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Abstract
The term user experience (UX) encompasses the concepts of usability and affective engineering. However, UX has not been defined clearly. In this study, a literature survey, user interview and indirect
observation were conducted to develop definitions of UX and its elements. A literature survey investigated 127 articles that were considered to be helpful to define the concept of UX. An in-depth interview
targeted 14 hands-on workers in the Korean mobile phone industry. An indirect observation captured
daily experiences of eight end-users with mobile phones. This study collected various views on UX
from academia, industry, and end-users using these three approaches. As a result, this article proposes
definitions of UX and its elements: usability, affect, and user value. These results are expected to help
design products or services with greater levels of UX. C 2011 Wiley Periodicals, Inc.
Keywords: User experience; Survey; In-depth interview; Indirect observation; Mobile phones and
services
1. INTRODUCTION
User experience (UX) broadly describes all aspects of
interactions between a user and a product (Alben, 1996;
Arhippainen & Tahti, 2003; Forlizzi & Ford, 2000;
Kuniavsky, 2007; Marcus, 2006; McNamara &
Kirakowski, 2006). The concept of UX covers affect or
usability engineering (Alben, 1996; Hassenzahl & Roto,
2007). However, UX has not been defined clearly
(Law et al., 2008; Law & Van Schaik, 2010). UX concepts
Correspondence to: Sung H. Han, Department of Industrial
and Management Engineering, Pohang University of Science and Technology (POSTECH), San 31, Hyoja, Pohang
790-784, Republic of Korea. Phone: 82-54-279-2203; e-mail:
shan@postech.edu.
This article was published online on 20 October 2011. An
error was subsequently identified. This notice is included in
the online and print versions to indicate that both have been
corrected 13 June 2013.
View this article online at wileyonlinelibrary.com/journal/hfm
DOI: 10.1002/hfm.20316
vary in terms of scope, objects, or elements considered. One concept focuses on temporality perspective
of UX (Karapanos, Zimmerman, Forlizzi, & Martens,
2009; Makela & Fulton Suri, 2001). Another focuses on
co-experience by considering the social aspects of UX
(Battarbee, 2003). Furthermore, academic researchers
and product developers apparently have different opinions of what UX means (Vaa nanen-Vainio-Mattila,
Roto, & Hassenzahl, 2008).
Attempts have been made to obtain a universal definition of UX. Hassenzahl and Tractinsky (2006) divided UX studies into three perspectives (beyond the
instrumental, emotion and affect, and experiential),
and finally defined UX as an outcome reflecting the
users internal state, the systems characteristics, and
the context of use. Law, Roto, Hassenzahl, Vermeeren,
and Kort (2009) conducted a survey to collect views
of UX researchers and practitioners from academia
and industry, and proposed UX as something individual that emerges from interacting with a product, system, service, or object. These studies may successfully
Human Factors and Ergonomics in Manufacturing & Service Industries 23 (4) 279293 (2013)
279
derive UX definitions, which most researchers somewhat agree with, but they do not report what factors
contribute to UX. Elements or factors that contribute
to UX have rarely been systematically addressed in UX
research.
This study attempts to identity factors that may directly influence UX. This objective was achieved by
a combination of literature survey, in-depth interview, and indirect observation. The literature survey
mainly reflects views of academia researchers on UX.
In-depth interviews with practitioners reveal the perspective of developers of mobile phones or services,
who must meet the requirements of users. The indirect
observation with end-users helps to understand behaviors of real users. Finally, perspectives on UX from
these sources were used to define elements and subelements of UX. The literature survey comprehensively
covered major works about UX, while the in-depth
interview and indirect observation were each supplementary work to reveal any new ideas that were not
mentioned or covered in the literature. For that reason, a relatively small number of interviewees and users
participated in this study.
UX was investigated for mobile phones and services
in this study. We had several reasons for this choice.
First, numerous previous UX studies have been conducted for these products and services (Arhippainen
& Tahti, 2003; Hiltunen, Laukka, & Luomala, 2002;
Roto, 2006). In addition, most corporations in the
Korean mobile industry have established UX departments or groups. Thus, their employees are used to
improving UX of their products or services. Moreover,
mobile phones and services have come into wide use
so that a person who does not have a mobile phone is
rare. Accordingly, finding participants who are mobile
phone users is easy.
2. LITERATURE SURVEY
A literature survey consisted of three phases: (a) collecting, (b) screening, and (c) analyzing. A total of 247
articles were collected using keywords: user experience
(UX), usability, human-computer interaction (HCI),
user interface (UI), ease of use, usefulness, affective engineering, context of use, product/customer life cycle,
user centered design (UCD), customer value added,
technology acceptance model (TAM), and brand equity. Of these, 127 articles were selected, which were
considered relevant to definitions and elements of UX.
