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How Relevant is an Expert Evaluation of User Experience based on a Psychological Needs-Driven Approach?


Abstract and Figures

Many methods and tools have been proposed to assess the User Experience (UX) of interactive systems. However, while researchers have empirically studied the relevance and validity of several UX evaluation methods, few studies only have explored expert-based evaluation methods for the assessment of UX. If experts are able to assess something as complex and inherently subjective as UX, how they conduct such an evaluation and what criteria they rely on, thus remain open questions. In the present paper we report on 33 UX experts performing a UX evaluation on 4 interactive systems. We provided the experts with UX Cards, a tool based on a psychological-needs driven approach, developed to support UX Design and Evaluation. Results are encouraging and show that UX experts encountered no major issues to conduct a UX evaluation. However, significant differences exist between individual elements that experts have reported on and the overall assessment they made of the systems.
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How Relevant is an Expert Evaluation of User Experience
based on a Psychological Needs-Driven Approach?
Carine Lallemand
Public Research Centre Henri
29, avenue John F. Kennedy
L-1855 Luxembourg
Vincent Koenig
University of Luxembourg
ECCS Research Unit
Route de Diekirch
L-7220 Walferdange
Guillaume Gronier
Public Research Centre Henri
29, avenue John F. Kennedy
L-1855 Luxembourg
Many methods and tools have been proposed to assess the
User Experience (UX) of interactive systems. However,
while researchers have empirically studied the relevance
and validity of several UX evaluation methods, few studies
only have explored expert-based evaluation methods for the
assessment of UX. If experts are able to assess something
as complex and inherently subjective as UX, how they
conduct such an evaluation and what criteria they rely on,
thus remain open questions. In the present paper we report
on 33 UX experts performing a UX evaluation on 4
interactive systems. We provided the experts with UX
Cards, a tool based on a psychological-needs driven
approach, developed to support UX Design and Evaluation.
Results are encouraging and show that UX experts
encountered no major issues to conduct a UX evaluation.
However, significant differences exist between individual
elements that experts have reported on and the overall
assessment they made of the systems.
Author Keywords
User experience evaluation; psychological needs; expert
evaluation; UX cards.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
User experience (UX) is commonly described in the
literature as the overall quality of the interaction between a
user and an interactive system. This concept, described as a
“truly distinct and extended perspective on the quality of
interactive products” [13], has been growing in popularity
for more than a decade. In a post-materialistic society [10],
where the "experience economy" [26] takes a prominent
place, issues related to the design and evaluation of user
experience become crucial.
Many methods and tools have been proposed to assess UX.
Nearly eighty of them have been identified and categorized
by researchers [25, 35] according to:
! the method type (field studies, lab studies, online
studies, questionnaires/scales)
! the development phase (scenarios/sketches, early
prototypes, functional prototypes, products on market)
! the studied period of experience (before usage, during
interaction, long-term UX)
! the evaluator / information provider (UX experts,
single user, group of users)
This paper focuses on UX evaluation, conducted by expert
evaluators. We will first introduce expert evaluation
techniques in general before focusing on previous attempts
made to apply this method to UX evaluation. We will also
introduce the psychological-needs driven approach for UX.
In the second part of this paper, we will present the
methodology we deployed to explore UX expert evaluation
challenges and issues. This paper focuses on two research
questions and presents partial results of our global study.
Those results will be presented and discussed in the last
section of this paper.
Among Human-Computer Interactions (HCI) evaluation
methods, inspection methods involve the inspection of the
interface by an evaluator [22]. Developed in the 1990’s as
discount usability engineering methods [23], inspection
methods are described as cheap, fast and easy to use [22].
Unlike user-based methods where the evaluation relies on
the observation of users performing a set of tasks while
actually interacting with a system, the evaluation of a
system through experts-based methods relies solely on the
expertise and judgment of the evaluator [7]. Heuristic
evaluation [24] and cognitive walkthrough [36] are the most
common usability inspection methods and have been
extensively used by HCI practitioners for more than three
decades [7].
