Making Order in User Experience Research to Support Its Application in Design and Beyond
<p>Graphical representation of the main visions of UX, and the influence factors related to the UX concept.</p> "> Figure 2
<p>Terms used in the literature to define the user and to describe the attributes that characterize it.</p> "> Figure 3
<p>Scheme based on the four intertwined threads individuated by (McCarthy and Wright, 2004) and enriched with other scholars’ interpretations.</p> "> Figure 4
<p>Graphic representation of the elements that define, characterize, and form representations of the system based on literature contributions.</p> "> Figure 5
<p>Graphic representation of the main interpretations of the context of use.</p> "> Figure 6
<p>Graphical representation of the relationships between the main elements that characterize UX, shown in the semantic framework. Different colors represent the elements that affect (orange) or that are affected (blue).</p> "> Figure 7
<p>Representation of different experiences caused by different typologies of user-system interaction.</p> "> Figure 8
<p>Representation of user-system interactions, the derived different experiences (cognitive, affective, and ergonomic) and the influence factors that affect the overall UX.</p> ">
Abstract
:1. Introduction
2. General Background
2.1. Procedure Followed for the State-Of-The-Art Analysis
2.2. Overall Understanding of User Experience and Issues in Research Thereof
2.3. Definitions and Interpretations of UX
- The hedonic or non-instrumental approach refers to the subjective qualities of the human-product interaction. This perspective considered UX definitions that include or stress the importance of emotions and the affective response of users [2,3,25,27,28,33], or the consequent pleasure of using a product [29,34]. In particular, the affective aspect related to memories and meaning triggered by the product are highlighted by Norman [35] and Desmet and Hekkert [33]. Some scholars consider as hedonic everything that goes beyond mere usability [1,29,36].
- Under the umbrella of pragmatic or instrumental approaches, it is possible to find aspects such as usability, ease of use [27,34], usefulness, and effectiveness [27,28,29] in their definitions. These aspects are more easily measurable, and some can be assessed in an objective way. Section 2.4 provides major insights into the role played by utilitarian dimensions in UX.
- Subjective aspects referred to the way a user can affect the UX, namely, users’ expectations and their internal state or dispositions [1,3,28,37,38,39]. UX can be influenced also by the meaning users give to the product and the feeling of stimulation and personal growth derived by that interaction [21]. Since each individual has different perceptions, aspects such as perception and cognition have also been pointed out by [2,27,28,40,41].
2.4. The Relation between UX and Usability
3. A Semantic Framework
3.1. Subject–User
- According to Forlizzi and Ford [56], the user is an influence factor. Its prior experience, knowledge, emotions, values, and expectations as well as its perception, cognition and interpretation of the product have a huge impact on the interaction.
- Desmet and Hekkert [33] give to the user an active role just when it comes to perception, cognition, and interpretation of the product. Users can assign a certain meaning, personality, and significance to products through these processes.
- Hellweger and Wang [47] do not consider the user at all in their framework. Emotions, mental state, predispositions, expectations, mindset, and people among the others are just considered as variables belonging to the context where the interaction takes place.
3.2. Verb-Interaction
- Anticipation refers to the expectation the user builds before the actual interaction about a certain product. Indeed, the name of this phase refers to the anticipation of the experience.
- Orientation refers to the initial contact the user has with the product. This phase is characterized by a twofold feeling of excitement and frustration due to the learnability process.
- Incorporation coincides with a familiarization phase where the product becomes of common use and meaningful for the user.
- Identification happens when the product helps the user to show its self-identity to the rest of the community.
3.3. Object-System
- As for the predicate-interaction, a strong focus was given to the appearance as it represents the concrete aspect of the system. In the current section, contributions are listed that stress the dominant role of the system during the interaction. Thus, appearance has a strong impact on the product-user interaction with consequences on the commercial success of the product [61]. Shape, geometry, dimensions, textures, materials, colors, graphics, and detailing characterize the physical and visible aspect of a system. Desmet and Hekkert [33] focused more on the ability of the system to trigger human senses through its aesthetic appearance. The scholars do not consider aesthetic simply as a static characteristic of the system; therefore, it has an active role in stimulating a response from the user. Appearance can be classified as a pragmatic quality of the system, as well as usability and functionality since it can be measured easily in an objective way through the analysis of visual behavior.
- Among the abstract aspects, Bongard-Blanchy et al. [60] consider semantics, symbols, emotions, and sensations or feelings. Desmet and Hekkert [33] discuss the affective experience triggered by the system as an affective phenomenon that causes both positive and negative emotions (e.g., love and disgust, fear and desire, pride and despair). These scholars also consider the symbolic meaning of systems in the “experience of meaning”. The affective and perceptual side of the product is prevalent in the literature, while the symbolic and semantic meaning are less recurrent. These abstract properties can be included among the hedonic qualities of the experience. They refer to the subjective, intimate, and deep relationship between systems and users, thus such qualities are difficult to be precisely measured. Hellweger and Wang [47] list a series of product properties where both concrete-pragmatic and abstract-hedonic aspects have been included.
- Among physical representations, it is possible to find end-use products, 3D printed objects or some of their parts, handmade artifacts, and prototypes, that can be further divided in 3D printed prototypes, low-quality or high-quality mockups, depending on their level of complexity. The importance of prototyping methods for the design-making process is stated also by Kim [63]. The scholar suggests designers acquire advanced technological skills to deal with interactive physical prototypes with a high-level of complexity.
- Virtual representation includes a large variety of degree of abstraction ranging from text description to virtual interactive models that can be experienced though immersive VR technologies [43]. In the middle of the scale, there are also images (sketches, renderings, and photos), videos and a combination of images or videos with descriptions, and static virtual models.
3.4. Complement-Context of Use
- ○
- (time, temporality) when the focus is on the moment at whch the action is performed.
- ○
- (physical space) where the interaction takes place. According to [61], this can be further subdivided into
- ▪
- ▪
- or as an instrumental physical context, where technologies are involved to facilitate the user-system interaction [43]. In other words, it can be considered as a form of representation used to depict the system.
3.5. Overview of the Key Components in User Experience
4. Dimensions of UX
4.1. Ergonomic Experience
4.2. Cognitive Experience
4.3. Affective Experience
4.4. Complete Overview
5. A Proposal for a Holistic View on User Experience
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
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Berni, A.; Borgianni, Y. Making Order in User Experience Research to Support Its Application in Design and Beyond. Appl. Sci. 2021, 11, 6981. https://doi.org/10.3390/app11156981
Berni A, Borgianni Y. Making Order in User Experience Research to Support Its Application in Design and Beyond. Applied Sciences. 2021; 11(15):6981. https://doi.org/10.3390/app11156981
Chicago/Turabian StyleBerni, Aurora, and Yuri Borgianni. 2021. "Making Order in User Experience Research to Support Its Application in Design and Beyond" Applied Sciences 11, no. 15: 6981. https://doi.org/10.3390/app11156981
APA StyleBerni, A., & Borgianni, Y. (2021). Making Order in User Experience Research to Support Its Application in Design and Beyond. Applied Sciences, 11(15), 6981. https://doi.org/10.3390/app11156981