UX Tools Workshop 23/03/2010.

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Presentation transcript:

UX Tools Workshop 23/03/2010

Agenda Results from the previous workshop Status of the project Integrating UXP, UXM, UXX Focusing UX – Conceptual framework Discussions

Results from the previous workshop

Workshop Results Grouping Due to schedule issues the grouping of the post-its was incomplete Focus on finding a general view of attitudes, opinions and interests A total of 302 post-its

Workshop Results Grouping 21 groups Attractiveness, Attachment, Stimulation, Annoyance, Fun, Social, Trends, Expectations Utility, Personalization, Usability, UX Production, Features, Measurement, Time Pricing, Marketing, Ethics Models, Routine Anti UX

Workshop Results Findings It’s important to measure not only the total UX of some product but the UX of individual features also UX is more than just singular WOW UX is a longer-lasting phenomenon UX changes with time UX does not have to be very high on arousal Good UX can replace poor usability/utility

Workshop Results Findings UX is on emotional level UX for concepts/prototypes is hard because of technology/usability issues > 40 post-its regarding measurement

Workshop Results Findings UX is hard to limit, especially to a product UX is connected to the expectations of the user UX is connected to the brand UX is connected to user’s motivations ”The part of UX that can be controlled by the designers is in the user interface”

Interviews Literature Project Plan Status of the project Interviews Literature Project Plan

Interviews Literature Project Plan Status of the project Interviews Literature Project Plan

Interviews Services Markets Solutions Devices *Interviewees position within (simplified) Nokia structure

Interviews Reporting on Interviews?

Interviews Literature Project Plan Status of the project Interviews Literature Project Plan

Literature Forums

Literature UX related topics Satisfaction Usability Fulfilling/exceeding expectations Usability Efficiency, effectiveness, satisfaction – Quality of use Mental demand Pleasure, Trust, Engagement, Fun, Flow Social-, ideological-, psychological-, physiological pleasures Extending usability to enjoyment Delight Surprising the consumer Emotions/Affect Visceral, behavioral, reflective responses towards IT Technology Acceptance Usefulness, ease of use -> attitude towards IT Value/worth Means-end chain (knowledge of self/product knowledge) Ethics

Literature Usability Pros: Extensively studied, good methodologies Every phase in PD can be assessed Cons: Centered mostly on hygiene factors Satisfaction is absence of frustration

Literature Towards pleasure… Pros Potentially fertile grounds  Cons Objectivity or inter-subjectivity of findings is problematic Only few operationalizations

Literature Service Marketing/Management Pros: Long history, lots of examples Cons: Emotional aspects mostly excluded Results dependent on customization

Literature Behavioural Studies Pros: Deep understanding of humans Cons: Methods are not easily transferable to practicioners No discount methods

Literature Value / Worth Pros: A multi-faceted view on users Taking into account practices Cons: Methods are scarce and untested Focusing on the cognitive

Literature Emotions/Affect Pros: Objective and subjective assessment Cons: Identifying underlying reasons

Literature UX Measurements Pros: This is what we are trying to do  Cons: Methods haven’t been tested exhaustively, methods are limited Not defined

Literature User Value (Holbrook 1999) Efficiency Excellence Play Measurable items… User Value (Holbrook 1999) Efficiency Excellence Play Aesthetics Status Esteem Ethics Spirituality Boztepe (2007) utility social significance Emotional spiritual UX metrics (Hassenzahl et al 2003) Pragmatic Quality Hedonic Quality Stimulation Identification (Laugwitz et al 2008) Attractivity Perspicuity (clarity/comprehensibility) Efficiency Dependability Novelty

Literature User Satisfaction (Kirakowski 1996) Efficiency Affect Measurable items… User Satisfaction (Kirakowski 1996) Efficiency Affect Helpfulness Control Learnability NASA TLX (Hart & Staveland 1988) Mental demand Physical demand Temporal demand Performance Effort Frustration

Literature ServQual/ServPerf (Parasuraman et al 1988) Tangibles Measurable items… ServQual/ServPerf (Parasuraman et al 1988) Tangibles Reliability Responsiveness Assurance Empathy PrEmo (Desmet 2003)

Interviews Literature Project Plan Status of the project Interviews Literature Project Plan

Project Plan Milestone 2 Background study and preliminary framework of UX   1 2 3 4 5 6 7 8 9 10 11 UX Framework 1-4 UX Framework 5 UX Integration UXP 1 & 2 UXP 3 & 4 UXM 1-3 UXM 4-5 UXX

Integrating UXP, UXM and UXX Interplay & Integration

UX Tools Interplay All stages: key properties of product category. This is something easy for Nokia. All stages: relevant user practices. This is something more novel and infinitely more challenging. UXP: abstract UX goals. Produced by UXP. UXM: UX properties of the product for concepting. Produced before and evaluated by UXM. UXX: precise UX properties of the product. Produced before and tested by UXX.

UX Tools Integration?

Focusing UX and Framework Towards a Framework

Focusing UX

Focusing UX Consumer experience Product development Operationalizations Product development

UX Framework…