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Heuristic evaluation (HE) involves having a small set of
evaluators examining the interface and judging its
compliance with recognized usability principles (called
“usability heuristics” [22]. Research work done on HE has
shown however that a considerable amount of issues
identified by an expert evaluator are actually based on his
expertise or on judgment and not on the set of heuristics
used to assess the system [3]. The term “expert review”
[21] therefore designates a less formal evaluation where an
experienced expert does not use a single set of heuristics
but rather bases his report on his knowledge of users’ tasks,
HCI guidelines and standards and on his personal
experience. The main limitations of HE result from expert
variability (different evaluators find different sets of
problems for the same interface) [14, 16] and
overestimation of the true number of problems, also called
False Alarms [16]. Since HE has been criticized for its low
validity and limited reliability, it is recommended to use it
in combination with user-based methods like user testing
Following the evolutions of the HCI field, several heuristic
sets have been developed to take into account new concerns
beyond usability. We can mention for example playability
heuristics [19], heuristics for human-environment
interaction in virtual worlds [2], for learning experience
[30] or social activity [20]. Regarding UX, Väänänen-
Vainio-Mattila & Wäljas [33] developed UX heuristics for
Web 2.0 services. Their initial set was composed of seven
heuristics, but surprisingly only a single heuristic (H6
“General UX-related issues”) deals with hedonic or
subjective aspects of the experience. In the revised version
of these heuristics, H6 is replaced by a service usability
heuristic and a trust and safety heuristic, thus restraining the
scope of the evaluation to mainly pragmatic issues.
The aforementioned sets of heuristics have in common that
they are specifically relevant for certain types of systems or
situations. Recently, generic UX heuristics were proposed
for the design and evaluation of systems providing users
with a positive experience [4, 1]. Colombo & Pasch [4]
derived their ten heuristics for optimal UX from the flow
theory [5]. Arhippainen [1] highlights the need for fast and
cost effective UX evaluation methods that can be used
during early stages of product design. Willing to adopt a
more comprehensive approach to UX than focusing only on
optimal experiences, she proposed the 10 UX Heuristics,
based on empirical UX studies.
Apart from heuristics, other solely UX expert-based
evaluation methods are scarce. Out of their collection of 96
UX evaluation methods, Vermeeren et al. [35] identified
only 13 expert methods of which 6 require users or groups
of users in addition to the expert. Seven methods are
described as purely expert-based. In 2003, Jordan [17]
proposed the concept of immersion where the investigator
herself uses the system in real contexts and evaluates it.
More recently, Wilson [37] suggested transferring
perspective-based inspection from the study of usability to
the study of UX. He defines it as a user interface
evaluation method where the evaluators are asked to adopt
a specific perspective as they examine a product for
problems”. While interesting, this approach has not yet
been studied empirically.
An extensive amount of studies conducted within the field
of positive psychology have demonstrated that
psychological needs are particular qualities of experience
that all people require to thrive [6, 28, 29]. Sheldon [27, 28]
highlighted the importance of psychosociological needs by
showing that these are both necessary inputs and driving
motives. The transfer of this assumption to the field of HCI
has led to psychological needs-driven UX approaches [12,
18, 31]. The fulfilment of human psychological needs is
thought to be a main trigger of positive experiences with
technologies [12]. In order to design experiential products,
designers should consider interactive systems as means to
fulfil needs (“be-goals) and not only means to achieve task
oriented “do-goals [12]. Needs provide categories of
experiences, such as “competence experiences” or
“relatedness experiences” [10] that UX practitioners should
seek to design.
The concern for basic human needs in UX expert-based
evaluation has already been included as one of the ten
heuristics for optimal UX developed by Colombo & Pasch
[4]. Their 9
heuristic, entitled “Know the user’s
motivations states that “the system should help users to
fulfill the motivations behind its use and to satisfy basic
psychological needs”. However, no details are given
regarding the relevant needs to fulfil or their definition.
Combining UX expert-based evaluation with a
psychological needs-driven approach, the present study has
two purposes. First, we aimed at exploring the adequacy of
expert evaluation in the context of UX evaluation. As
expert evaluation is a technique initially developed to assess
the usability of a system, our objective is to study whether
this method is transferable to the evaluation of UX. We
know that practitioners considered expert evaluation as a
cheap and effective method to assess the usability of the
system, even described as discount usability [22, 23]. It
allows them to fix basic problems and spend less money for
user testing. Now that the focus has switched from usability
to UX, we assume that practitioners may apply expert
evaluation to UX in the same way they were using it to
assess usability. It is therefore necessary to explore the
adequacy of expert evaluation in the context of UX
assessment and the conditions under which this method
might be valid. We therefore will try answering the
following questions: (1) Are experts actually able to
conduct a UX expert evaluation? (2) How do they proceed
and (3) on which elements is their assessment based?