At this time, articles that did not include the keyword
280
DOI: 10.1002/hfm
Others (13)
Proc. (56)
Asia (11)
Dissertations (3)
North
America
(56)
Company
(25)
Europe
(47)
Journals (49)
University
(81)
Sources
Regions
Research types
25
22
19
20
18
15
11
11
11
11
10
6
0
Before
2000
Figure 1
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
Publication year
Persons
47
39
34
25
38
51
6
240
DOI: 10.1002/hfm
281
2.3. Defining UX
Experience can be categorized into the previous, the
present, and the future experience in chronological order. Because the users previous experiences influence
the present experience, which leads in turn to more experiences in the future (Makela & Fulton Suri, 2001),
UX analysis can focus on the present experience. Another approach is to investigate UX in terms of an object
with which the user interacts. Experience, brand experience, or product experience may be alternatives to
UX. Product experience belongs to brand experience
in a broad sense, and brand experience can be regarded
as one type of experience (Law et al., 2009). However,
many studies conducted to define UX suggested that
UX might be generated when the user interacts with
a product. Table 2 shows UX definitions reported in
relevant studies. The scope of UX is discussed in detail
in Section 5. As the results of the literature survey, this
study sets bounds to UX as product experience. In addition, most researchers mentioned that abstract and
subjective values of users such as emotional attachment
can be another facet of UX, instead of existing concepts such as usability or affect (Karapanos et al., 2009;
Reference
Alben (1996)
Arhippainen and
Tahti
(2003)
Battarbee (2003)
Desmet and
Hekkert (2007)
Forlizzi and Ford
(2000)
Keyword
Quality of
experience
UX
Objects That
the User Interacts With
Emphasis on
Temporality
Products
Products
Co-experience
Products, other users
Product
Products
experience
UX
Products (including services)
UX
Designed systems
UX
Products
UX
Makel
a and
Fulton Suri (2001)
McNamara and
Kirakowski (2006)
Marcus (2006)
UX
UX
Products
UX
Products, services,
companies/organizations
Products, services, companies
Nielsen Norman
Group (online)
Roto (2006)
Rust et al. (2004)
UX
UX
Customer
equity
X
X
Hassenzahl and
Tractinsky (2006)
Karapanos et al.
(2009)
Kuniavsky (2007)
X
1
2
Notes: 1 : Temporal context refers to the period that the user can dedicate for the system given the context restrictions.
2
: Customer lifetime refers to the time during which the customer has a relationship with the company.
[Corrections were made in body of table after initial online publication.]
282
DOI: 10.1002/hfm
McNamara & Kirakowski, 2006). Moreover, temporality, which means that UX may vary over passage of
time, can be an important component of UX.
3. IN-DEPTH INTERVIEW
3.1. Organization
An in-depth interview was conducted to target handson workers in the Korean mobile phone industry. Academic UX research tends to focus on UX theories and
frameworks, whereas the industrial UX development
seems more likely to emphasize practical attributes,
such as functionality (Vaa nanen-Vainio-Mattila et al.,
2008). An in-depth interview of hands-on workers
might help to bridge the gap between how the research
community and the product developers perceive the
UX concept.
The interview includes 12 questions related to definitions, scopes, and elements of UX (Table 3). The
interview questions were revised from publications
using survey or interview approaches (Law et al.,
2009; Marcus, Ashley, Knapheide, Lund, Rosenberg, &
Vredenburg, 2009). Each interviewee was asked to indicate the degree of agreement to hypotheses on a 15
scale (1: totally disagree, 2: partly disagree, 3: neither
agree nor disagree, 4: partly agree, 5: totally agree).
The interviewee was asked to give reasons why he or
she provided each opinion and to explain his or her
own definition about related concepts. For example,
when the interviewee was asked to provide their opin-
Fourteen hands-on workers participated in the indepth interview. The interviewees worked for eight
different companies, including those involved in cellphone manufacturing (Samsung, LG and Motorola
Korea), mobile telecommunication (SK Telecom, KT
and LG Telecom), and internet service (NHN and
Daum). The interviewees consisted of user interface
(UI) designers, UX designers, system or software developers, and managers of UI/UX departments. Each
had been employed in the position for an average of 6
years. Their backgrounds included industrial engineering (6 persons), design (4 persons), computer science
(1 person), and cognitive engineering (1 person). Three
interviewees had doctorates, nine had masters degrees,
and two had bachelors degrees.
