User experience evaluation
   HOME

TheInfoList



OR:

User experience evaluation (UXE) or user experience assessment (UXA) refers to a collection of
method Method ( grc, μέθοδος, methodos) literally means a pursuit of knowledge, investigation, mode of prosecuting such inquiry, or system. In recent centuries it more often means a prescribed process for completing a task. It may refer to: *Scien ...
s, skills and tools utilized to uncover how a person perceives a system (product, service, non-commercial item, or a combination of them) before, during and after interacting with it. It is non-trivial to assess user experience since user experience is subjective, context-dependent and dynamic over time. For a UXA study to be successful, the researcher has to select the right dimensions, constructs, and methods and target the research for the specific area of interest such as game, transportation, mobile, etc.


Dimensions

There are many different dimensions to consider when choosing the best assessment approach: * Goal: Summative (on the final product) or formative (during the process) * Approach:
Objective Objective may refer to: * Objective (optics), an element in a camera or microscope * ''The Objective'', a 2008 science fiction horror film * Objective pronoun, a personal pronoun that is used as a grammatical object * Objective Productions, a Brit ...
or subjective * Data:
Quantitative Quantitative may refer to: * Quantitative research, scientific investigation of quantitative properties * Quantitative analysis (disambiguation) * Quantitative verse, a metrical system in poetry * Statistics, also known as quantitative analysis ...
or qualitative * Granularity: Momentary, episodic, or overall UX * Setup: Lab or field Laboratory experiments may work well for studying a specific aspect of user experience, but holistic user experience is optimally studied over a longer period of time with real users in a natural environment.


Constructs

In all cases, however, there are certain aspects of user experience that researchers are interested in (measures), and certain procedures and techniques used for collecting the data (methods). There are many measures and some high-level constructs of user experience that can be used as the basis for defining the user experience measures, for example: # Utility: Does the user perceive the functions in the system as useful and fit for the purpose? # Usability: Does the user feel that it is easy and efficient to get things done with the system? # Aesthetics: Does the user see the system as visually attractive? Does it feel pleasurable in hand? # Identification: Can I identify myself with the product? Do I look good when using it? # Stimulation: Does the system give me inspiration? Or wow experiences? # Value: Is the system important to me? What is its value for me? To properly evaluate user experience, metrics and other factors surrounding a study need to be taken into account, for example: * Data (metrics): The time taken to complete a task. * Scale (metrics): Indicators that show effectiveness, efficiency and satisfaction. * Other Factors: Conditions of use, the surrounding environment and other human factors.


Methods

An individual method can collect data about a set of specific constructs of user experience. For instance,
usability testing Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is ...
is used to collect data about usability construct. Methods also differ if they are to measure a momentary or episodic experience (i.e., assessing how a person feels about a specific interaction episode or after executing a task) or an experience over time, also known as an longitudinal experience. UXA methods can be classified in three categories: implicit, explicit and creative methods.


Implicit methods

Implicit methods of UX research focus not just only on what the users say, but also on what the user cannot express verbally. Many available tools can assist in the implicit evaluation, in particular to gather implicit or objective data. When available, UX researchers utilize state of the art equipment to uncover all aspects of the experience. Examples of implicit evaluation methods and tools: *
Eye tracking Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research ...
* Attention tracking * User tracking * Task and reaction measurement,
galvanic skin response Electrodermal activity (EDA) is the property of the human body that causes continuous variation in the electrical characteristics of the skin. Historically, EDA has also been known as skin conductance, galvanic skin response (GSR), electrodermal ...
or
skin conductance Electrodermal activity (EDA) is the property of the human body that causes continuous variation in the electrical characteristics of the skin. Historically, EDA has also been known as skin conductance, galvanic skin response (GSR), electrodermal ...
* Electroencephalography (EEG) * Observation studies: participant observation where observers monitor the participant's reactions such as facial and other gestures, the tone of voice or other body language cues


Explicit methods

Explicit methods of UX research explore what the user is consciously aware of getting them to reflect on their own feelings or thoughts, and gather their views and opinions. An important aspect of explicit methods includes
usability testing Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is ...
and emotion evaluation.