In addition, we also wanted to explore the relevance of a
psychological-needs driven approach for the assessment of
UX. Seven basic human needs (out of the ten basic needs
summarized by Sheldon et al. [28]) were selected and
represented under the form of UX Cards to be used as an
evaluation tool. The design of the UX cards and their use
will be presented in detail in the next section. Our research
question sounds as follows: do the basic human needs
(under the form of UX Cards) constitute a relevant
framework to evaluate UX? Do the experts find the UX
Cards easy to use and useful for the assessment of UX?
Design of UX Cards
Based on the literature on fundamental human needs [27,
28] and on studies linking these needs to the UX of
interactive systems [11, 31, 9], we selected 7 candidate
needs supposed to be relevant in the context of UX design
and evaluation (Table 1). Following Hassenzahl [12], the
needs for luxury, self-esteem and physical thriving were
excluded from our selection either because of their
incapacity to emerge as a primary need (luxury), their weak
connection with interactive technology (physical thriving)
or their ambivalence (self-esteem might be an outcome of
other needs fulfilment).
Feeling that you have regular close contact with
people who care about you rather than feeling
lonely and uncared of.
Feeling that you are very capable and effective in
your actions rather than feeling incompetent or
Feeling like you are the cause of your own
actions rather than feeling that external forces or
pressure are the cause of your action.
Feeling safe and in control of your life rather
than feeling uncertain and threatened by your
Feeling that you get plenty of enjoyment and
pleasure rather than feeling bored and
understimulated by life.
Feeling that you are developing your best
potentials and making life meaningful rather than
feeling stagnant and that life does not have much
Feeling that you are liked, respected and have
influence over others rather than feeling like a
person whose advice or opinion nobody is
interested in
Table 1. The seven needs represented on UX Cards and their
definition [28, 11]
Seven UX cards were designed (Figure 1). Each card is
composed of: a title, a definition of the need (adapted from
[28]), linked terms (synonyms and keywords), real-life
examples of elements or situations able to trigger the
fulfillment of the need and finally main scientific references
related to this need. Five pictures representing each need
were also included on each UX card to enhance visual
design and attractiveness.
Figure 1. Example of the UX Card “Pleasure / Stimulation”
Even if the UX Cards are designed to be used as an expert
evaluation technique, they might not be considered as
heuristics. Our UX Cards provide experts with some
knowledge about basic psychological needs that should be
fulfilled to produce a positive UX. However, they do not
encompass a comprehensive list of dimensions and sub-
dimensions to check when verifying if an interface
complies with these guidelines. The goal of the UX Cards is
not to “debug” the system but to assess how well it might
support the fulfillment of human needs, leading to a
positive experience.
In the present study we have provided a selection of
interactive products already on the market as use cases for
the UX Cards. However, it should be emphasized that the
UX Cards might be used to conduct a UX expert evaluation
at any stage in the design process and do not regard fully
marketed products only. Ideally, as applies to any
evaluation technique used in an iterative design process, a
UX evaluation should occur throughout the design life
cycle, with the results of the evaluation feeding back into
modifications to the design [8].
Expert Evaluation Participants
Thirty-three UX experts (16 women et 17 men) participated
in this study. They were recruited either by personal contact
or through a request on social networks. All of them were
able to read and understand English material. Mean age of
the sample was 31 years (min 23, max 43, SD=5.96). Table
2 shows the background of the participants. About two
thirds of the participants are consultants or practitioners
working in Industry (n=20) while the other third are
researchers or students working in Academia (or between
Industry and Academia). Experts were mainly educated in
Psychology or Social Sciences (n=19). Note that Human-
Computer Education degrees in France are often Masters’
degrees achieved after a degree course in Psychology.
Background Variable
Both or between
60.6 %
15.2 %
24.2 %
Consultant / Practitioner
27.3 %
60.7 %
12.1 %
Psychology / Social
Technology / Software
15.2 %
57.6 %
9.1 %
12.1 %
6.1 %
Table 2. General profiles of the experts
The average level of expertise with expert evaluation (or
heuristic evaluation), self-assessed on a 7-points Likert
scale, is 5.24 (SD=1.39). The average familiarity with UX
at a theoretical level is 5.21 (SD=1.78) while the average
familiarity with psychological needs theories was self-
assessed to be much lower (M=3.97, SD=1.89).
The study took place at several locations in France and
Luxembourg, most of the time at the workplace of each
participant. Each individual session lasted approximately 2
hours. Participants received a 50 (about 68 US$) shopping
voucher in compensation for their time spent.
