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Emotions, Experiences and Usability in Real-Life Mobile Phone Use

  • Ono Academic College and University of Cambridge

Abstract and Figures

Positive emotional experiences with an interactive product are assumed to lead to good user experience and, ultimately, to product success. However, the path from emotional experiences to product evaluation may not be direct, as emotions fluctuate over time, and some experiences are easier to recall than others. In this study, we examined emotions and experience episodes during real-life mobile phone use over a five-month period. The goal is to understand how emotions and memories are related to overall evaluation of a product: usability, user experience and behavioral intentions. The results show that both emotions and how people remember them had strong unique roles in the overall evaluation of the product. Positive emotions were mostly related to good user experience and negative emotions to low usability. In the early stages of use, users overestimated their positive emotions and seemed to focus on user experience, the importance of usability increased over time.
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Emotions, Experiences and Usability in Real-Life Mobile
Phone Use
Sari Kujala
Aalto University, Department of Design
P.O. Box 31000
FI-00076 Aalto, Finland
Talya Miron-Shatz
Center for Medical Decision Making,
Academic Collge
104 Zahal St. Kiryat Ono, Israel, 55000
Positive emotional experiences with an interactive product
are assumed to lead to good user experience and,
ultimately, to product success. However, the path from
emotional experiences to product evaluation may not be
direct, as emotions fluctuate over time, and some
experiences are easier to recall than others. In this study, we
examined emotions and experience episodes during real-life
mobile phone use over a five-month period. The goal is to
understand how emotions and memories are related to
overall evaluation of a product: usability, user experience
and behavioral intentions. The results show that both
emotions and how people remember them had strong
unique roles in the overall evaluation of the product.
Positive emotions were mostly related to good user
experience and negative emotions to low usability. In the
early stages of use, users overestimated their positive
emotions and seemed to focus on user experience, the
importance of usability increased over time.
Author Keywords
User experience; usability; emotions; memories; word of
mouth; user satisfaction; day reconstruction method; mobile
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
General Terms
Human Factors; Design.
Positive user experience is an important goal in design.
Companies consider good user experience vital to
continuous commercial success and it is believed to
improve customer loyalty. For example, Jordan [17]
suggests that if people have pleasurable experiences with a
product, they are more willing to buy the next product from
the same company. A good user experience may also lead
users to recommend the product to their friends, which
brings in new customers [cf. 33].
It is still unclear what user experience exactly is [6, 25], but
users’ emotional responses to interactive products are
frequently viewed as essential in user experience [6, 10, 16,
26] and emotion appears to help users evaluate outcomes
when interacting with products [6]. For example, according
to Mahlke and Thüring’s [27] model, user experience
consists of emotional reactions and perceptions of
instrumental and non-instrumental qualities.
In this paper, we discuss the role of emotions in real-life
mobile phone use over a five-month period. As emotions
fluctuate over time, it is necessary to know how users
remember them and to define their role in usability, user
experience and ultimately in product success.
The role of emotions over extended time periods is not well
understood. In studies to date, the time periods examined
are relatively short [24]. For example, Mahlke and Thüring
[27] found empirical evidence that perception of both
instrumental and non-instrumental quality influences
emotional reactions and the appraisal of interactive systems.
However, their experiment lasted an average of only 60
minutes. Similarly, Tuch et al. [39] found that the visual
complexity of websites affects users’ emotional reactions,
but the experiment included only visual search tasks and it
lasted only 90 minutes.
In real life, the relationship between a user and a product
develops over months or even years. Users have a
substantial amount of emotional experiences with the
product both positive and negative and emotions may
fluctuate from minute to minute and from day to day. When
forming an overall evaluation on a product, people do not
merely tap into the emotional experience at the moment.
Rather, they base their overall evaluation on their entire
experience throughout usage, as stored in their memory.
Psychological studies of autobiographical memory have
shown that people do not passively undergo emotional
experiences, but rather actively interpret the meaning of
experiences and construct memories from them (see [12]
for a review). Similarly, user experience is frequently
conceptualized as constructive [35] and sense making [42].
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CHI 2013, April 27May 2, 2013, Paris, France.
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Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
The optimal timeframe for evaluating user experience is
unclear. Many researchers and practitioners agree that user
experience must be assessed during the actual interaction
with a product rather than afterwards [25]. However, in
practice, such instant evaluations may be made during very
short evaluation periods of engagement with the product
and may be inconsistent with users’ overall interpretations
of their experiences as these evolve over time.
As Hassenzahl and Ullrich [11] state, when users are
evaluating a product, they make judgments about the
overall quality of a product based on their memory for
momentary experience episodes. These summary judgments
guide users’ decisions regarding products: whether they are
satisfied with the product and willing to continue using it
and even recommend the product to others. The outcome of
these decisions can be taken to reflect the success of a
product, but how well do users remember their emotional
experiences? When users form an overall evaluation of the
product, are all experience episodes equally important? Is it
the experience episodes themselves or memories of those
episodes that determine product success?
In this paper, we present results on how people evaluate
their emotions during the first 5 days of mobile phone use,
after 2.5 months and after 5 months of use. The study
makes a unique contribution in showing that both positive
and negative emotions and how people remember them
have a strong unique roles in the overall evaluation of the
Memory and experiences
Psychological studies have long shown that human
memories are vulnerable to retrospective biases [34]: on-
line evaluations of emotional experiences differ from the
retrospective overall evaluation. For example, people often
base their overall evaluations on the peak and final intensity
of the experience presumably because they are well recalled
at the time of evaluation [15]. In addition, people tend to
overestimate the intensity of the emotional experience
compared to their feelings at the time of the experience
itself [29, 30]. The discrepancy between the experienced
emotions and their evaluation has been demonstrated in the
context of experiences ranging from vacations [30, 41] and
episodes of pain [38] to everyday events [28, 29].
Also in the field of human-computer interaction, Norman
[31] and Karapanos et al. [22] have argued for the
importance of memories of experiences (rather than actual
experiences) to product success, as it is the memories that
will be reported to others and guide future user behavior.
Hassenzahl and Sandweg [9] showed that memory
influences assessment of perceived usability. In their
experiment, these summary assessments did not reflect a
whole experience episode, but rather the last task of the
whole two-hour test session. They explained that more
recent details come to mind more easily.
In addition to memory biases, forecasts of emotional
experiences also tend to be more extreme than actual
experiences as they focus on core attributes of the activity
at the expense of other information [36]. For example,
people believe that vacations are highly enjoyable and this
belief shapes their predictions and global evaluations of the
holidays, even when the actual experience turns out to be
disappointing [30]. People forget the negative experiences
and base their overall evaluations on expectations and
positive experiences [30]. It is psychologically adaptive to
view past life experiences in a positive light as this allows
us to maintain a positive self-image and to forge positive
social relationships [12]. It remains to be examined whether
the same happens with commercial products that can be
discarded and replaced.