Emotion assessment

When investigating momentary user experiences, we can evaluate the level of positive affect, negative affect, joy, surprise, frustration, etc. The measures for emotions are bound to the methods used for emotion assessment, but typical emotion measures are e.g. valence and arousal. Objective emotion data can be collected by
psychophysiological Psychophysiology (from Greek , ''psȳkhē'', "breath, life, soul"; , ''physis'', "nature, origin"; and , ''-logia'') is the branch of psychology that is concerned with the physiological bases of psychological processes. While psychophysiology w ...
measurements or by observing
expressed emotion Expressed emotion (EE), is a measure of the family environment that is based on how the relatives of a psychiatric patient spontaneously talk about the patient. It specifically measures three to five aspects of the family environment: the most impor ...
s. Subjective emotional data can be collected by using
self-report A self-report study is a type of survey, questionnaire, or poll in which respondents read the question and select a response by themselves without any outside interference. A ''self-report'' is any method which involves asking a participant ab ...
methods, which can be verbal or non-verbal. Examples of emotion assessment methods: *
Psychophysiological Psychophysiology (from Greek , ''psȳkhē'', "breath, life, soul"; , ''physis'', "nature, origin"; and , ''-logia'') is the branch of psychology that is concerned with the physiological bases of psychological processes. While psychophysiology w ...
emotion measurements aim to identify emotions from physiological changes in muscles (e.g. face), pupils, skin, heart, brains, etc. * Expression *
Think aloud protocol A think-aloud (or thinking aloud) protocol is a method used to gather data in usability testing in product design and development, in psychology and a range of social sciences (e.g., reading, writing, translation research, decision making, and pro ...
can be used for reporting emotions (real-time verbal self-report) * Positive and Negative Affect Schedule (PANAS) (retrospective verbal self-report) * Geneva emotion wheel (retrospective verbal self-report) * Photographic Affect Meter (PAM) * Emotion slider (continuous non-verbal self-report) * Sensual evaluation instrument (SEI) (snapshot non-verbal self-report) * PrEmo, a new version of EmoCards for assessing emotion (snapshot non-verbal self-report)


Creative methods

Equally important to implicit and explicit methods are the creative methods that the user researcher can utilize in order to bring together the design team's view, as well as the target market's dreams, aspirations and ideas of optimal design. These activities are more open and allow people to either co-create with the engineers/designers, or to use their imagination to express their ideal system. Examples of creative assessment methods *
Co-design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure t ...
activities * Creativity workshops * Paper
prototyping A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to ...
, wireframing,
mind mapping A mind map is a diagram used to visually organize information into a hierarchy, showing relationships among pieces of the whole. It is often created around a single concept, drawn as an image in the center of a blank page, to which associated r ...
*
Card sorting Card sorting is a technique in user experience design in which a person tests a group of subject experts or users to generate a dendrogram (category tree) or folksonomy. It is a useful approach for designing information architecture, workflows, me ...
*
Persona A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional character. The word derives from Latin, where it originally referred to a theatr ...
s


Longitudinal

In contrast to identifying a momentary emotion, longitudinal UXA investigates how a person feels about a system as a whole, after using it for a while. Examples of longitudinal UXA methods (excluding traditional usability methods): * Diary methods for self-reporting experiences during field studies *
Experience sampling method The experience sampling method (ESM), also referred to as a daily diary method, or ecological momentary assessment (EMA), is an intensive longitudinal research methodology that involves asking participants to report on their thoughts, feelings, beha ...
(ESM) for self-reporting during field studies * Day reconstruction method (DRM) – story-telling to reveal the meaningful experiences during field studies * AttrakDiff questionnaire for overall UX evaluation * User experience questionnaire (UEQ) (available in several language versions) *
Ladder interview A ladder interview is an interviewing technique where a seemingly simple response to a question is pushed by the interviewer in order to find subconscious Motivation, motives. This method is popular for some businesses when conducting research to un ...
s – e.g. to find out attitudes or values behind behaviour or experience * Holistic user experience (HUX) identifying the relevant product factors for holistic user experience