Interactive systems: Four interactive systems were
inspected during the experiment: a) the social network
Facebook ® (FB) b) the online e-commerce website
Amazon ® (AMZ) c) the game Angry Birds ® (AB) on
IPhone ® 5S and finally d) an Olympus digital camera. We
made the choice of four varied examples of interactive
systems in order to maximize the diversity of HCI elements
and also the diversity of potential need fulfilment coverage,
while still providing a common ground for comparison
across the experts, which would have been compromised if
experts were allowed to freely choose their example.
Facebook was for example expected to show a high
proportion of relatedness elements, while Angry Birds was
assumed to encompass more pleasure related elements. In
addition to screen-based interfaces, we also decided to ask
experts to inspect a tangible object, namely a digital
camera. Before the task, experts reported their level of
familiarity with each of the four systems (Table 3).
Angry Birds
Table 3. Familiarity level with the use cases
General instructions and preliminary survey: After having
welcomed each participant, we first explained the main
goals of the study and the theory underlying the UX cards.
We then invited each expert to fill in a preliminary survey,
indicating gender, age, country of residence. Participants
also indicated data about their professional background:
domain, role, educational background, job title, experience
in the HCI field, level of expertise with expert evaluation,
level of familiarity with the concept of UX and level of
familiarity with psychological needs theories.
Understandability of the UX Cards: Then, to familiarize the
expert with the UX cards, we read each card and asked each
participant to rate on 7-points scales the level of
understandability of the cards and the imagined difficulty to
use the card in the context of a UX evaluation.
UX evaluation task: We asked the experts to evaluate each
of the four systems during 15 minutes. The four systems
were presented in a counterbalanced and rotated order to
avoid sequence biases by distributing practice effects
equally across conditions. We instructed the experts to
identify, within each assessed system, elements able to have
a positive or negative impact on one or several UX needs.
Neutral observations were not written down. Experts were
completely free in their evaluation, so that they could for
example relate several needs to a single element, as well as
identify the same need as both positive and negative for the
same element. Complete freedom was also given to the
experts regarding the type of elements they could identify.
They were able to identify anything they thought could
impact UX, from elements as broad as the system’s brand
or the system’s concept to elements as precise as features,
interface design or content.
For each system, after having identified elements impacting
UX during a 15 minutes timespan, we asked the experts to
provide an overall UX assessment of the system. This
overall assessment relied on 7-points Likert scales (one
scale per need) to answer the question: “Overall, what is the
impact of (name of the assessed system) on the fulfillment
of the need for (name of the need)?”. The scales ranged
from “negative” to “positive”. (Table 4).
Overall, what is the impact of (name of the assessed system) on
the fulfillment of the need for:
Table 4. Overall assessment of UX performed after each
evaluation task
Reporting tool: We chose to provide participants with a
paper-based grid to report UX elements during the
identification step. This choice has been made to avoid a
continuous shift between the tested interactive system and
the reporting grid. The grid was composed of three
columns: identified element, UX need(s) positively
impacted by this element and UX need(s) negatively
impacted by this element. To ensure that all instructions
were clearly understood before starting the evaluation task,
the experimenter went through a first example (using website) by showing the participant how to
report elements and related needs in the assessment.
After task completion, we collected experts’ opinions
during a debriefing interview.
The present paper focuses on the results related to the
understandability of the UX Cards, the UX Evaluation task
and the perceived usefulness of the UX Cards. More
detailed results regarding the link between needs and UX
experience will be presented in a future paper.
Understandability of the UX Cards
Before starting the task, participants assessed the overall
understandability of the UX cards as very good with an
average score of 6.35 (SD=0.54). Understandability ratings
for each card are presented in Table 5.
Security / Control
Influence / Popularity
Relatedness / Belongingness
Autonomy / Independence
Pleasure / Stimulation
Self-Actualizing / Meaning
Competence / Effectiveness
Table 5. Understandability of the UX Cards, ranked in
descending order
Anticipated operationalizability of the cards (i.e. imagined
ease of using the cards in the context of a UX evaluation)
was assessed as satisfactory as well (M=5.78, SD=0.65)
(Table 6). However, the need for Self-Actualizing was
assessed as harder to operationalize than the others
(M=3.82, SD=1.8).