Although global reports are biased and only memories of
real experiences, they are important because they seem to
be used in predicting behavioral choices [30, 41]. For
example, Wirtz’s et al. [41] studied students before, during,
and after their spring-break vacations and found that the
predicted and remembered experiences were more intense
than the actual experiences. Recalled memories of a
vacation, but not the actual experience, predicted the
students’ willingness to repeat the experience.
Apart from Hassenzahl and Sandweg’s [9] short-term study,
there is paucity of scientific evidence supporting the
importance of memories in user experience, overall product
evaluation and behavioral intentions (e.g. willingness to
repeat the experience). Rather, as mentioned above, many
researchers highlight the importance of experiences during
the interaction [25].
Capturing emotional experiences over time
In human-computer interaction, studies that track users over
several days or weeks are rare because of the associated
expense and participant fatigue involved [21]. In particular,
it is challenging to recruit and motivate users to participate
in studies in which they need to report their experiences
daily. To illustrate, Karapanos et al. [21] applied the Day
Reconstruction Method (DRM) and evaluated users’ daily
experience episodes with iPhones for 5 weeks, but they only
had six technically-oriented participants.
The Experience Sampling Method (ESM) as reviewed by
Csikszentmihalyi and Larson [4] collects information on
people’s feelings several times a day, and is similar to
Ecological Momentary Assessment, applied by Stone et al.
[37] which also measures physical sensations. The DRM
was developed by Kahneman et al. [18] as a more practical
version of ESM for wellbeing research. The DRM reduces
participants' burden by imposing a chronological process in
the reconstruction of experiences, only once a day. The
results are very close to those elicited through ESM [18],
yet without interrupting respondents’ daily activities.
Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
Karapanos et al. [21] asked their study participants to pick
the three most impactful experience episodes of the day
with the new phone, either satisfying or dissatisfying, write
them down and describe the situations, their feelings and
momentary perceptions of the product. They found that
many different kinds of experience episodes may take place
with the iPhone during the same day, with a distribution that
changes over time, going from an orienting learning phase
to a final emotional attachment phase, as weeks progress.
Study overview and hypotheses
In this study, we examine emotions during real-use mobile
phone usage. The goal is to understand how emotions and
memories are related to overall evaluation of a product:
usability, user experience and behavioral intentions.
Based on the literature review, the overall hypothesis is that
users do not have accurate memory of all the details of their
experience episodes and related emotions, but rather, they
actively interpret the meaning of experience episodes and
construct memories of them. It is expected that both the
memories and the real emotional experiences are important
in the overall evaluation of the product.
We formed three specific hypotheses:
Hypothesis 1: When users recall their emotions related to
product use they overestimate the intensity of the emotions
compared to the actual intensity during the usage.
Hypothesis 2: Positive emotions and their memories are
related to good overall evaluation of the product.
Hypothesis 3: Memories of positive and negative peak use
experience episodes are related to the overall evaluation of
the product.
Participants and products
Employees of a large university in Finland were recruited to
participate in the study. The potential participants were
contacted when they ordered a new mobile phone from a
university phone service. The users selected their mobile
phone for work purposes and the university paid for the
phones. All in all, 82 users were sent an invitation e-mail,
42 of them agreed to participate and filled in the initial
questionnaire. As the users agreed to participate before they
received the phone, some users unexpectedly had sick
leaves, holidays or work pressure that prevented them from
participating in the study or from completing it. Thus, 24
users filled in the questionnaires of the first six days of the
mobile phone use. Of these, 22 users filled follow-up
questionnaires after 2.5 months and 5 months.
As our focus was the path from experience episode to
memory to evaluation, over an extended period of time,
only the responses of these 22 users were included in the
analysis. Each participant received the choice of movie
tickets or a memory stick as a reward.
The mean age of the participants was 39.1 years (SD=12.2),
12 of them were females and 10 males. They represented
different positions (e.g. secretary, laboratory engineer,
researcher, professor) and fields (e.g. traffic engineering,
design, informatics). The mobile phones that the
participants had selected for themselves represented three
different brands and five different models (e.g. Nokia E7,
HTC Wildfire, iPhone 4S). The participants had not had
prior experience of their new mobile phones; one user had
used a previous model of the phone.
The goal was to investigate emotions in real-use contexts
and therefore compared to previous studies the study time
span was extended to 5 months of usage. In order to ensure
good reliability and ecological validity participant burden
was reduced by selecting carefully the data collection points
to represent time before usage, short-term usage, middle-
term usage (2.5 months) and long-term usage (5 months).
Participants were surveyed at several time points using an
online tool, Webropol (Table 1). First, 1-3 days before the
participants received the new mobile phone, they provided
background information about themselves and the phone.
Second, the participants reconstructed their experience
episodes with the phone and the related emotions during
each of the first five days of use using DRM. Third, on the
sixth day, the participants rated their overall evaluation of
the product and overall satisfaction on an evaluation
questionnaire. The participants filled in the evaluation
questionnaire again after 2.5 months and 5 months of usage.
Initial questionnaire
The participants’ background information including prior
experience was collected through the initial questionnaire.
In addition to basic demographic data, we asked the
participants to rate how enjoyable they expected the product
to be and how satisfied they expected to be with it.
Table 1. Measurement points during the five months of use.
Information gathered
1. Before usage
Initial questionnaire: Background
information, expectations
2. During the first
five days
Daily DRM questionnaires:
Daily use experience episodes and
related emotions
3. On sixth day
Evaluation questionnaire:
Overall evaluation of the product
and recalled emotions, the most
memorable peak and low
experience episodes
4. After 2.5
5. After 5 months
Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
The expected enjoyment was rated on a scale ranging from
1 (disagree) to 5 (agree). The statements (adapted from [30,
41]) were “I expect to enjoy using the new product”, “I
think using the product will be fun”, and “I will be satisfied
with the product”, “I think using the product will be
rewarding”, “I feel good about this product”.
Day Reconstruction Method questionnaire (DRM)
The participants reported daily their experience episodes
with their mobile phones and the related emotions during
the first five days of usage. The participants followed the
Day Reconstruction Method (DRM) protocol by Kahneman
et al. [19], which we modified to product use context.
The participants reconstructed the main episodes of the
previous day, from when they woke up to when they went
to sleep. They then recalled all the experience episodes
related to the product during the previous day (either related
to the day episodes or not) and to describe their episodes.
We defined episodes as product-related experiences, when
the participants think about the product, look at it, keep it at
hand, use it, or somebody else is looking at it.
First, the participants were asked to name and describe the
product related experience episode. Next, the participants
were asked to rate the extent to which they experienced
various emotions, from 1 (not at all) to 5 (very much)
during the episode. As recommended by Kahneman et al.
