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User Experience Over Time
                                 An Initial Framework




  Orientation               Incorporation             Identification


Evangelos Karapanos,  John Zimmerman,  Jodi Forlizzi,  Jean‐Bernard Martens
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
User Experience
How do users form overall evaluative judgments 
         about interactive products?




                             Hassenzahl, 2004
Are these relations stable over time?
User experience over time
                                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
                                  An exploratory study




Items close together are highly correlated. Lines represent clusters.
A framework of adoption
• Silverstone & Haddon (‘92)
  – Commodification
  – Appropriation
  – Conversion
Can users’ experiences be articulated in 
       terms of distinct phases?
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
Day Reconstruction Method
                        Kahneman et al. 2004


      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
Procedure
• 1 week before Purchase: List your expectations
Procedure
• During the 4 weeks:
Procedure
• During the 4 weeks: Day Reconstruction
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.
Procedure
• During the 4 weeks: Experience Narration
Analysis
• 482 experience narratives
• Conventional Content Analysis (Hsieh, 2005)

  1. Open coding: 70 codes referring to 700 instances
        I 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].
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
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
Analysis
• 482 experience narratives
• Conventional Content Analysis (Hsieh, 2005)

  4. Temporal Distribution of the 6 qualities
     •   Identified 3 Phases:  Orientation, Incorporation, Identification
Orientation
 Stimulation 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.”
Incorporation
  Long‐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”
Incorporation
 Usefulness (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”
Identification
  Social
  •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”
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?
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”
What motivates prolonged use?
Designing for meaningful mediation
Designing for the self
Designing for daily rituals
User Experience Over Time
                                 An Initial Framework




  Orientation               Incorporation             Identification


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

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User Experience Over Time: An initial framework

  • 1. User Experience Over Time An Initial Framework Orientation Incorporation Identification Evangelos Karapanos,  John Zimmerman,  Jodi Forlizzi,  Jean‐Bernard Martens
  • 2. 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
  • 3. User Experience How do users form overall evaluative judgments  about interactive products? Hassenzahl, 2004
  • 5. User experience over time 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
  • 6. User experience over time An exploratory study Items close together are highly correlated. Lines represent clusters.
  • 7. A framework of adoption • Silverstone & Haddon (‘92) – Commodification – Appropriation – Conversion
  • 9. 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
  • 10. Day Reconstruction Method Kahneman et al. 2004 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
  • 14. 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.
  • 16. Analysis • 482 experience narratives • Conventional Content Analysis (Hsieh, 2005) 1. Open coding: 70 codes referring to 700 instances I 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].
  • 17. 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
  • 18. 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
  • 19. Analysis • 482 experience narratives • Conventional Content Analysis (Hsieh, 2005) 4. Temporal Distribution of the 6 qualities • Identified 3 Phases:  Orientation, Incorporation, Identification
  • 20. Orientation Stimulation 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.”
  • 21. Incorporation Long‐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”
  • 22. Incorporation Usefulness (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”
  • 23. Identification Social •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”
  • 24. 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?
  • 25. 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”
  • 26.
  • 31. User Experience Over Time An Initial Framework Orientation Incorporation Identification Evangelos Karapanos,  John Zimmerman,  Jodi Forlizzi,  Jean‐Bernard Martens