Influence / Popularity
Security / Control
Pleasure / Stimulation
Relatedness / Belongingness
Autonomy / Independence
Competence / Effectiveness
Self-Actualizing / Meaning
Table 6. Operationalizability of the UX Cards, ranked in
descending order
Background variables (age, gender, seniority, level of
familiarity with UX or level of familiarity with
psychological needs theory) do not significantly impact the
assessment of understandability or operationalizability of
the UX Cards.
UX Evaluation Task: Identification of Elements and
Related UX Needs
Overall, the experts identified 1794 elements, which
corresponds to an average of 54.4 elements per expert and
13.6 elements per assessed system. The number of cited
elements did neither significantly differ according to the
order the systems were presented in, nor according to the
assessed system. Similarly, background variables (age,
gender, seniority, level of familiarity with UX or level of
familiarity with psychological needs theory) do not
significantly impact the number of cited elements.
Experts linked these identified elements to a total of 3455
UX needs. 2277 needs were cited as positive (66%) and
1179 needs cited as negative (34%). Experts were thus
more focused on interactive elements able to fulfill UX
needs than on elements having a negative impact on needs.
Results show a significant order effect impacting the
number of needs cited for each system: experts cited less
UX needs during the evaluation of the first system than for
the next three systems (diff=-3.1, t(32)=2.12, p<.05) (Figure
2). It thus seems that the appropriation time required for the
UX Cards is relatively short (about 15 minutes).
Figure 2. Average number of cited needs according to the
order of the evaluation
Most cited needs (Figure 3) were Security (22%, 771
citations) and Pleasure (23%, 784 citations), while least
cited needs were Influence (8%, 266 citations) and Self-
Actualizing (6%, 211 citations). Experts declared that Self-
Actualizing was the hardest need to use, as not many
interactive systems succeed in fulfilling such a need.
Figure 3. Total number of cited needs (considering both
positive and negative) during the UX evaluation task
Before starting the evaluations, experts were varyingly
experienced with our four use cases (Table 3). This level of
familiarity significantly correlates with some evaluation
variables, especially in the case of FB: The experts’ level of
familiarity with FB positively correlates with the number of
elements identified (r=.361, p<.05) and with the total
number of cited needs (r=.495, p<.05). Interestingly, it is
also related to the number of needs cited as positive
(r=.478, p<.05), but not to the number of needs cited as
negative. In other words, the more familiar experts are with
FB, the more positive needs they are likely to cite. In the
case of Angry Birds, the only significant link relates the
familiarity level to the number of needs cited as positive.
No significant correlations were however found between
the familiarity level and the number of elements or needs
cited regarding the use cases Amazon and Camera.
Regarding the age of our participants, the only significant
correlation shows that the younger an expert was, the more
needs he cited on average (r=-.363, p<.05), especially
positive needs (r=-.415, p<.05). As Age and Seniority are of
course strongly related (r=.896, p<.01), results also show
that senior experts tend to cite significantly less positive
needs than less experienced practitioners (r=-.358, p<.05).
Self-reported familiarity with UX, familiarity with UX
needs theories and the level of expertise with HE do not
significantly impact the total number of elements or needs
cited by the experts. The same holds for Gender, Domain,
Role or Education.
Overall UX Evaluation of the Interactive systems
In order to understand how UX experts actually assess the
UX of interactive systems, we compared the evaluation
made through the identification task (number of cited
elements and needs) to the overall evaluation (7-points
Likert scales) conducted after each evaluation task (Table
4). This comparison allows us to understand how the
overall UX evaluation made by the experts relates to the
elements they have identified during the 15-minutes
evaluation time.
Figure 4 presents the overall UX evaluations of the four
interactive systems. An overall UX evaluation score has
been computed by averaging the scores of the 7 individual
Figure 4. Overall UX Evaluation of the interactive systems.
Average ratings (n=33) are presented under each need.
Angry Birds
Background variables such as Age, Seniority, Familiarity
with UX, Familiarity with needs theories or number of HE
performed are not significantly correlated to the overall
assessment of our uses cases, except for the Camera. In this
case, Age and Seniority are negatively correlated to the
overall UX assessment (r=-.670 and r=-.527 respectively,
p<.05). The assessment of the Camera also differs
significantly according to the level of expertise with HE
(r=-.474, p<.05). The assessment of tangible objects, which
obviously become obsolete after a period of time, seems to
be impacted more by personal characteristics than other
types of systems.
The level of familiarity with a system is positively
correlated in all cases, except the Camera. The more an
expert is familiar with Facebook, the more he is likely the
assess the system as globally positive (r=.465, p<.01). The
same holds for Amazon (r=.446, p<.01) and Angry Birds
(r=.366, p<.05). Implications of these results for the validity
of the UX expert evaluation method will be discussed in the
next section.
