Mais conteúdo relacionado Semelhante a Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement (20) Mais de UXPA International (20) Characterizing the Emotional Impacts of Audio-Haptic Mobile Media Enhancement1. Characterizing the
emotional impacts of haptic-emotional impacts of haptic-
enhanced mobile media
Amaya Becvar Weddle, Ph.D. | UX Research Managery , | g
Immersion Corporation, San Jose, CA
© 2013 Immersion Corporation - Confidential
UXPA 2013
12 JULY
2. What is ‘haptics?’at s apt cs?
The study of how people sense
their environment through touch
Feeling a
Feeling a
real bump
on a
Feeling a
haptic
simulation
of a bump
Vs.
on a
surface
of a bump
on a surface
© 2013 Immersion Corporation - Confidential 2
Haptic interfaces simulate real-world tactile interactions
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
4. A UX Value of Haptics = Realismp
Multimodal experiences feel
more realistic and immersivemore realistic and immersive
Haptics can reinforce the
illusion of tangible reality
Interactions feel natural andInteractions feel natural and
intuitive
© 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
6. Haptic Video Enhancement Feature
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7. Haptic effects generated from
audio signal in real-time
Audio signal sourceud o s g a sou ce
Low frequency,
Haptic outputi
high amplitude
Haptic outputImmersion’s
“Reverb” feature
© 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
8. Mobile video
consumption isconsumption is
on the rise
The overall time spentThe overall time spent
watching video on
mobile devices (tablets
& smartphones) grew
by 19% in Q1 2013*
© 2013 Immersion Corporation - Confidential
*Ooyala Global Video Index Report, June 2013
11. How does haptic-How does haptic-
enhancement impactenhancement impact
the video viewingthe video viewing
experience?p
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12. HypothesisHypothesis
Mobile video enhanced by haptics isy p
more realistic, immersive, and
emotionally involvingemotionally involving.
© 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
13. ApproachApproach
Compare emotional response to
haptic enhanced videos versushaptic-enhanced videos versus
control videos with no haptics.
© 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
14. What do we mean byWhat do we mean by
emotional response?e ot o a espo se?
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16. © 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
17. Why is emotion important in UX?
In some contexts, usability is less relevant.
Sometimes, two experiences are comparable usability-
i b i ll *wise, but not emotionally*.
Emotion is always part of human experience.
*Agarwal, Anshu, and Andrew Meyer. "Beyond usability: evaluating emotional response as an
© 2013 Immersion Corporation - Confidential
g , , y y y g p
integral part of the user experience." CHI'09 Extended Abstracts on Human Factors in Computing
Systems. ACM, 2009.
18. How can we measure
i lemotional response
i UX t di ?in UX studies?
© 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
19. Two methods:Two methods:
1. Self-report. Se epo t
2. Physiologicaly g
measurements
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20. Two methods:Two methods:
1. Self-report. Se epo t
2. Physiologicaly g
measurements
© 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
21. Self-ReportSe epo t
Affect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R Scale
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22. Self-ReportSe epo t
Affect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R Scale
Russell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure andRussell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and
arousal." Journal of Personality and Social psychology 57.3 (1989): 493.
Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting.
Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002.
Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and
Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47.
© 2013 Immersion Corporation - Confidential
Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in Consumer
Research (Vol. 13, pp. 9–12). Provo, UT: Association for Consumer
Research.
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
23. Self-ReportSe epo t
Affect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R Scale
Russell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure andRussell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and
arousal." Journal of Personality and Social psychology 57.3 (1989): 493.
Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting.
Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002.
Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and
Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47.
© 2013 Immersion Corporation - Confidential
Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in Consumer
Research (Vol. 13, pp. 9–12). Provo, UT: Association for Consumer
Research.
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
24. Self-ReportSe epo t
Affect Grid
Product Reaction Cards
Emo-cards
Wells R ScaleWells R Scale
Russell James A Anna Weiss and Gerald A Mendelsohn "Affect grid: a single-item scale of pleasure andRussell, James A., Anna Weiss, and Gerald A. Mendelsohn. Affect grid: a single item scale of pleasure and
arousal." Journal of Personality and Social psychology 57.3 (1989): 493.
Benedek, J., & Miner, T. (2002). Measuring desirability: New methods for evaluating desirability in a usability lab setting.
Proceedings of UPA 2002 Conference, Orlando, FL, July 8-12, 2002.
Desmet, Pieter, Kees Overbeeke, and Stefan Tax. "Designing Products with Added Emotional Value: Development and
Appllcation of an Approach for Research Through Design." The design journal 4.1 (2001): 32-47.
