ABSTRACT
Currently, digital technologies are present in many areas of our lives and are used for various purposes. The ubiquitous technology landscape through ubiquitous and pervasive technologies has brought new forms of interaction. In this context, Human-Computer Interaction (HCI) community has been directing efforts towards its methods. Among the challenges are the types of evaluations commonly performed to improve the quality of systems.
In this work, we explored different methods to evaluate the user experience with nine interactive installations developed in a Human-Computer Interaction discipline project. The User Experience evaluation was made using AttrakDiff, which seeks to measure hedonic, pragmatic, and attractiveness qualities in an interaction. The second method was a combination of the Pleasure Framework (its thirteen categories of pleasure) and the Self-Assessment Manikin (SAM) in its Pleasure dimension. The choice of methods was given by the nature of the interactive installations, equally valuating pragmatic qualities as well as hedonic ones.
The results show that triangulation approaches, such as the used in this work, were effective because they brought qualitative aspects of the experience, considering both pragmatic and hedonic aspects of the interaction. Particularly in our case study, artifacts with high hedonic qualities obtained good ratings in the pleasure categories.
- Bradley, M.M., Lang, P.J. 1994. Measuring Emotion: The Self-Assessment Manikin and the Semantic Differential. In Journal of Behavioral Therapy and Experimental Psychiatry, 25, 49--59.Google ScholarCross Ref
- Chanel, Guillaume, et al. "Emotion assessment: Arousal evaluation using EEG's and peripheral physiological signals." International workshop on multimedia content representation, classification and security. Springer, Berlin, Heidelberg, 2006.Google Scholar
- Costello, Brigid, and Ernest Edmonds. "A study in play, pleasure and interaction design." Proceedings of the 2007 conference on Designing pleasurable products and interfaces. ACM, 2007.Google Scholar
- Duarte, Emanuel Felipe, and M. Cecília C. Baranauskas. "Interart: Learning human-computer interaction through the making of interactive art." International Conference on Human-Computer Interaction. Springer, Cham, 2018.Google Scholar
- Duarte, Emanuel Felipe, and M. Cecília C. Baranauskas. "Revisiting Interactive Art from an Interaction Design Perspective: Opening a Research Agenda." Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems. ACM, 2018.Google Scholar
- Giannetti, Claudia. "Estética digital." Barcelona: Asociación de cultura contemporánea (2002).Google Scholar
- Hassenzahl, M., Burmester, M., & Koller, F. 2003. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In Mensch & Computer (2003).Google ScholarCross Ref
- Hassenzahl, Marc. "The thing and I: understanding the relationship between user and product." Funology. Springer Netherlands, 2003. 31--42.Google Scholar
- Höök, Kristina, Phoebe Sengers, and Gerd Andersson. "Sense and sensibility: evaluation and interactive art." Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 2003.Google Scholar
- Hutton, James. "X. Theory of the Earth; or an Investigation of the Laws observable in the Composition, Dissolution, and Restoration of Land upon the Globe." Earth and Environmental Science Transactions of The Royal Society of Edinburgh 1.2 (1788): 209--304.Google Scholar
- ISO DIS. 2008. Ergonomics of human system interaction---Part 210: Human-centred design for interactive systems (formerly known as 13407). (2008).Google Scholar
- M. Hassenzahl and N. Tractinsky, User experience-a research agenda," Behaviour & nformation technology vol. 25, no. 2, pp. 91--97, 2006.Google Scholar
- Morris, Jon D., et al. "The power of affect: Predicting intention." Journal of Advertising Research 42.3 (2002): 7--17.Google Scholar
- Shneiderman, B., 1983. Direct manipulation: a step beyond programming languages. IEEE Computer 9 (4), 57--69.Google ScholarDigital Library
- Uwe Hansmann, Lothar Merk, Martin S Nicklous, and Thomas Stober. 2013. Pervasive computing handbook. Springer Science & Business Media.)Google Scholar
- Väätäjä, H. 2014. Framing the User Experience in Mobile Newsmaking with Smartphones. Tampere University of Technology. Publication 1196. Doctor of Science in Technology thesis.Google Scholar
- Weiser, Mark (1991). The Computer for the 21st Century, Scientific American Ubicomp, vol. 265, no. 3, pp. 66--75.Google ScholarCross Ref
- Weiser, M. & Seely Brown, J. (1996). Designing Calm Technology, in PowerGrid Journal, 1(1).Google Scholar
Index Terms
- Evaluating the user experience in interactive installations: a case study
Recommendations
The ‘Angstfabriek’ Experience: Factoring Fear into Transformative Interactive Narrative Design
Interactive StorytellingAbstractInteractive Narratives in the form of Interactive Theater have the potential to offer a transformational learning experience on societal and political topics. The purposive interactive installation Angstfabriek (Dutch for fear factory) lets ...
The experience of interactive storytelling: comparing “fahrenheit” with “façade”
ICEC'11: Proceedings of the 10th international conference on Entertainment ComputingAt the intersection of multimedia, artificial intelligence, and gaming technology, new visions of future entertainment media arise that approximate the “Holodeck” ® idea of interactive storytelling. We report exploratory experiments on the user ...
The Potential of Interactive Digital Narratives. Agency and Multiple Perspectives in Last Hijack Interactive
Interactive StorytellingAbstractInteractive Digital Narratives (IDN) have the capacity to represent multiple, even competing perspectives and to allow audiences to change between them. Such meaningful changes have been defined as agency by Murray [1] transforming the audience ...
Comments