By exploring the links between the overall UX assessment
of the systems and the number of elements identified during
the evaluation task, results show no significant links
between those two factors, except for Amazon (r=.389,
p<.05). This suggests that the overall UX a posteriori
assessment is globally not influenced by the number of
elements an expert has identified. The 15-minutes duration
of the evaluation task might explain this phenomenon.
Systematic significant links were however observed
between the overall UX assessment and the number of
needs cited positively or negatively. In all cases, the overall
UX assessment is positively correlated to the number of
positive needs cited and negatively correlated to the number
of negative needs cited. Table 7 presents the correlation
coefficients for each use case.
Overall UX
Number of needs
cited as positive
Number of needs
cited as negative
Angry Birds
Table 7. Correlations between overall UX assessment and
number of needs cited positively or negatively
(* significant at p<.05 level; ** significant at p<.01 level)
This observation suggests that the overall assessment is
mainly based on the evaluation task, i.e. that experts base
their judgment on their identification of elements and
related needs. We could therefore consider the whole
(overall assessment) to be coherent with the sum of its parts
(single elements and needs identified) in the case of a UX
expert-based evaluation. However, a closer look at the
results for each need may demonstrate this deduction is not
systematically valid.
In the case of FB (other use cases will not be detailed in the
present paper due to space constraints), the overall UX
assessment is significantly correlated only to the number of
positive and negative needs for Security (r=.540 and r=-
.296 respectively, p<.05), Autonomy (r=.511 and r=-.409
respectively, p<.05) and Self-Actualizing (r=.465 and r=-
.323 respectively, p<.05). Moreover, the links between
specific a posteriori UX assessment (for each need) and the
number of times the related needs were really cited as
positive and negative, are not systematically significant. In
the case of FB, the evaluation of Relatedness, Pleasure and
Competence did not rely on the evaluation task, whereas
this was the case for the other needs. This means that the
overall assessment of needs might sometimes be based on
other factors than the actual number of elements and needs
identified. Age and Seniority are only positively correlated
to the assessment of the need for Relatedness (r=.333 and
r=.386 respectively, p<.05). Similarly, Role and Domain are
also linked to Relatedness. Experts from Academia (M=5.6,
SD=1.14) assessed FB relatedness as less positive than
experts from Industry (M=6.65, SD=.49) (F(2,32)=3.39,
p=<.05). Practitioners assessed FB relatedness more
positively than researchers (F(2,32)=3.46, p<.05). No
significant differences were observed according to gender,
level of expertise with HE, the familiarity with UX or with
needs theories. Finally, the level of familiarity with FB is
positively correlated to the specific assessment of the need
for Security (r=.425, p<.05), Autonomy (r=.313, p<.05) and
Self-Actualizing (r=.467, p<.05). These three needs are
exactly the same significantly correlated with the overall
UX assessment.
Perceived Usefulness of the UX Cards
Perceived usefulness of the UX Cards was assessed at the
end of the evaluation using four 7-points Likert scales.
Participants found the UX Cards highly useful for both
practitioners (M=6.45, SD=1) and researchers (M=5.91,
SD=1.59). Similarly, they believe the UX Cards to be
potentially useful for both the design (M=6.15, SD=1.37)
and the evaluation of interactive systems (M=6.55,
SD=0.62). No significant differences were found between
the perceived usefulness of the UX Cards with regard to
background variables.
As expert evaluation is seen by practitioners as a cheap and
effective method to assess usability [22], we expect UX
practitioners to apply this method to UX evaluation as well.
However, assessing something as complex and inherently
subjective as UX without involving users might be even
more challenging that assessing the usability of a system.
Despite the fact that expert evaluation is often used in
combination with other evaluation methods involving final
users, it is necessary to reflect on the suitability of expert
evaluation in the context of UX evaluation. Our results
show that UX experts encountered no blocking issues in
conducting an UX expert evaluation by using the UX
Cards. High levels of perceived usefulness and high
amounts of cited elements and needs during the evaluation
task indicate the effectiveness of this approach from an
expert’s perspective.
As shown in the results section, experts tend to link
elements to positive needs rather than to negative ones. This
highlights a tendency to consider UX more from a positive
perspective than from a negative one. UX expert evaluation
using the UX Cards will therefore differ from a usability
evaluation, where the main focus is on the identification of
flaws and issues. As we mentioned before, the goal of the
UX Cards is not to “debug” a system but to support
assessing the system in its ability to fulfill human needs,
ultimately leading to a positive experience.