[19], the affective descriptors that were relevant to the
usage situations were selected by adopting the DRM’s
original affective descriptions. The questionnaire consisted
of four descriptors of negative emotions: ‘frustrated’,
‘irritated’, ‘angry’ and ‘tense’. The four positive emotion
descriptions were ‘excited’, ‘satisfied’, ‘proud’, and ‘glad’.
These measures were averaged to create index variables for
positive affect and negative affect. In addition, the
participants had the possibility to name and rate one affect
by themselves.
After the participants described an experience episode, they
were asked if they had more product-related episodes. If the
answer was positive, they were asked to describe the
additional episodes and to rate the related emotions. The
questionnaire was filled in only for those days the
participants had experience episodes with their mobile
phone, on average for 4.5 days out of the five days
Evaluation questionnaire
After the five days, 2.5 months and 5 months usage, the
participants were asked to fill in a questionnaire giving their
overall evaluation of the phone. This questionnaire included
five measures: 1) emotional reactions, 2) behavioral
intentions, 3) perceived usability, 4) user experience, and 5)
the most memorable experience episodes.
1) Emotional reactions were assessed with the same rating
questions that were used in the Day Reconstructions
Method questionnaire. In addition, the participants were
asked whether they had experienced an exceptionally
memorable wonderful episode with the mobile phone and
then they were asked to rate their emotions during the
episode. After that they were asked whether they had
experienced an exceptionally memorable awful episode
with the phone and they were asked to rate their emotions
during it [adapted from 28].
2) Behavioral intentions were measured by product success
related questions about the participants’ reactions related to
the mobile phone. The participants were asked if they
would repeat the experience of using the product again and
repurchase it using the operationalization of Wirtz et al.
[41]. The participants were asked: Would you start using
this same product over again (assuming that you can start
again and you know what you now know)?’ Their
willingness to recommend the product was asked with the
question: If your friends were planning to purchase a
similar kind of a product, how likely is it that you would
recommend this product to them?’ (adapted from [33], used
also in [3]). They were also asked if the mobile phone met
their expectations (adapted from [24]) and how willing they
are continuing using the same mobile phone.
3) Subjective usability was measured with the Usability
Metric for User Experience (UMUX) developed by Finstad
[5]. It is a four-item Likert scale aimed to measure the three
dimensions of usability defined by the ISO 9241-11
standard: effectiveness, efficiency, and satisfaction. The
UMUX scale is a shortened version of the ten-item System
Usability Scale and according to Finstad’s [5] comparison
the measures correlate at a rate 0.80.
4) User experience was a measure of hedonic, pleasure
producing product quality. It was measured with the
AttrakDiff questionnaire 2 [1, 7] that is one of the most
used user experience questionnaires [2]. AttrakDiff uses
semantic differential in which a user is asked to rate the
product using opposite word pairs with a 7-point scale. The
questionnaire measures the perceptions of pragmatic and
hedonic quality. The pragmatic quality questions are
focusing on ease of use and they were excluded in order to
avoid overlapping with the subjective usability measure and
in order to avoid participant fatigue. Hedonic quality
questions focus on stimulation that is related to the novelty
and originality of the product, and identification that is the
product’s ability to address the need to express one’s self
through objects one owns [7]. In addition, the questionnaire
includes questions related to the attractiveness of the
product (e.g. pleasantness and beauty). The total number of
the used AttrakDiff word pairs was 21.
Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
5) The most memorable experience episodes were identified
by asking the participants about peak and low experience
episodes related to the mobile phone. First, they were asked
whether they had had an unusually wonderful episode with
the phone and then, whether they had had an unusually
awful or unpleasant episode with it. Those participants that
had had peak episodes were then asked to rate the related
emotions similarly to the DRM questionnaire.
The analysis started by establishing the first four summary
measures mentioned below and assessing their reliability. In
the first measurement after five days of use, Cronbach’s
alpha coefficient was .94 for behavioral intentions, .74 for
subjective usability and .91 for user experience
demonstrating high degree of internal reliability of the
For positive emotions Cronbach’s alpha was also very high
.92. For negative emotions Cronbach’s alpha was .78
without Tense and with the ‘tense’ it was .59. ‘Tense’ did
not correlate negatively with the positive measures as other
negative measures, implying that tension is more of a
measure of arousal, and not altogether a negative emotion.
Thus, the ‘tense’ measure was excluded from the analysis
and we averaged the other three negative measures to create
an index variable for negative emotions.
In this study, usability and user experience were measured
separately using existing measures although the concepts
are partly overlapping. The user satisfaction component of
usability is related to user experience. However, the
correlations between the used subjective usability and user
experience measures were very low and not significant:
r=.161 (p<.475), .271 (p<.22) and .460 (p<.031) after 5
days, 2.5 and 5 months. Also Hornbæck and Law [13]
found in their meta-analysis of 73 studies that the
effectiveness, efficiency and user satisfaction are correlated
although average correlations were rather low, ranging from
.247 between effectiveness and efficiency to .164 and .194
between these measures and user satisfaction.
A repeated measure ANOVA was used to compare the
means of emotion ratings in different measurement points.
Bivariate correlations (r) and point-biserial correlations (rpb)
were used to compute the correlation coefficients among
the study variables. A linear mixed model analysis (also
called multilevel model) [14] was used to analyze the time
effects. Analysis was conducted for behavioral intentions
and positive emotions as separate dependent variables in the
mixed model. Subject ID was entered as a subject, with
time and subjective usability or user experience as fixed
The most memorable peak and low experience episodes
were analyzed using open coding. First, open coding was
used to iteratively construct the content categories. Some
experience episode narratives included two or three
different points or sub-episodes so these narratives were
divided accordingly for the content analysis. Six content
categories were originally created by one researcher but
iterated in collaboration between two researchers and the
two researchers independently categorized all the
narratives. The inter-rater agreement was substantial, Kappa
= .68 with p<.001.
Hypothesis 1
In order to assess the prediction that users would
overestimate the intensity of their positive and negative
emotions after usage, we examined the intensity of
emotions during the first five days of usage and after the
first five days. As the participants reported all their
individual experience episodes and the related emotions for
the first five days and they made the overall evaluation of
their emotions on sixth day, we could calculate the mean of
daily emotions related to the product and then compare the
mean to the overall evaluation of the emotions.
As shown in Figure 1 the results confirmed the hypothesis.
The users overestimated both their positive and negative
emotions. The means of daily experienced positive and
negative emotions were 2.65 (SD=.93) and 1.68 (SD=.62)
respectively, but the means of overall recalled evaluations
were 3.08 (SD=1.13) and 1.89 (SD=.99). The difference is
statistically significant for the positive emotions (F1,21=9.05,
p<.007) but not for the negative emotions (F1,21=2.74,
Thus, on the sixth day, when users made their overall
evaluation of their new mobile phone, they overestimated
particularly their recalled positive emotions compared to
the daily experienced emotions.