Avg.
Std.
95 CI
4.79
3.21
4.86
4.21
4.14
3.79
0.43
1.42
0.36
0.89
1.03
1.37
4.565
2.473.96
4.675
3.754.68
3.604.68
3.074.50
4.79
4.50
3.93
4.79
4.86
0.43
0.65
1.00
0.43
0.36
4.565
4.164.84
3.414.45
4.565
4.675
Notes: Avg., Std., and 95 CI mean average, standard deviation, and 95% confidence interval.
DOI: 10.1002/hfm
283
the hypothesis, respectively. However, comments reported by the interviewees were considered more important because interpretations of the average scores
did not have enough statistical evidence. The results
showed that most ideas of the UX concept developed
by the literature survey were confirmed by the detailed
comments.
First, most interviewees believed that service as well
as product experience are components of UX. Second,
UX seems to occur by users interactions with a corporation. However, most interviewees stated that a product or service mediates that relationship. This fact supports the hypothesis that UX should be bounded by
product or service experience. Third, they considered
that usability, affect, users subjective value, and previous experience are important. They were asked to select three important factors affecting UX (open-ended
question Q2-6). Among them, 12 of 14 interviewees
selected usability, 10 selected affect, 8 selected users
subjective value, and 8 selected previous experience.
As confirmed by the interview results, this study proposed usability, affect, and users subjective value as
main elements of UX, and users subjective value is
termed user value in the remaining section. Previous
experience is regarded to be outside the scope of UX
elements, because it may be related to measurement of
UX.
4. INDIRECT OBSERVATION
4.1. Method for Capturing Experiences
The aim of this indirect observation was to collect
mobile phone users behaviors and understand what
constitutes their experiences. Many observation approaches to capture experiences of the user have
been introduced so that a product can be best designed early in the product development life cycle.
Even though this study does not aim to design a
product or service, the observation seems to be appropriate to gain understanding of the daily experiences of users. Observation approaches are helpful to catch thoughts and feelings that participants
would probably not have in a controlled experiment.
Beyer and Holtzblatt (1998) introduced an organized
process of contextual inquiry consisting of one-onone observations and interviews. The experience sampling method (ESM) has also been widely used. In
this approach, participants are asked to stop at random times and make notes of their experience in real
284
4.3. Participants
To collect a variety of experience that is as wide as
possible, eight different user types were defined before
recruiting participants. First, characteristics of mobile
phone users were developed based on social, cultural,
and contextual factors that were considered to influence UX. User characteristics included age, gender, region, occupation, period of ownership, previous experiences with other brands of phones, and the type
of mobile phones that the user owned at the time
DOI: 10.1002/hfm
DOI: 10.1002/hfm
285
5. CONCEPTUALIZATION OF UX
5.1. Definition of UX
UX and its elements were defined, based on the results
of the literature survey, in-depth interview, and indirect observation. Experience is everything that happens
to us, from which we may obtain knowledge, feelings,
and skills. Forlizzi and Ford (2000) introduced experience, an experience, and experience as story.
First, experience is the constant stream that happens during moments of consciousness. Second, an
experience has a beginning and an end, and as a result changes the user, and sometimes, the context of
the experience. Third, experience as story represents
narratives that we use to condense and remember experiences and to communicate them in a variety of
situations to certain audiences. Forlizzi and Battarbee (2004) also proposed a concept of co-experience,
which creates meaning and emotion with other people
through product use. At any case, experience includes
all our routine activities, such as face-to-face relations
and religious activities, as well as brand, product, or
service experiences.
Brand experience is one type of experience, which is
a consequence of interactions between the user and a
certain brand. Brand experience includes interactions
with the corporation as well as with its branded products and services (Law et al., 2009). In fact, brand
is a broad and ambiguous concept. Farquhar, Han,
286
5.2. Elements of UX
Elements of UX are factors that influence UX significantly. This study suggests that usability, affect, and
user value are elements of UX. Usability and affect
have been widely studied since before the introduction of the concept of UX. The TAM theory included
ease of use. For example, Davis (1989) suggested that
perceived ease of use might actually be a causal antecedent to perceived usefulness. Nagamachi (1995)
introduced Kansei engineering, which has the goal of
implementing customers feelings and demands into
product function and design. In contrast, Han et al.
(2001) defined usability as the degree to which users
are satisfied with a product with respect to both its
performance and its image and impression. Han et al.