© 2013 Immersion Corporation - Confidential
Wells, W. D. (1986). Three useful ideas. In R. J. Lutz (Ed.), Advances in Consumer
Research (Vol. 13, pp. 9–12). Provo, UT: Association for Consumer
Research.
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
25. Self Report – Affect Gridp
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26. Self Report – Affect Gridp
x
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27. Self Report – Affect Gridp
Participants seem to learn
x
p
to use Affect Grid quickly
& intuitively
Possible to derivePossible to derive
quantitative measures of
two dimensions of
emotion, allowing for
statistical comparisons
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28. Self Report – Wells R Scalep
Emotional Involvement & “Being There”
“I felt like I was right there in the video, experiencing the situation.”f g , p g
“I really got involved in the emotions provoked by the video.”
Typically used to assess audience involvement in
© 2013 Immersion Corporation - Confidential
yp y
advertising messages
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
29. Two methods:Two methods:
1. Self-report. Se epo t
2. Physiologicaly g
measurements
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32. Physiological Measurementsy g
Electrodermal Response
• Measure of physiological arousal
Q Sensor
Affectiva, Inc.
• Measure of physiological arousal
• # of “peaks” increase in heightened
arousal state
ff ,
videos viewed on HD phoneSCR
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33. St d DesignStudy Design
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34. Study Participantsy p
23 ti i t23 participants
Gender balanced
Own Android or iOS device 2 years old or less
All watch media on smartphone or tablet regularly (2 3 times/week)
© 2013 Immersion Corporation - Confidential
All watch media on smartphone or tablet regularly (2-3 times/week)
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS©2013 Immersion Corporation - Confidential
35. Test ContentTest Content
8 videos
40 – 90s in length
Downloaded from YouTube
Music VideosCommercials
Downloaded from YouTube
Movie Trailers User Created
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36. Test Content
Played on Nexus S smartphonesy p
Reverb feature enabled/disabled in
counterbalanced presentation
Genre /# Content
M i T il 1 “M l’ Th A ”Movie Trailer 1 “Marvel’s The Avengers”
Movie Trailer 2 “House at the End of the Street”
Commercial 1 Budweiser
Commercial 2 Mercedes C63 AMG Black Series
Music Video 1 “Put Your Graffiti on Me” – Kat Graham
Music Video 2 “The Veldt” - Deadmau5
User-Created 1 Skydiving
User Created 2 Motocross race
© 2013 Immersion Corporation - Confidential
User-Created 2 Motocross race
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38. Video App
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40. Research methodsExperimental Design
Training/BaselineTraining/Baseline
Session 1.Session 1.
Watch 8 videos; doWatch 8 videos; do
Watch video
Complete questions
Watch 8 videos; do
ratings
•Haptic Condition
Watch 8 videos; do
ratings
•Haptic Condition
Rest period
X 8
p
•Control
p
•Control
© 2013 Immersion Corporation - Confidential
Feature AssessmentsFeature Assessments
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41. Research methodsExperimental Design
~7 days
Training/BaselineTraining/Baseline
Session 1.Session 1.
Warm-UpWarm-Up
Session 2.Session 2.
Watch 8 videos; doWatch 8 videos; do Watch 8 videos; doWatch 8 videos; do
Watch video
Complete questions
Watch 8 videos; do
ratings
•Haptic Condition
Watch 8 videos; do
ratings
•Haptic Condition
Watch 8 videos; do
ratings
•Control
Watch 8 videos; do
ratings
•Control
Rest period
X 8
p
•Control
p
•Control •Haptic Condition•Haptic Condition
ll
© 2013 Immersion Corporation - Confidential
Feature AssessmentsFeature Assessments Final AssessmentsFinal Assessments
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42. Research Methods - Data
Haptic Enhancement No Enhancement
• Physiological measure – arousal (GSR)
• Self-Reportsp
• Affect Grid – valence & arousal
• Wells R Scale - involvement with content
• Quality of Experience (QoE)Quality of Experience (QoE)
• Descriptive, qualitative feedback
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43. Res ltsResults
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45. Physiological DataPhysiological Data
Physiological data reflecty g
higher arousal levels in
response to videos with
Reverb appliedReverb applied.