Figure 1. Means of daily experienced emotions and recalled
overall evaluation of emotions after five days of use.
Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
Hypothesis 2
Hypothesis 2 predicted that positive emotions and their
memories will be related to good overall evaluation of the
product. This hypothesis was tested by calculating the
correlations between the experienced and recalled emotions
and product evaluation measures as shown in Table 2.
The results confirm the hypothesis by showing that both the
experienced and recalled positive emotions were
statistically correlated to good user experience and the
product-related behavioral intentions. Also expected
enjoyment was related to user experience and the
behavioral intentions. The negative emotions were
negatively correlated with usability and only the recalled
memories correlated with the behavioral intentions related
to the product.
Table 3 shows that the mean intensity of the recalled
emotions did not change from one measurement to another.
However, the role of emotions changed over time. When
usability was the dependent variable and time and positive
emotions as fixed effects in the mixed model, positive
emotions had a significant effect (F1,37=21.15, p<.001) so
did time (F2,20=13.19, p<.001). In addition, there was a
significant interaction between time and positive emotions
(F2,20=10.80, p<.001) showing that the relationship of
usability and positive emotions became stronger over time.
Figure 3 shows the change of correlations of usability and
user experience with the behavioral intentions over time.
When the behavioral intentions measurement was used as
the dependent variable, usability had a significant effect
(F1,45=42.52, p<.001) so did time (F1,22=3.61, p<.044). In
addition, there was a significant interaction between time
and usability (F1,22=3.58, p<.045) and the estimates show
that the relationship between usability and the behavioral
intentions became stronger: the impact of usability on
behavioral intentions is increasing over time.
When the behavioral intentions measurement was used as
the dependent variable and time and user experience as
fixed effects, user experience had a significant effect on
behavioral intentions (F1,46=7.01, p<.011), but there were
no significant time effects (F2,18=1.14, p<.34) or interaction
between time and user experience (F2,18=1.48, p<.25). Thus,
user experience is predicting behavioral intentions but the
impact of user experience is constant over time.
Hypothesis 3
Hypothesis 3 predicted that the memories of positive peak
experience episodes and negative low episodes will be
related to the overall product evaluation. Five users did not
report peak or low experience episodes, but the other 17
users reported altogether 23 positive peak experience
episodes (included 27 sub-experiences) and 21 negative low
episodes (included 22 sub-episodes). Seven users reported
both positive and negative experience episodes, seven users
reported only positive episodes and three users reported
only negative episodes.
Table 2. The correlations between the means of daily
experienced and recalled emotions after five days of use and
the product evaluation measures.
Table 3. Means (and standard deviations) of the product
evaluation measures, behavioral intentions and emotions in
different measurement points.
5 days
2.5 months
5 months
3.08 (1.13)
3.20 (1.04)
3.15 (1.00)
1.89 (.99)
1.78 (.68)
1.89 (.77)
72.2 (20.79)
64.6 (26.28)
67.8 (25.20)
4.97 (1.16)
4.91 (1.14)
4.86 (1.10)
5.33 (1.33)
5.17 (1.33)
5.18 (1.61)
Figure 3. Correlation of usability and user experience with the
behavioral intentions.
Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
Positive peak and negative low experience episodes raised
strong emotions. Positive peak experience episodes were
related to high positive emotion ratings (M=4.38, SD=.56)
and negative low episodes were related to high negative
emotions ratings (M=4.15, SD=.44). Based on the reports
of the first five days, the participants used the phone several
times a day almost daily. Thus, the peak experience
episodes had a strong effect on the overall evaluation of the
emotions among the hundreds of ordinary experience
episodes during the five months of usage.
The number of peak and low experience episodes were too
small to make reliable conclusions of their effects, but
point-biserial correlations suggest that peak and low
experience episodes are related to overall emotions after
five months. Reporting positive peak episodes correlated
significantly with the overall positive emotions after five
months (rpb=.597**, p<.003), suggesting that those users
who had positive peak episodes also reported more positive
overall emotions. Reporting negative low episodes
correlated significantly with overall negative emotions after
five months (rpb=.733**, p<.001) suggesting that those
users who had negative low episodes also reported more
negative overall emotions than rest of the users.
The content analysis of the experience episodes showed that
the negative low episodes were mostly related to ease of use
(73%). Table 4 provides some examples of the negative low
experience narratives. In 16 out of 22 negative episodes, the
users described situations where the phone was difficult,
uncomfortable or frustrating to use. In three cases, the users
reported that the phone was not working properly e.g. after
five months one user told that internet and mobile
connection were suddenly disappearing and one user told
that the charger is working unreliably. In addition, in two
cases users described how they felt stupid when using the
phone and how some functions were irritating.
Table 5 includes examples of the positive peak experience
episode narratives. 14 out of 27 experiences (52%) were
related to utility, the users mostly told about a good
functionality that enabled them to achieve something
useful. Three users also brought up the easiness of doing
useful tasks.
Five positive experiences were more experiential relating to
sociability and novelty: ‘playing together with my 1.5 old
son’ and ‘in the beginning when I started to use the phone, I
was really enthusiastic and used lot of time for getting to
know the phone’. In addition, two experiences were not
directly related to the phone, one person received a call
from a friend that she had not seen for a year and one
person got an email that his long iterated article was
accepted to a good journal.
The content analyses of experience episode narratives also
revealed that efficiency and effectiveness seem to be
intertwined with user experience or hedonic product
Table 4. Examples of the negative low experience episodes.
Description of the low negative experience
The first day! I couldn’t even put the PIN code without
help although it is usually the easiest task with the new
mobile phone. Implementation was followed a general
peeping in our room as my neighbor and I were doing
settings. Uh! In addition, all in all I felt very stupid
(User 8 after five days).
I don’t know how to end a call (User 16 after 2.5
Simple things like changing the ringing tone were not
easy. It is also somewhat irritating to find numbers with
the phone and end the call after a call (User 21 after 2.5
I can’t save the phone number of the persons who called,
but instead I call them when I try to save the number
(User 16 after 5 months).
Table 5. Examples of the positive peak experiences.
Description of the positive peak experience
I was managed to put on an alarm for a leaving time and
the phone buzzed on the phone so that other people
noticed it. I received a comment, hey, you are already a
professional in using the phone (User 17 after 5 days.)
The day when I made the phone personal, the day was
about one month ago. I updated the operating system and
at the same time several Ovi Store applications, mostly
newspapers. I was great that I was able to make the local
newspaper visible and even for free for the first couple of
months (User 3 after 2.5 months).
I used the map and location data when I was lost (User 9
after 2.5 months).
