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User Experience Over Time An Initial Framework Evangelos Karapanos, John Zimmerman, Jodi Forlizzi, JeanBernard Martens Orientation Incorporation Identification

User Experience Over Time: An initial framework

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Slides from CHI 2009 paper: Karapanos E., Zimmerman J., Forlizzi J., Martens J.-B. User Experience Over Time: An Initial Framework, In Proceedings of the 27th international Conference on Human Factors in Computing Systems (Boston, MA, USA, April 04 – 09, 2009). CHI’09. ACM, New York, NY, 729-738. DOI= http://doi.acm.org/10.1145/1518701.1518814

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Page 1: User Experience Over Time: An initial framework

User Experience Over TimeAn Initial Framework

Evangelos Karapanos,  John Zimmerman,  Jodi Forlizzi,  Jean‐Bernard Martens

Orientation Incorporation Identification

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User Experience: Beyond usability

• Stimulation & Identification– Hassenzahl (‘04)

• Symbolism – Tractinsky & Zmiri ‘06, Forlizzi ’07

• Visual aesthetics– Tractinsky ’04, Mahlke ’06

• Aesthetics in interaction– de Angeli ’06, Frens ’06

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User Experience

How do users form overall evaluative judgments 

about interactive products?

Hassenzahl, 2004

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Are these relations stable over time?

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An exploratory study

10 subjects received an innovative pointing device for 4 weeks

and rated it using Hassenzahl’s AttrakDiff2 questionnaire

during Week 1, and Week 4

User experience over time

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Items close together are highly correlated. Lines represent clusters.

An exploratory studyUser experience over time

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A framework of adoption

• Silverstone & Haddon (‘92)– Commodification

– Appropriation

– Conversion

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Can users’ experiences be articulated in terms of distinct phases?

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A 5‐week study of iPhone’s adoption

• Why iPhone– Successful over prolonged use

– beyond usability & usefulness 

• Participants: 6– Prescreening: fake sale advert

– All but one previously owned a smart phone

– Bias for technical background

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Day Reconstruction Method

Capturing in‐situ data retrospectively

• Experience Sampling Method– High levels of participant burden

– Not feasible to retrieve rich qualitative accounts

• How does DRM work?– Takes place at the end of the day

– All experiences are listed in a chronological order• Every experience is recalled in relation to preceding ones

Kahneman et al. 2004

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Procedure

• 1 week before Purchase: List your expectations

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Procedure

• During the 4 weeks:

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Procedure

• During the 4 weeks: Day Reconstruction

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Procedure

• During the 4 weeks: Experience Narration

Now think of the three experiences that were for you personally most satisfying or unsatisfying experiences of today. Please, use your own feeling or a definition of what “satisfying” and “unsatisfying experience” means. Take a couple of minutes to be sure to come up with three most crucial experiences; you may also want to write them down for yourself. We want you to be open as to which experiences to report.

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Procedure

• During the 4 weeks: Experience Narration

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Analysis

• 482 experience narratives

• Conventional Content Analysis (Hsieh, 2005)

1. Open coding: 70 codes referring to 700 instancesI can read the news, or check my email much faster than I used to be able to do because I don't have to start up my computer and log in [+, fast access to information] I am not quite sure if this is a good thing; now I really feel connected ALL the time… [‐, increased connectedness].

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Analysis

• 482 experience narratives

• Conventional Content Analysis (Hsieh, 2005)

2. Axial coding: • 15 codes, e.g. visual aesthetics, fast access to 

information, daily ritual

• 6 overall categories: Stimulation, Learnability, Long‐term usability, Usefulness, Personal & Social Identification

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Analysis

• 482 experience narratives

• Conventional Content Analysis (Hsieh, 2005)

3. Narrative Classification: • As primarily related to one of the of 15 (6) categories

• Interrater Agreement K=.88

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Analysis

• 482 experience narratives

• Conventional Content Analysis (Hsieh, 2005)

4. Temporal Distribution of the 6 qualities• Identified 3 Phases:  Orientation, Incorporation, Identification

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OrientationStimulation induced by the product’s visual aesthetics (n=12)and the aesthetics in interaction (n=21)

“when I clicked on the album, I just  loved the way it turned around and showed all the songs in it”

Learnability (n=38), reflecting the simplicity with which initial tasks could be carried out

“I tried to set up my iPhone's WiFi which I expected would be a little bit difficult... it was just 3 steps away! amazing! 3 steps away! It automatically detected the WLan and then connected to it.”

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IncorporationLong‐term usability (n=43) reflecting design aspects that enhanced efficiency over time

“turning the iPhone sideways not only turns the page but also magnifies it, so text is easily readable. Truly well done! I don't see this kind of attention to details too often”

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IncorporationUsefulness (n=70) reflecting ways in which the product was becoming meaningful through its appropriation in diverse settings

Fast access to information (n=33)“it's so easy to just pick up the phone to check the web rather than having to switch the computer on ‐ I am becoming a great fan of it. It's simply saving time”

alleviating boredom in idle periods (n=18) “I like playing ‐ I find it a nice activity when waiting, traveling and at any point when I can’t really do anything else”

capturing momentary information (n=11)“Now I tend to go jogging when I want to think of my work as I can easily write down whatever comes to my head”

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IdentificationSocial

•Enabling self‐expression (n=18)“… I felt good having a BETTER device…”

•Creating a sense of community (n=13)“Yet another friend of ours has an iPhone. It's a guaranteed subject of conversation if you see another person having it…”

Personal

•Participating in daily rituals (n=8)“I put a lot of pictures of my daughter on the iPhone… I like that functionality very much, and I look at the pictures at least a few times a day”

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Expectations

76% opportunities for positive experiences

“…synchronizing iPod with iCal was not that easy… iPhone will make my life much easier because of its seamless integration with Mac’s iCal”

24% fears of negative implications“… I am curious how the virtual keyboard will be working on the iPhone. I hope it’s not going to have too small keys and it will be really responsive”

Impact on post‐purchase judgments?

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Are your expectations of the same  importance as before the purchase?

• only 28% remained stable

• 53% increased– 87% out of them confirmed or exceeded

– Users could not predict their impact

• 19% decreased– Mostly disconfirmed, though not leading to dissatisfaction

– Unrealistic: “Hoped for, but not expected”

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What motivates prolonged use?

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Designing for meaningful mediation

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Designing for the self

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Designing for daily rituals

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User Experience Over TimeAn Initial Framework

Evangelos Karapanos,  John Zimmerman,  Jodi Forlizzi,  Jean‐Bernard Martens

Orientation Incorporation Identification