Regarding the relevance of the needs-driven approach for
UX evaluation, it is worth noting that a majority of experts
was not aware of the psychological needs-driven approach
linking basic human needs to UX. However our participants
all showed a strong interest for this topic and agreed on the
fact that this seems a promising approach to assess UX. The
preliminary self-assessment of the UX Cards shows that
experts were able to understand the cards easily. Similarly,
the number of elements identified and needs cited during
the identification task provides evidence for the usability of
the need driven approach.
Some differences were observed in the results according to
the background of the experts. It seems for example that
younger and less experienced experts cited more needs on
average and were more focused on positive needs than their
more experienced counterparts. Even if these differences
were significant in a few cases only, we could expect some
experts to perform better than others at accurately
evaluating UX. The second part of the current study, which
is ongoing and will be presented in a second paper, explores
what differentiates UX experts in their ability to predict UX
by using the UX Cards. To address this research question,
we will compare the results of our UX expert evaluations
to the results of user tests performed on the same four
interactive systems. This will give us valuable insights on
the importance of expertise selection (i.e. the process of
choosing an expert from a list of recommended people”)
[38] or on the necessity to use multiple experts to conduct
an accurate UX evaluation. In this latter case, the need to
find enough experts with the required expertise could
impede on the practicability of an expert based method for
UX evaluation [35].
Experts were also less used to assess subjective and hedonic
aspects of UX and therefore mentioned more pragmatic
aspects in their report. It seems that making an informed
guess of what users are likely to feel during an experience
seems harder than estimating users’ likelihood to succeed or
fail in performing a task. The significant correlation
between the familiarity level with a system and its overall
evaluation seems problematic since it implies that
subjectivity comes into play. On this point, experts also
mentioned that the use of the first person singular in the UX
Cards (e.g. pleasure / stimulation: “feeling that you get
plenty of enjoyment…”) disturbed them in adopting an
expert perspective rather than a user perspective. We
therefore suggest reformulating the UX Cards using the
third person singular. Moreover, as we wanted to stay at a
generic level, we had asked the experts to evaluate how
each identified element would impact the UX of a “regular
user” or of “the majority of users”. However, research
shows that UX is unique to an individual and influenced by
several individual and contextual factors. Hornbaek [15]
criticized studies on usability evaluation methods for
considering usability issues as stable, independent from
circumstances and users. The same way we cannot claim
for a stable number of usability problems existing in an
interface, we cannot consider that a stable number of
elements will impact UX needs or that this impact will be
the same for any user involved in any context of use. To
help experts adopting an end-user perspective, we therefore
suggest combining the use of UX Cards with methods
providing contextual information, such as scenarios of use
or personas. Finally, despite the fact that the systems
assessed here were general use products, we also expect
that a domain/application expert might be required to assist
the UX expert in the case of business-specific systems
requiring a deep understanding of users’ tasks and
This study has also shown some limitations. First, we
noticed that some experts felt a bit lost because of their
complete freedom / lack of constraints for the evaluation.
Most of them felt somewhat uncomfortable deciding what
kind of elements they should identify. In some cases,
apparently important UX elements were forgotten during
the evaluation task. The experts often recalled these
elements later on, during the overall UX evaluation. As an
example, some experts did not mention in their report any
relatedness elements supported by the digital camera.
However, when assessing the overall impact of the digital
camera on the need for relatedness, they suddenly
remembered that taking pictures of family or friends could
have a positive impact on relatedness. Based on these
observations, we believe that UX experts need more
guidance to using the UX Cards for an evaluation purpose.
We propose a 4-steps guidance to support experts in
providing a thorough and overall UX assessment, which
would not be limited to pragmatic elements or category of
elements only. (1) Experts will be advised to first think
about the UX of the assessed system at a very generic level
(e.g. concept, brand, associations, visual design) before (2)
assessing the system from a functional perspective (e.g.
features, interoperability, interaction design). Then, (3) the
evaluation should focus on detailed user interface elements
(e.g. content, information design, usability issues). Finally,
(4) we will invite the experts to reflect on missing elements,
i.e. which would be required to provide the desired UX or
to satisfy user expectations. This optional guidance could
help UX experts to improve the accuracy of their evaluation
and also to harmonize their practice in case of multiple
experts assessing the same system or product.