During tram journey I was able to handle several duties
by replying to e-mails. I felt efficient in using mobile
phone (User 2, after 5 months).
For example, many experiences had social consequences
(positive attention or embarrassment) or effects on how the
users identified themselves (proud of accomplishment or
feeling stupid, irritated or frustrated).
In this study, we investigated emotions during real-life
mobile phone use over five months. The goal was to
understand how emotions and memories are related to
overall evaluation of a product: usability, user experience
and behavioral intentions.
Emotions, memories and overall evaluation
The results show that both experienced emotions and
memories thereof play an important role in overall product
evaluation. After five days, users overestimated their
Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
overall positive emotions compared to the daily
experienced ones. Both recalled overall positive emotions
and experienced ones were related to user experience and
behavioral intentions. Thus, it appears that the positive
emotions and memories are a strong predictor of product
success as measured by the behavioral intentions.
Usability, on the other hand, was related to negative
emotions and the memories of the negative emotions were
significantly related to behavioral intentions. Over time,
good usability was associated with positive emotions
parallel with user experience and its effect on behavioral
intentions increased while the effect of user experience
remained stable over time.
The peak and low experience episodes that the participants
reported were presumably the most memorable episodes
that they had with the phones. Similarly to emotion ratings,
the low experience episodes were related to negative
emotions and mainly caused by low ease of use.
Positive peak experience episodes were related to positive
emotions and the utility of the phone, e.g. the functionality
enabled the person to achieve something positive. The
number of peak and low episodes was too small to make
reliable statistical tests of their relationship to memories of
emotions, but the correlations suggest that the users based
on their overall evaluations of the memories on the low and
peak experience episodes.
Both the overestimated emotions after five days and the
importance of peak and low experience episodes for the
overall evaluation support the overall hypothesis that users
actively interpret the meaning of their experiences and
construct memories of them. Based on this study, these
memories of the experience episodes and the related
emotions seem to have at least as strong effect on the
overall evaluation of the product as the actual experience
episodes have.
Emotions, usability and user experience over time
In the early stages of use, users overestimated their positive
emotions and seemed to focus on positive emotions more
than on negative emotions.
The finding that positive emotions are related to user
experience whereas negative emotions are related to
usability clarifies the nature of the usability and user
experience concepts, and suggest that good user experience
means that the product is emotionally rewarding. Further,
good user experience brings positive emotions because it
helps to fulfill personal needs as the nature of peak
experience episodes suggests. Similarly, Hassenzahl et al.
[8] showed this in their analysis of 500 positive experiences
with interactive products.
Over time, usability started to bring about more positive
emotions. The peak experience episodes also showed the
intertwined nature of usability and user experience.
Effectiveness was needed in order to achieve the goals of
users but the positive consequences were often described to
relate positive user experience, for example feeling
effective or getting positive social feedback. Moreover,
good usability is rewarding as such, particularly over time
as it supports positive self-image.
Based on earlier research results we could have expected
that usability is particularly important in the beginning of
use for learnability reasons [20, 21]. In Karapanos’ et al.
four-week study [21] there was a sharp decrease of
learnability flaws after the first week of use suggesting the
importance of an early learning phase. In another study of
Karapanos’ et al. [20] pragmatic aspects were relevant in
the first measurement during the first week of use but not in
the second measurement after four weeks of use.
The low experience episode examples show that this was
not the case in the current study. Even after 2.5 months of
use, a user reports not knowing how to end a call, and
usability maters more over time. When they gain more
experience of the product, the role of usability increased
presumably as their evaluations of usability became more
objective and positive emotions lost their dominating role.
This finding offers one possible explanation to the
phenomenon that objective usability and subjective
usability are often only weakly related [13], but as this
study shows the correlation is strengthening over time.
One explanation for the conflicting results is that
Karapanos’ et al. [21] participants were young, technically
oriented and mostly men, whereas our participants came
from different ages and backgrounds and were not able to
learn or handle all the usability problems with the
complicated smart phones. In the other study [20], the
product was a simple pointing device, which the
participants could quickly learn to use. In sum, the role of
usability depends on users, their characteristics and the
product. Our novel finding is that the significance of
memorable usability problems increases over time.
As two users commented, the time was too short to get to
know the new mobile phone and the users may have
expected to have problems when they were still unfamiliar
with the new phone. Over time, users may become irritated
by repeated impracticalities over time as also suggested by
Kujala et al. [23, 24]. In addition, positive expectations may
have an effect in the early evaluation. For example, Raita
and Oulasvirta [32] showed with a short usability test
experiment that positive expectations boosted post-test
usability ratings even when the users failed most of the
Validity and implications
The ecological validity of the study is good. Users used the
mobile phones in their own environment in real-life
settings. In earlier studies the investigated time periods
have been relatively short [24] and performed in
experimental settings. Thus, this study provides important
insight about the role of emotions over time in real life.
Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
However, as the sample is relatively small and we can’t
compare reliably for example the importance of memories
and actual emotional experiences.
The findings have important implications for the research of
user experience. First, they provide empirical support for
the claims that user experience is actively constructed rather
than a mere collection of emotional reactions. Thus, the
whole concept of user experience should focus more on its
interpretative and memory dependent nature rather than on
immediate reactions of users.
Second, the findings suggest that the importance of
memories needs to be considered when evaluating user
experience. Many researchers and practitioners find it
necessary to assess user experience while a user interacts
with a product [25] and many user experience methods
focus on momentary experiences or single behavioral
episodes [40]. Moreover, retrospective methods have been
criticized as unreliable [22]. Yet, the current study suggests
that users’ retrospective evaluations, while somewhat
inaccurate, may be more important than online
As all experience episodes are not equally important, we
need to identify those that are best recalled and most critical
to customer satisfaction and loyalty. Several evaluation
methods focus on memories (iScale [22] and UX Curve
[24]). These can be used to identify what experience
episodes are most memorable and meaningful for a given
product. The negative issues can be then removed and
positive issues can be supported by design.
Third, we need to consider memory and emotions in design.
The content analysis of peak and low experience episodes
suggest that design should support people to achieve their
goals and provide positive experiential consequences. In
particular, based on the content analysis of low and peak
experience episodes, it looks like that the product should
support positive self-image, personalization and have
positive social consequences. Further, usability problems
that have negative social consequences seem to be
especially memorable and avoidable.
Ultimately, designing rewarding and memorable episodes
means going beyond ease of use and utility. The product
should have a positive influence on the user’s personal
needs and life.
We thank Marlene Vogel, Oscar Person, Merja Halme, Lutz
Gegner and anonymous reviewers for their help and
valuable comments and Jari Lipsanen and Oscar Person for
help with statistical analysis.
