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Evangelos Karapanos, Marc Hassenzahl, Jean-Bernard Martens




          User Experience over Time

 Overview                                                                                    The study
The way we experience and evaluate interactive products develops                         •   10 subjects (4 female)
over time. An exploratory study aimed at understanding how users                         •   uWand, a novel pointing device for Interactive TV context
form evaluative judgments during the first experiences with a prod-
uct as well as after four weeks of use. Goodness, an evaluative judg-                    •   4 weeks of use
                                                                                                                      st             th
ment related to the overall satisfaction with the product, was largely                   •   2 measurements, 1 week—4 week
formed on the basis of pragmatic aspects (i.e. utility and usability)                    •   Attrakdiff 2 Questionnaire
during the first experiences; after four weeks of use identification
                                                                                             - Pragmatic (e.g. simple, clear, predictable)
(i.e. what the products expresses about its owner) became a domi-
nant aspect of how good a product is. Surprisingly, beauty judg-                             - Stimulation (e.g. exciting, original, innovative)
ments were largely affected by stimulation (e.g. novelty) during the                         - Identification (e.g. presentable, classy, professional)
first experiences. Over time stimulation lost its power to make the
product beautiful in the users’ eyes.

     st                                                                                          th
    1 week                                                                                     4 week                         new innovative
                               Clear
                               Predictable Good
                        Manageable                                                                                                      creative
                                                                                                                            Integrating courageous
                                           Presentable                                                                                                         original
                                                                                                             Human
                        Direct                 Practical
                                                                                                                   Direct          valuable
             closertopeople                        Human                                                                            inclusive
                                     Valuable                                                                                                             exciting
                                                                                                                            Good                Brings me
               Challenging                  Exciting                                                                                            closer to people
                                                                                                                                Professional
                                                           Integrating
                               Courageous
                                                       Professional                                            Predictable
                    simple                                                                                simple                                                      Beautiful
             Inclusive                                                                                               Practical

                                                                                                      Manageable
                           innovative
                       New            Original                                                                                                        challenging         classy
                                       Classy                                                                       Clear
                       Creative
                                    Beautiful                   Pragmatic                                                                                            Pragmatic
                                                                Stimulation                                                                                          Stimulation
                                                                Identification                                                presentable
                                                                                                                                                                     Identification

                              Figure 1 2D view on the 3-dimensional visualization of distances between quality attributes, beauty and goodness.
                                                                             st
                                              Users’ perceptions during the 1 week of use (left) and after 4 weeks of use (right).


Analysis         Distances Dij = 1 - |Rij| between the individual attrib-                ity problems; at the same time they restrain themselves only to part
utes i and j was derived from the correlation Rij between the ratings                    of the product’s functionality that is most attractive to them. The
on the two attributes. The obtained distances were subsequently                          value of the product is now derived on a different basis, being own-
                                                               st                        ership-based rather than usage-based. Social aspects (i.e. identifi-
visualized in three dimensions (Stress value S=0.19 1 week;
          th                                                                             cation) became more prominent here.
S=0.15 4 week) using the Multidimensional Scaling tool XGms. Hi-
erarchical clustering (with minimum variance) was applied to the pre-                    For beauty judgments however, the results seemed more divergent.
dicted distances in the three-dimensional space.                                         While Hassenzahl (2004) found identification to be the major deter-
                                                                                         minant of beauty judgments, we found stimulation to be even more
Conclusion          As far as goodness judgments are concerned, we                       prominent than identification in the first experiences.
partially replicated Hassenzahl’s (2004) results. During the first ex-                   The question remains: is beauty solely an appearance-based judg-
periences pragmatic aspects were the most prominent determinants                         ment, largely affected by the products’ ability to communicate a fa-
of goodness. Here, users are still exploring the functionality of the                    vorable image about its owner, as Hassenzahl (2004) suggested, or
product, trying out new things and experiencing usability problems.                      does it encompass other aspects of the products, e.g. its perceived
As people get used to using the product they learn to handle usabil-                     novelty or a stimulating interaction?

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Ux poster

  • 1. Evangelos Karapanos, Marc Hassenzahl, Jean-Bernard Martens User Experience over Time Overview The study The way we experience and evaluate interactive products develops • 10 subjects (4 female) over time. An exploratory study aimed at understanding how users • uWand, a novel pointing device for Interactive TV context form evaluative judgments during the first experiences with a prod- uct as well as after four weeks of use. Goodness, an evaluative judg- • 4 weeks of use st th ment related to the overall satisfaction with the product, was largely • 2 measurements, 1 week—4 week formed on the basis of pragmatic aspects (i.e. utility and usability) • Attrakdiff 2 Questionnaire during the first experiences; after four weeks of use identification - Pragmatic (e.g. simple, clear, predictable) (i.e. what the products expresses about its owner) became a domi- nant aspect of how good a product is. Surprisingly, beauty judg- - Stimulation (e.g. exciting, original, innovative) ments were largely affected by stimulation (e.g. novelty) during the - Identification (e.g. presentable, classy, professional) first experiences. Over time stimulation lost its power to make the product beautiful in the users’ eyes. st th 1 week 4 week new innovative Clear Predictable Good Manageable creative Integrating courageous Presentable original Human Direct Practical Direct valuable closertopeople Human inclusive Valuable exciting Good Brings me Challenging Exciting closer to people Professional Integrating Courageous Professional Predictable simple simple Beautiful Inclusive Practical Manageable innovative New Original challenging classy Classy Clear Creative Beautiful Pragmatic Pragmatic Stimulation Stimulation Identification presentable Identification Figure 1 2D view on the 3-dimensional visualization of distances between quality attributes, beauty and goodness. st Users’ perceptions during the 1 week of use (left) and after 4 weeks of use (right). Analysis Distances Dij = 1 - |Rij| between the individual attrib- ity problems; at the same time they restrain themselves only to part utes i and j was derived from the correlation Rij between the ratings of the product’s functionality that is most attractive to them. The on the two attributes. The obtained distances were subsequently value of the product is now derived on a different basis, being own- st ership-based rather than usage-based. Social aspects (i.e. identifi- visualized in three dimensions (Stress value S=0.19 1 week; th cation) became more prominent here. S=0.15 4 week) using the Multidimensional Scaling tool XGms. Hi- erarchical clustering (with minimum variance) was applied to the pre- For beauty judgments however, the results seemed more divergent. dicted distances in the three-dimensional space. While Hassenzahl (2004) found identification to be the major deter- minant of beauty judgments, we found stimulation to be even more Conclusion As far as goodness judgments are concerned, we prominent than identification in the first experiences. partially replicated Hassenzahl’s (2004) results. During the first ex- The question remains: is beauty solely an appearance-based judg- periences pragmatic aspects were the most prominent determinants ment, largely affected by the products’ ability to communicate a fa- of goodness. Here, users are still exploring the functionality of the vorable image about its owner, as Hassenzahl (2004) suggested, or product, trying out new things and experiencing usability problems. does it encompass other aspects of the products, e.g. its perceived As people get used to using the product they learn to handle usabil- novelty or a stimulating interaction?