identify different purposes from Hassenzahl (2010).

Developed a macro view of the past, current, future economic paradigms from Brand, Rocchi (2011) [5]

WEEK 2 Understood three main determinants of developing intentions to perform behaviors from the Integrated Behavior Model (IBM) [3]

Learned how social translucence [2] regulates human behaviors with the Introduction of Exploration-Action Model by Niemantsverdriet (2018) [8]

Understood how rational decisions were made in everyday life from

Had a group discussion about how to cover each aspect of the UX portfolio

WEEK 3 Developed a completed and in-depth how the empathic design process was conducted in the business context from Leonard (1999)

Evaluated our own empathy from www.psychology-tool.com

Acknowledged various methods to make empathic designs

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Social translucenceErickson (2000) articulates a framework namely “social translucence”, to support coherent behavior by making the activities visible to one another on the digital systems. This framework includes three characteristics — visibility, awareness, and accountability. By providing the visibility of others’ activities, the understanding of what is going on, the awareness of social norms, or the memory of previous experi-ence might be recalled. Therefore, actors can hold their actions accountable.

Social awarenessApart from making actors and activities visible to develop awareness, Niemants-verdriet proposes The exploration-action model (see figure 4), which describes how the actor explores the information from the environment to develop his/her awareness of the shared situation. As a result, the actor’s considerations can be shaped. The interplay between awareness and considerations result in a decision that directs action. She also proposed Designing for Awareness in Shared Systems (DASS) framework, which listed out all possibly needed information for designers. With such a model and framework, the relationship between information and ac-tion becomes clear and designers are guided to seek what information is missing.

Being empathic

EmpathyThe idea of being empathic, defined by Goldman (1993) is to have the ability to put oneself into the mental shoes of another person to understand his/her emotions and feelings. To be specific, it is the ability to attribute mental states (i.e. beliefs, intents, desires, etc) to oneself and others. Due to the fact that UX is individual-dependent, some certain designs may perfectly suitable for a group of users, while they may not be applicable for the others. Also, since humans have two brain systems (Kahn-emann. 2011), one is fast and the other is slow, which causes our misperception about the world. In order to avoid being trapped, various approaches to achieve empathy have been developed and will be discussed as follows.

ApproachesThe core of being empathic is to turn designers into their aimed users. To un-derstand them, designers can analyze their motivation, emotions, knowledge, and social context either through observation or interview. To conduct empathic designs, a designer can try to apply empathy through imagination and acting out, for example, Roleplay and experience prototype (Buchenau and Suri, 2001) and Autobiographical Design (Sengers, 2006). In addition, creating narratives such as Scenario-based design with settings, agents, actors, goals, purposes described (Car-roll (Ed.), 1995), Personae (Cooper, 1999), and etc, is also worth trying.

Figure 2: A three-level hierarchy of goals by Hassenzahl (2010)

Figure 3: Abraham Maslow’s hier-archy of needs

Figure 4: The exploration-action model (see figure 4) by Niemants-verdriet (2018)

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UX reflection on the previous project

Brief introductionMy previous design project was focusing on how experience can be designed in the music-sharing context. The concept (see figure 5) consists of two parts, a digital interface where users can add songs and assign their profiles (e.g. unique colors and names) to, and a tangible LED blocks where others can see the queue represented by user-assigned colors.

UX evaluationIn this project, serval usability tests were conducted to measure how much the digital interface can be understood by asking participants to complete certain tasks within a given timespan. Then, the prototype was placed in a real social party, namely field deployment. Individual questionnaire about how they felt and group interviews were carried out to measure how they experienced with such a proto-type. Although we indeed gathered some insights that the experience was fresh and interesting, it is to some extent superficial and biased.

InsufficiencyPreviously, I thought by measuring the task completion time or counting the number of clicks and errors are able to evaluate UX. However, it cannot since such measurements cannot tell whether they perceive such interactions as good or bad even if they can complete the task (Roto V et al, 2011). In retrospect, what human needs we wanted to satisfy for music-sharing users were also unclear. In perspec-tive, more in-depth usability tests and empathic design methods are worth attempt-ing. The three-level hierarchy of goals model should be applied to clearly identify why/how/what questions.

UX propositionPreviously being a bachelor student in Product Design, I have developed the ability to bring creative and aesthetic products to clients. As a master student (M1.2) at the TU Eindhoven, specializing in Interaction Design, I am able to bring interactive and meaningful products to clients. In the previous design project, I was mainly responsible for the prototype implementation, where I can develop my two areas of expertise (Creative and Aesthetics, Technology and Realization) for my RDD track. Currently, I have gained the theories on how to design UX and I will attempt to apply them to my ongoing research project: providing micro/macro readings of the environment information (i.e. noise level, temperature, UV index, etc) to develop social awareness.

Figure 5: music-sharing speaker concept

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1. Leonard & Rayport - Spark Innovation through Empathic Design. Harvard Business Review, No-vember - December 1997

2. Thomas Erickson and Wendy A. Kellogg. (2000), Social Translucence: An Approach to Design-ing Systems That Support Social Processes. ACM Trans. Comput. Interact. 7, 1, 59–83. DOI: https://doi.org/10.1145/344949.345004

3. Montaño, D. and Kasprzyk, D. (2008), Chapter 6 Theory of Reasoned Action, Theory of Planned Behavior, and the Integrated Behavioral Model , In Health Behavior: Theory, Research, and Practice, 5th Edition, Karen Glanz (Editor), Barbara K. Rimer (Editor), K. Viswanath (Editor). (not avail-able online)

4. H. Esser (193) The Rationality of Every-day Behavior. Rationality and Society 5(1), pp. 7-31 http://journals.sagepub.com/doi/pdf/10.1177/1043463193005001003

5. Brand, R., & Rocchi, S. (2011). Rethinking value in a changing landscape. A model for strategic reflec-tion and business transformation. A philips design paper. https://pdfs.semanticscholar.org/c34a/3e300f1b9d1d4eb45e2af3cf7e2aa3d0344b.pdf

6. Roto V et al (2011) White paper UX. Available from: http://www.allaboutux.org/files/UX-White-Paper.pdf

7. Hassenzahl, M. (2010). Experience design: Technology for all the right reasons. Synthe-sis Lectures on Human-Centered Informat-ics, 3(1), 1-95. https://dl.acm.org/citation.cfm?id=SERIES13336.1855019

8. Niemantsverdriet, K. (2018). Designing interac-tions with shared systems Eindhoven: Technische Universiteit Eindhoven. Available from: https://pure.tue.nl/ws/files/102487668/20180913_Nie-

mantsverdriet.pdf

9. Hassenzahl, Marc (2011). Encyclopedia entry on User Experience and Experience Design. Available from: https://www.interaction-design.org/litera-ture/book/the-encyclopediaof-human-computer-interaction-2nd-ed/user-experience-and-experi-ence-design

10. Zaki, J. (2014). Empathy: a motivated account. Psychological bulletin, 140(6), 1608. http://ssnl.stanford.edu/sites/default/files/pdf/zaki2014_mo-tivatedEmpathy.pdf ‐ Leonard & Rayport - Spark Innovation through Empathic Design. Harvard Business Review

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