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CHI 2013: Changing Perspectives, Paris, France
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Session: Reflecting on Phones
CHI 2013: Changing Perspectives, Paris, France
... Therefore, this study looks at those older adults, who are 56-70-year-old employees, and who are nearing retirement ("older employees"). Inspired by Kujala and Miron-Shatz [17] and Tuch and Hornbaek [18], we analyzed older employees' user experience with a patient portal, identifying their emotionally most intense positive and negative experiences that are called peak experiences [19]. We collected those peak experiences using the critical incident method [20], which focuses on the actual behavior or concrete experiences of participants, rather than generalized opinions. ...
... We focused on positive and negative peak experiences as according to the well-established peakend rule, people's overall evaluations of an event are strongly influenced by the peak and end experiences during the event [32]. These experiences seem to be also critical to the overall user experience [17,19,33] and there is evidence that even a single peak experience predicts the overall user experience [13]. The single experience can be a peak or end experience depending on which one is more memorable and meaningful to the user. ...
... Our results provide quantitative evidence for the proposition that users' peak experiences are relevant to the overall evaluation of a product, as predicted by the "peak-end" rule theory [32]. This finding confirms early empirical results [13] and the assumptions of HCI researchers [17,18,34,[39][40][41]. Peak experiences may play an important role because people tend to remember the strongest and most recent experiences. ...
Full-text available
Digitalization could provide efficient and cost-effective health and well-being services to the rapidly aging population. However, digital services do not always meet their needs. We investigated the experiences and service needs of older employees by collecting quantitative and qualitative data through a survey (n = 497). The results suggested a negative association between user satisfaction and age during retirement transition. Peak experiences were meaningful, explaining a 26% variation in the overall evaluation of the portal. The negative peak experiences concerned poorly functioning features, and the positive ones the ability to take care of one’s health smoothly and easily. The respondents had high expectations for functionality, efficiency, and ease of use. They wanted more support for self-managing health: controlling weight, sleeping, recovery, and exercising.
... Besondere Aufmerksamkeit sollte den Emotionen von Benutzer/-innen zuteilwerden, weil sie maßgeblich für die Wahrnehmung von Medienangeboten (Schramm & Wirth, 2006) sowie das Speichern und Abrufen von Informationen sind. Das Erleben und Erinnern von Emotionen beeinflusst die Gesamtbeurteilung eines Produkts in großem Maße, wie hohe Korrelationen zwischen subjektiven Empfindungen und kognitiven Bewertungen verdeutlichen (Kujala & Miron-Shatz, 2013;Holland & Kensinger, 2010;Mahlke & Minge, 2008). Innovative Produkte rufen mehr Emotionen hervor als herkömmliche (Dupré, Tcherkassof & Dubios, 2015), doch der Einfluss von Emotionen schwankt über die Zeit hinweg (Minge & Thüring, 2011b). ...
... Gefundene Verbindungen von negativen Emotionen und mangelnder Usability bzw. von positiven Emotionen und einer guten UX stützen diese Idee (Raita & Oulasvirta, 2014;Kujala & Miron-Shatz, 2013). ...
... Mit Rücksicht auf die von Forscher/-innen vermuteten Parallelen zur ZFT (Herzberg, 1987) ist es auch denkbar, dass die NEM stabiler als die PEM sind, weil sich die pragmatische Qualität nicht verändert, während die hedonische Qualität zeitlichen Einflüssen unterliegt und für die Befriedigung von Bedürfnissen gemäß des UGA (Katz, Blumler & Gurevitch, 1974, zitiert nach Vogel, Suckfüll & Gleich, 2007 entscheidend ist (Raita & Oulasvirta, 2014;Kujala & Miron-Shatz, 2013;Hassenzahl, Diefenbach & Göritz, 2010;Minge & Thüring, 2011b Zudem ist bekannt, dass hedonische Aspekte habituelle Nutzung fördern (Köse, 2020) und zur Technologienutzung motivieren (Venkatesh, Thong & Xu, 2012 ...
Full-text available
Emotionale Bewertungen stellen ein zentrales Element der Nutzungserfahrung dar. Aus diesem Grund untersucht die vorliegende Bachelorarbeit, ob eine hohe Nutzungshäufigkeit von Mobiltelefon oder Sprachsteuerung einen Einfluss auf die emotionalen Aspekte des Benutzererlebens hat. Zu diesem Zweck wurde eine Online-Befragung (N= 836) durchgeführt und mittels Korrelationen, hierarchischen Regressionsanalysen, multivariaten und univariaten Varianzanalysen sowie kanonischen Diskriminanzfunktionen ausgewertet. Die Ergebnisse offenbarten, dass sich Nutzungshäufigkeiten unterschiedlich auf positive und negative Emotionen auswirken. Personen, die ihr Mobiltelefon häufig verwendeten, erfuhren mehr positive Emotionen gegenüber dem Gerät. Negative Emotionen gegenüber dem Mobiltelefon konnten hingegen nicht durch eine häufige Nutzung reduziert werden. Dies konnte unabhängig von dem Ausmaß, in welchem das Mobiltelefon zur zwischenmenschlichen Kommunikation verwendet wurde, beobachtet werden und wurde nicht durch die Nutzungshäufigkeit der Sprachsteuerung moderiert. Dennoch zeigte sich, dass die Nutzungshäufigkeit der Sprachsteuerung sowohl die positiven als auch eingeschränkt die negativen Emotionen gegenüber dem Mobiltelefon beeinflusst, was vermutlich auf eine größere Gesamtnutzung des Mobiltelefons zurückzuführen ist. Insgesamt bestätigt die Studie die Übertragung von Herzbergs Zwei-Faktoren-Theorie auf das Nutzungserleben nur teilweise. Positive Emotionen scheinen einen stärkeren Bezug zum Benutzungserlebnis aufzuweisen, während negative Emotionen wahrscheinlich durch schlechte Gebrauchstauglichkeit hervorgerufen werden. Als Folge dessen wirken sich Nutzungshäufigkeiten vorwiegend auf positive Emotionen aus, doch die gemeinsame Betrachtung von positiven und negativen Emotionen kann einen Unterschied in Bezug auf die Ausprägung negativer Emotionen gegenüber dem Mobiltelefon machen, wie sich bei der Nutzungshäufigkeit der Sprachsteuerung herausstellte.
... The ISO-9241-11 standard defines usability as the "extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use" [13]. In addition, usability problems can create negative emotions for users [14,15], whereas perceived good usability may lead to positive emotions [15]. ...
... The study investigated patients' positive and negative experiences with the My Kanta patient portal and how these experiences related to the perceived usability of the portal. There is preliminary evidence that individual positive and negative experiences are associated with a product's overall evaluation [14]. This study approached usability with a survey combining qualitative and quantitative questions to identify the usability problems and benefits of using the patient portal. ...