Heightened psychological
aro sal has been linked toarousal has been linked to
ad effectiveness and
persuasion*
Reverb Control
© 2013 Immersion Corporation - Confidential
p = 0.006
*(Sanbonmatsu and Kardes, 1988)
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46. Affect Grid DataAffect Grid Data
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47. Affect Grid DataAffect Grid Data
Avg. Valence = 6.3 Avg. Valence = 5.8
A A l 5 1
© 2013 Immersion Corporation - Confidential
Avg. Arousal = 6.1 Avg. Arousal = 5.1
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48. Affect Grid DataAffect Grid Data
Avg. Valence = 6.3 Avg. Valence = 5.8
A A l 5 1
p < 0.05
© 2013 Immersion Corporation - Confidential
Avg. Arousal = 6.1 Avg. Arousal = 5.1
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49. Affect Grid DataAffect Grid Data
Avg. Valence = 6.3 Avg. Valence = 5.8
A A l 5 1
p < 0.05
© 2013 Immersion Corporation - Confidential
Avg. Arousal = 6.1 Avg. Arousal = 5.1p < 0.004
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
50. Emotional Involvement Data
“I felt like I was right there in the video, experiencing the situation.”
“I really got involved in the emotions provoked by the video.”
Users reported feeling more
immersed and more
emotionally involved with
- Reverb
- Control
emotionally involved with
video content enhanced by
haptic effects.
© 2013 Immersion Corporation - Confidential
p < 0.003 p < 0.008
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
51. QoE DataQoE Data
Quality of Experience
R b
QoE ratings on
average 15%
higher for
- Reverb
- Control
higher for
Reverb videos
vs. controls.
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52. Qualitative Data
“It’s like the difference of
ki t t
“It was like supplementing
or helped me recall true
experience It brought me
Qualitative Data
making you want to
dance and not dance.”
experience. It brought me
back to the memory of
something, like driving a
cool car or skydiving.”
“It totally enhances the
experience. It kicks it up a
© 2013 Immersion Corporation - Confidential
p p
notch. I feel like I’m in a movie
theater.”
OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
53. Summary
H ti E h d
Summary
Haptic Enhanced
Mobile Video
More positive and enthusiastic response to video content
Higher level of emotional involvement
Higher quality of experience ratings
© 2013 Immersion Corporation - Confidential
Higher quality of experience ratings
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54. Impact
Haptic Content Strategic Initiative
F d
Impact
For end-users:
Haptics as a value-added feature to mobile experiences
For content producers:
Haptics as a new medium for creative expression
For advertisers:
Haptics as a novel mechanism to engage customers
For Immersion:
A new business unit!
© 2013 Immersion Corporation - Confidential OVERVIEW | EMOTION| USER STUDY| RESULTS| TAKEAWAYS
55. Measuring Emotiong
in User Experiences
T E l Di d Ad t ( ) Di d t ( )Type Examples Discussed Advantages (+) Disadvantages (-)
Physiological
Measures
Electrodermal
Activity
Powerful &
persuasive data,
“objective” measure
Requires rigorous
experimental design,
very sensitive toobjective measure very sensitive to
exposure, expensive
equipment & software,
takes significant time &
effort to analyze data;effort to analyze data;
arousal, not valence
Self-Report Affect Grid,
Involvement (Wells R
Easy to train
participants to use
Ultimately, a subjective
measure; effect size canInvolvement (Wells R
Scale)
participants to use,
arousal & valence,
relatively easy to
analyze, quantitative
analysis possible
measure; effect size can
be hard for subjects to
estimate
© 2013 Immersion Corporation - Confidential
analysis possible.
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57. DiscussionDiscussion
Interactive Exercise – Using Emotion Measures in UX
Imagine using emotion measures in your own UX work.
What would represent an ideal outcome? (Your island paradise)
© 2013 Immersion Corporation - Confidential
What would represent an ideal outcome? (Your island paradise).
What is holding you back from achieving that goal? (Your anchors).
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59. Self Report – Emocardsp
© 2013 Immersion Corporation - Confidential
Image from Agarwal and Meyer, 2009, p. 2923
60. Self Report – Emocardsp
Participants have a hard
time understandingtime understanding
cartoon faces without
textual labels
Comparisons are
qualitative
© 2013 Immersion Corporation - Confidential
61. QoE Timeline Data
64.6
LFE
71.9
Authored
54.8
No Haptics
54.8
© 2013 Immersion Corporation - Confidential
Mean opinion scores of all participants (including “outliers”) is plotted as a bold, colored line.
Grey shading represents the 95% confidence interval for each rating point. (Rating data was gathered at a rate of one rating/s).
Overall grand mean of all ratings is represented as a dotted line.