Areas of UXA research


Transportation

Automobiles have come a long way since their beginning in the late 19th century. One of the major things that have helped automobiles to provide more safety and convenience is electronics. With the advances in technology and electronics, car manufacturers have been able to offer a wide variety of services and conveniences. From the creation of the electronic fuel injection to the popular global positioning system found standard in many cars today, the auto industry has revolutionized the way people travel from place to place. Understanding how people interact with vehicles today, what contributes to a great driving experience, what is their current relationship with the car, what placement does it have in their lives, is key to the development of these technologies. This information ensures user-centered design practices to generate cohesive, predictive and desirable designs. Once specific design concepts and ideas are on the table, UXA researchers further explore how people react to them regarding desirability, findability, usefulness, credibility, accessibility, usability and
human factors Human factors and ergonomics (commonly referred to as human factors) is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Four primary goals of human factors learnin ...
metrics. Outcomes of this work includes user requirements, concept validation, and design guidelines. Researchers have conducted intriguing research to answer questions such as: could an
In-Vehicle Infotainment In-car entertainment (ICE), or in-vehicle infotainment (IVI), is a collection of hardware and software in automobiles that provides audio or video entertainment. In car entertainment originated with car audio systems that consisted of radios and c ...
(IVI) system with a speech evoked personality change your relationship with your car?, could an in-car system support unwinding after work?, could in-car solutions address the special needs of children as passengers, and assist the parents with the task of driving? and many others. Additionally, workshops and gatherings of researchers around the world take place to discuss current evaluation techniques and advance the field of experience research in the area of transportation. An important professional venue for this work is AutomotiveUI, the International Conference on Automotive User Interfaces and Interactive Vehicular Applications.


UXA methods for transportation

As with other UXA's the method chosen has a lot to do with the outcome desired and where the project is in its
design cycle A decision cycle is a sequence of steps used by an entity on a repeated basis to reach and implement decisions and to learn from the results. The "decision cycle" phrase has a history of use to broadly categorize various methods of making decision ...
. Given that, methods are selected best suited to the research problem which most times ends up being a combination of implicit, explicit and creative. Some methods include: *
Interviews An interview is a structured conversation where one participant asks questions, and the other provides answers.Merriam Webster DictionaryInterview Dictionary definition, Retrieved February 16, 2016 In common parlance, the word "interview" r ...
: both structured and un-structured. * Diary studies *
Workload The term workload can refer to a number of different yet related entities. An amount of labor Workload is the amount of work an individual has to do.Jex, S. M. (1998). Stress and job performance: Theory, research, and implications for managerial ...
assessment questionnaires (i.e. DALI –Driving Activity Load Index adapted from
NASA-TLX The NASA The National Aeronautics and Space Administration (NASA ) is an independent agency of the US federal government responsible for the civil space program, aeronautics research, and space research. NASA was established in 1958, ...
) * Subjective assessment of interfaces questionnaires (i.e. SASSI—Subjective Assessment of Speech System Interfaces ) that can lead to design guidelines to speech interfacesAreti Goulati and Dalila Szostak. 2011. User experience in speech recognition of navigation devices: an assessment. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI '11). ACM, New York, NY, USA, 517-520. DOI=10.1145/2037373.2037451 * Experience Probing (Prototypes, storytelling, storyboards) *
Co-design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure t ...
activities * Observations (i.e. coding for frustration, delight and other non-verbal cues)


Video games

A relatively new pursuit in video game play-testing is UX and usability research. An increasing number of companies including some of the world's biggest publishers have begun outsourcing UX evaluation or opening their own in-house labs. Researchers use a variety of HCI and psychological techniques to examine the effectiveness of the user experience of the games during the design process. There are also some companies starting to use
biometrics Biometrics are body measurements and calculations related to human characteristics. Biometric authentication (or realistic authentication) is used in computer science as a form of identification and access control. It is also used to identify i ...
to measure the relationship between in-game events and the player's emotions and feelings (the UX), such as Player Research and Serco ExperienceLab in the UK, and
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
, Electronic Arts, BoltPeters, and VMC Labs in the US and Canada. The interest in this area comes from both academia and industry, sometimes enabling collaborative work. Game UX work has been featured at professional venues, such as the
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tuto ...
(GDC).Zammitto, V. (2011) The Science of Play Testing: EA's Methods for User Research. Game Developers Conference 2011


Web design

User experience evaluation has become common practice in
web design Web design encompasses many different skills and disciplines in the production and maintenance of websites. The different areas of web design include web graphic design; user interface design (UI design); authoring, including standardised code a ...
, especially within organizations implementing
user-centered design User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or proc ...
practices. Through
user testing Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is ...
, the user experience is constantly evaluated throughout the whole product design life-cycle.


See also

*
User experience design User experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a digital product or website. Design decisions in UX design are often driven by research, data analysis, an ...
*
Experience modifier In the insurance industry in the United States, an experience modifier or experience modification is an adjustment of an employer's premium for worker's compensation coverage based on the losses the insurer has experienced from that employer. An ex ...
* Microsoft reaction card method


References

{{Reflist Human–computer interaction User interfaces Evaluation methods