Background Patient portals not only provide patients with access to electronic health records (EHRs) and other digital health services, such as prescription renewals, but they can also improve patients’ self-management, engagement with health care professionals (HCPs), and care processes. However, these benefits depend on patients’ willingness to use patient portals and, ultimately, their experiences with the usefulness and ease of use of the portals. Objective This study aimed to investigate the perceived usability of a national patient portal and the relationship of patients’ very positive and very negative experiences with perceived usability. The study was aimed to be the first step in developing an approach for benchmarking the usability of patient portals in different countries. Methods Data were collected through a web-based survey of the My Kanta patient portal’s logged-in patient users in Finland from January 24, 2022, to February 14, 2022. Respondents were asked to rate the usability of the patient portal, and the ratings were used to calculate approximations of the System Usability Scale (SUS) score. Open-ended questions asked the patients about their positive and negative experiences with the patient portal. The statistical analysis included multivariate regression, and the experience narratives were analyzed using inductive content analysis. Results Of the 1,262,708 logged-in patient users, 4719 responded to the survey, giving a response rate of 0.37%. The patient portal’s usability was rated as good, with a mean SUS score of 74.3 (SD 14.0). Reporting a very positive experience with the portal was positively associated with perceived usability (β=.51; P<.001), whereas reporting a very negative experience was negatively associated with perceived usability (β=−1.28; P<.001). These variables explained 23% of the variation in perceived usability. The information provided and a lack of information were the most common positive and negative experiences. Furthermore, specific functionalities, such as prescription renewal and the ease of using the patient portal, were often mentioned as very positive experiences. The patients also mentioned negative emotions, such as anger and frustration, as part of their very negative experiences. Conclusions The study offers empirical evidence about the significant role of individual experiences when patients are evaluating the usability of patient portals. The results suggest that positive and negative experiences provide relevant information that can be used for improving the patient portal’s usability. Usability should be improved so that patients receive information efficiently, easily, and quickly. Respondents would also appreciate interactive features in the patient portal.
... User experience highlights on all aspects of product use such as expectations and experiences (Touch et al., 2013). Human factors such as emotions are a major influence on user experiences of the product and the product's success (Kujala & Miron-Shatz, 2013). How the user interactswith these devices lead to these emotional factors. ...
... User experience is a major important factor in forming success for a company to sell their products (Kujala & Miron-Shatz, 2013;Brown et al., 2019). Good user experience forms the crux in making the users loyal to that company's products. ...
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We are aware of the tremendous growth of new mobile phones released in the market every year. The increase in the users’ needs with respect to the new devices is not to be ignored as well. Each product has so many brands with n-number of models and versions.The way the users choose to buy these products is perplexing. For example,decision made to buy a new mobile or change to new brand or even continuing the same brand is not an easy task. The user acceptance for any new behavior is very complex. This paper explores all the possible human factors connected to either pleasant or unpleasant user experiences. Various researchstudies discovered that loyalty of the users for a particular brand plays an important role for the success of the product. Long- term usage of the product by a user would have a negative impact, as the user is not willing to switch to other brands and this has a positive impact on the companies. User memory, expectations and experiences are closely knit to understand the user acceptance for choosing a product. A positive emotion such as pleasant user experience is significant because users recommend the products to others based on these emotional experiences. Age plays an important role with respect to user experience. Old age users were not enthusiastic in going for a change as they preferred to continue with the same technology. Cultural aspects of users are interesting to know in understanding the product purchases. There was biased information regarding user’s visual attractiveness and long- term usage memory. Certain studies explored UX curve and user burden scale that was used to analyze user experiences. It was interesting to know sensory characteristics formed a base for both pleasant and unpleasant user experiences. This research will help companies of mobile devices in identifying the various factors (both positive and negative) related to user experiences and behavior. Future research will be conducted in the areas of short-term user experience and in areas where illiteracy prevail. This study will help the companies to improve their product better based on customer satisfaction.
... Nonetheless, the user experience is dynamic, whether positive or negative . A one-off testing approach may not adequately represent the total usage process (Kujala & Miron-Shatz, 2013) because it likely differs from long-term use (Vissers et al., 2013). Therefore, developmental research has gained momentum in terms of HCI (Karapanos et al., 2009), and longitudinal studies can provide valuable information to researchers (Mare Hassenzahl et al., 2000). ...
... Users do not judge the usability of a system based on a one-time test, but rather, on multiple interaction experiences (Norman, 2009). Oneoff testing cannot adequately represent the entire usage process, but longitudinal studies can clearly follow such changes (Kujala & Miron-Shatz, 2013). ...
Full-text available
This study examines longitudinal changes in children's perceived usability based on two aspects. First, we developed a child-friendly usability questionnaire, which used cartoons to express the questionnaire response options. This approach provides an easy-to-understand five-point scale and a filling process using magnetic blocks, which together lead to highly reliable results. Additionally, we designed a longitudinal study to investigate the children's perceived usability according to two measurement methods (immediate and retrospective). The children's usability increased with longer durations of usage (i.e., increased repetitions of exercises). The short-term retrospective assessments depended on the most recent experience, whereas the long-term retrospective assessments were generally more positive.
... Unlike SUS, usability testing effectively identifies concrete usability problems [10,20]. However, the number of participants is low [15], the typical duration of users' interactions is short, and it is also relevant to see how user satisfaction develops over time when users learn to use the system and see its benefits and weaknesses in real life [21][22][23][24]. Furthermore, subjective measures are important as they are related to users' willingness to adopt the system [9]. ...
... User Experience Requirements AM1. 2 User Experience Requirements "are considered key quality determinants of any product, system or service intended for human use, which in turn can be considered as product, system or service success or failure indicators and improve user loyalty." [42,39]. Change Requests AM1.3 Change Requests are the modifications to the software product that are not coming from the requirements analysis of the product. ...
... In other cases, Tausczik and Pennebaker [105] referred to linguistic style matching [79] and engagement to observe enjoyment in the study. Kujala and Miron-Shatz [56] adopted statements from psychological fields [73,121]. Wang and Mark [117] worked on a study for students and the influence of Facebook, and referred to two studies regarding engagement of learners for their measurement [98,99]. ...
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An experience of fun can be an important factor for validating the value of games. Research on non-game HCI has been attempted to measure the enjoyment of work. However, a majority of the studies do not discuss the importance and value of the result. It is not clear as to how the term fun is understood in a non-game context. To analyze this shortcoming, we reviewed extant studies, and explored as to how researchers determine if the value of an activity is fun. Consequently, we discussed and categorized the usage of the terms and analyzed the methodologies that are used in extant studies that evaluate the effects of fun and related terms. To gain a better understanding of fun in HCI, we provided several directions that can be discussed for strengthening enjoyable HCI research beyond applications involving games.