Finally, the 15-minutes duration of the evaluation task
might be debatable. We were aware that this is undoubtedly
a short time to achieve an expert evaluation task, however it
allowed each expert to evaluate four different systems
without spending several days on the task. We also hoped
to reduce the identification of false positive or false
negative elements by focusing on the most prominent
elements an expert would be able to identify within 15
minutes. In two cases out of four (Angry Birds and Digital
Camera) some experts declared having finished the task
before the end of the 15-minutes timespan. It therefore
seems that systems encompassing few features might be
assessed quickly. Finally, results suggest that the overall
UX a posteriori assessment is globally not influenced by the
number of elements an expert has identified. This is
unsurprising considering the fact that the 15-minutes
timespan did not allow for a comprehensive evaluation.
In the present study, 33 experts performed a UX evaluation
on 4 interactive systems. We provided the experts with UX
Cards, a tool developed to support UX Design and
Evaluation, based on a psychological needs-driven
approach. Very few studies have explored the relevance of
expert evaluation as a UX evaluation method, and to the
best extent of our knowledge, none of them followed a
psychological needs-driven approach (i.e. basic human
needs are considered as the drivers of UX). Our results
show that UX experts encountered no issues in conducting
an UX expert evaluation by using the UX Cards. High
levels of perceived usefulness and high amounts of cited
elements and needs during the evaluation task evidence the
effectiveness of this approach from an expert perspective.
Expert evaluation as a method has been criticized by
previous research on usability. The main limitations
highlighted are related to the inadequacy between the expert
evaluation and the problems reported by users. Moreover,
an expert evaluation of UX inherently encompasses
additional issues and challenges to overcome. In both our
observations and the few research works done so far on UX
expert evaluation [32, 33, 1], the difficulty for an expert to
adopt the perspective of the user was identified as a crucial
issue. Many questions remain unanswered and need further
empirical research: Does a UX evaluation performed by
experts accurately reflect the experience felt by users? Or
does the primarily subjective nature of UX counter-indicate
the use of expert-based evaluation? Are some UX experts
better than others in assessing UX? User tests are currently
conducted in order to compare expert evaluations to
empirically measured user experiences. Are expert
evaluations accurate enough to be considered as a valid
method in the context of UX? Or are expert evaluators
unable to predict UX without fully involving the user in the
evaluation? We expect the results of this on-going study to
support Industry in the choice and use of relevant UX
evaluation methods and to provide the UX research field
with valuable insights regarding the links between needs
fulfilment and UX outcomes.
In addition, complementary research work is currently
conducted on the UX Cards, especially regarding their use
during the design phase as a UX design method.
The present project is supported by the National Research
Fund, Luxembourg. The authors would like to thank all the
experts who kindly accepted to participate in this study and
shared their thoughts and ideas with great enthusiasm.
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This tutorial presents ten user experience heuristics for service and product designers and developers. The aim of the heuristics is to help designers to take user experience aspects into account when making design solutions. The heuristics are created based on the empirical user experience studies of mobile services. However, heuristics are general and can be used in any kind of service or product design and evaluation context (e.g. mobile services, web sites, applications). Using these heuristics, developers can find out negative and positive user experience issues that can be taken into account in further design iterations.
Social interaction plays an important role in the use of modern websites. Because the practical ways to improve social interaction through community design often remain unknown, this study aims to provide guidelines for designing and developing social features for websites. In this paper, we introduce the results of a three-week-long qualitative field study with an internet service prototype intended for people who exercise. We aim to provide knowledge of factors that improve the social design of websites by introducing a set of heuristics for evaluating sociability. In order to validate the heuristics, the findings from heuristic expert evaluations were compared with data collected from ten test users of the internet service prototype. We suggest that the Heuristic Evaluation Method with sociability heuristics helps to identify the most fundamental problems concerning sociability and thus serves as a practical tool, particularly in the early stages of the design process of social internet sites.
Expertise selection is the process of choosing an expert from a list of recommended people. This is an important and nuanced step in expertise location that has not received a great deal of attention. Through a lab-based, controlled investigation with 35 enterprise workers, we found that presenting additional information about each recommended person in a search result list led the participants to make quicker and better-informed selections. These results focus attention on a currently understudied aspect of expertise location--expertise selection--that could greatly improve the usefulness of supporting systems. We also asked participants to rate the type of information that might be most useful for expertise selection on a paper prototype containing 36 types of potentially helpful information. We identified sixteen types of this information that may be most useful for various expertise selection tasks.