Examining peoples’ affect and emotions over time and their effects on peoples’ behavior are ongoing endeavors in human-computer-interaction (HCI) research. This paper reports an experiment in which participants watched either positive or negative film clips on a tablet PC to enter a positive or negative affective state. Successively, they accomplished four basic system interaction tasks like changing fonts of an app on the same device. Results show that, in line with previous studies, peoples’ general valence ratings quickly reverted to neutral when starting the task accomplishment. At the level of distinct positive emotions, participants’ ratings of hope, joy, and serenity decreased after watching negative film clips. Moreover, amusement, love, and serenity decreased during the interaction with the tablet PC. Amongst the negative emotions, only ratings of sadness increased after watching negative film clips and decreased again after the interaction. Also, participants in the positive film group were slower in executing one of the basic tasks than participants in the negative film group. The findings suggest that only few emotions may be causal for peoples’ ratings of general affect. Results also indicate that negative emotions may help people executing standard tasks, in contrast to positive emotions. Implications for HCI design and research are discussed.
Conference Paper
This German online study (N = 665) examines the influence of voice control usage on emotional aspects of mobile phone user experience. Frequent use of voice control is associated with both positive and, with limitations, also negative emotions towards the mobile phone. The study only partially confirms Herzberg’s two-factor theory when transferred to user experience. A more frequent use of voice control primarily affects positive emotions, but the combination of both emotion types can make a difference.
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Three studies involving 3 participant samples (Ns = 39, 55, and 53) tested the hypothesis that people retrieve episodic emotion knowledge when reporting on their emotions over short (e.g., last few hours) time frames, but that they retrieve semantic emotion knowledge when reporting on their emotions over long (e.g., last few months) time frames. Support for 2 distinct judgment strategies was based on judgment latencies (Studies 1 and 2) and priming paradigms (Studies 2 and 3). The authors suggest that self-reports of emotion over short versus long time frames assess qualitatively different sources of self-knowledge.
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What is the relationship between product design benefits (hedonic versus utilitarian) and the postconsumption feelings of customer delight and satisfaction? The primary insights this research provides are as follows: (1) Products that meet or exceed customers' utilitarian needs and fulfill prevention goals enhance customer satisfaction (e.g., a car with antilock brakes and vehicle stability assist), and (2) products that meet or exceed customers' hedonic wants and fulfill promotion goals enhance customer delight (e.g., a car with panoramic sunroof and sixspeaker audio system). Furthermore, the research finds that the primary antecedent feelings of satisfaction are the prevention emotions of confidence and security provided by utilitarian benefits, whereas the primary antecedent feelings of delight are the promotion emotions of cheerfulness and excitement provided by hedonic benefits. Finally, the results show that delighting customers improves customer loyalty, as measured by word of mouth and repurchase intentions, more than merely satisfying them. The authors discuss the theoretical contribution and strategic insights the research provides for product designers and marketers.
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We propose that designers consider a mindset that allows them to derive inspiration for ideation from empathy for the emotional experiences of the people who will live with their design. We believe that end-users can and should be the most important players in the design process.
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Over the last decade, 'user experience' (UX) became a buzzword in the field of human – computer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire. Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI. And, indeed, the term promises change and a fresh look, without being too specific about its definite meaning. The present introduction to the special issue on 'Empirical studies of the user experience' attempts to give a provisional answer to the question of what is meant by 'the user experience'. It provides a cursory sketch of UX and how we think UX research will look like in the future. It is not so much meant as a forecast of the future, but as a proposal – a stimulus for further UX research.
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Subsumed under the umbrella of User Experience (UX), practitioners and academics of Human–Computer Interaction look for ways to broaden their understanding of what constitutes “pleasurable experiences” with technology. The present study considered the fulfilment of universal psychological needs, such as competence, relatedness, popularity, stimulation, meaning, security, or autonomy, to be the major source of positive experience with interactive technologies. To explore this, we collected over 500 positive experiences with interactive products (e.g., mobile phones, computers). As expected, we found a clear relationship between need fulfilment and positive affect, with stimulation, relatedness, competence and popularity being especially salient needs. Experiences could be further categorized by the primary need they fulfil, with apparent qualitative differences among some of the categories in terms of the emotions involved. Need fulfilment was clearly linked to hedonic quality perceptions, but not as strongly to pragmatic quality (i.e., perceived usability), which supports the notion of hedonic quality as “motivator” and pragmatic quality as “hygiene factor.” Whether hedonic quality ratings reflected need fulfilment depended on the belief that the product was responsible for the experience (i.e., attribution).
What is the relationship between product design benefits (hedonic versus utilitarian) and the postconsumption feelings of customer delight and satisfaction? The primary insights this research provides are as follows: (1) Products that meet or exceed customers’ utilitarian needs and fulfill prevention goals enhance customer satisfaction (e.g., a car with antilock brakes and vehicle stability assist), and (2) products that meet or exceed customers’ hedonic wants and fulfill promotion goals enhance customer delight (e.g., a car with panoramic sunroof and six-speaker audio system). Furthermore, the research finds that the primary antecedent feelings of satisfaction are the prevention emotions of confidence and security provided by utilitarian benefits, whereas the primary antecedent feelings of delight are the promotion emotions of cheerfulness and excitement provided by hedonic benefits. Finally, the results show that delighting customers improves customer loyalty, as measured by word of mouth and repurchase intentions, more than merely satisfying them. The authors discuss the theoretical contribution and strategic insights the research provides for product designers and marketers.
User experience (UX) arises from the user's interaction with a product and its pragmatic and hedonic (pleasure) qualities. Until recently, UX evaluation has focused mainly on examining short-term experiences. However, as the user-product relationship evolves over time, the hedonic aspects of UX eventually seem to gain more weight over the pragmatic aspects. To this end, we have developed a UX Curve method for evaluating long-term user experience, particularly the hedonic quality. In this paper, we present a study in which the UX Curve was used to retrospectively evaluate the UX of Facebook and mobile phones. The results show that compared to a questionnaire, the UX Curve method is more effective for identifying the hedonic aspects of UX. This method can be used by practitioners and researchers who want to understand evolving UX and to design better products. This straightforward method is especially suited for industrial contexts where resources are limited.
Large samples of students in the Midwest and in Southern California rated satisfaction with life overall as well as with various aspects of life, for either themselves or someone similar to themselves in one of the two regions. Self-reported overall life satisfaction was the same in both regions, but participants who rated a similar other expected Californians to be more satisfied than Midwesterners. Climate-related aspects were rated as more important for someone living in another region than for someone in one's own region. Mediation analyses showed that satisfaction with climate and with cultural opportunities accounted for the higher overall life satisfaction predicted for Californians. Judgments of life satisfaction in a different location are susceptible to a focusing illusion: Easily observed and distinctive differences between locations are given more weight in such judgments than they will have in reality.