(2004) developed relationship models between product design and user satisfaction in terms of affective
engineering. However, the concept of UX is known to
be more extensive than simply usability or affect. Elements of UX should cover extensive situations, and not
be just a buzzword. Therefore, the incorporation of
user value differentiates our proposition from existing
DOI: 10.1002/hfm
Figure 2
5.2.1. Usability
Usability was originally defined as the efficiency and effectiveness of the user interface (Hix & Hartson, 1993),
or the effectiveness, efficiency, and satisfaction with
which specified users can achieve specified goals in particular environments (ISO 9241-11). Cakir (2000) tried
to improve usability of an everyday product using ISO
definition. In addition, relatively recent studies about
usability attempted to expand the theory of usability
so that the concept might include hedonic qualities as
well as pragmatic qualities. For example, Kwahk and
Han (2002) included image and impression values for
a usability concept. However, the present study focuses
mainly on performance aspects of a product or service
for the usability concept (Table 4).
Usability dimensions have been widely studied by
various researchers, since usability was first defined
by Bennet (1984) and Shackel (1984). Although ISO
(1993) defined three major dimensions, including (a)
effectiveness, (b) efficiency, and (c) satisfaction, other
dimensions, such as simplicity and learnability, were
also used to evaluate usability. For example, Han et al.
(2001) suggested performance dimensions of usability could be classified into three categories: (a) perception/cognition, (b) learning/memorization, and (c)
control/action. Strawderman and Koubek (2008) considered five usability dimensions to match service quality dimensions. Jin, Ji, Choi, and Cho (2009) also developed more than 20 usability dimensions to evaluate dishwashers, including consistency, familiarity, and
feedback. In this study, approximately 30 dimensions
related to usability were collected from the literature.
Seven subelements of usability were then determined
through integration and screening processes. Dimensions related to subjective satisfaction were excluded
from usability subelements, because these dimensions
are considered as affect or user value subelements.
5.2.2. Affect
Russel (2003, p. 148) defined core affect as a neurophysiological state consciously accessible as the simplest non-reflective feelings evident in moods and emotions. However, this concept may not be applicable to
UX, because core affect does not focus on an object
that the user interacts with. Accordingly, in this study,
affect is considered as an emotion that is a consequence
of interaction with a product or service (Table 5).
DOI: 10.1002/hfm
287
Definition
way a product/service looks and works is simple, plain, and uncomplicated
Capability that allows the user to do whatever they want when necessary (e.g., easy to change
a mode of product or service)
Degree of users perception of directly controlling the user interface of a product/service
Degree to which a product/service is easy to approach or operate
Ability for the user to regulate, control, and operate the user interface of a product/service
Degree to which a product/service enables a task successfully without wasting time or energy
Accuracy and completeness with which specified users achieved specified goals in particular
environment
Ability of a product/service to require or involve no effort of the user
Degree to which a product/service is instructive and gives all the necessary information to the
user in a proper manner
Degree to which a product/service covers or includes extensive information that is needed or
relevant to the user
Users perception that the way a product/service looks and works is clear and accurate
Degree of users perception of clearly seeing objects on the user interface of a product/service
Degree of users perception of reading or understanding a word, line, or paragraph written in
the user interface of a product/service
Extent to which a product/service can accommodate changes to tasks and environments
beyond those first specified
Degree to which a product/service is changed easily to fit different users and/or conditions
Ability of two or more product/services are used or operated reciprocally
Time and effort required for the user to learn how to use a product/service
Degree to which a product/service is easy to remember
Extent to which the users knowledge and experience in other domains or real world can be
applied to interacting with a new product/service
Ability for the user to expect the effect of future actions based on past interaction experiences
Degree of users perception of understanding the way a product/service looks and works by
intuition
Similarity in the way a product/service looks and works and the input/output behavior arising
from similar situations or tasks
Ability for the user to operate a product/service easily through its entire life cycle
Ability for the user to install or initiate a new product/service easily
Ability to help the user preventing errors and taking corrective actions once an error has been
recognized
Ability for the user to cancel or undo their tasks on the assumption that the user may make a
mistake
Degree of presenting feedback information for the user input
Users perception that a product/service communicates in a helpful way
Note: The indented words mean components of each subelement outdented above.
DOI: 10.1002/hfm
Definition
Delicacy
Simplicity
Texture
Luxuriousness
Color
Attractiveness
Definition
Self-satisfaction
Degree to which a product/service gives the user satisfaction with himself or herself or
achievements
Users perception of being the distinct personality of an individual (related terms: personality,
self-expression, unique)
Users perception of achieving something new and difficult which requires great effort and
determination (Related terms: Achievement)
Belief in oneself and ones abilities reflected by a product/service (related terms: pride, fullness)
Users feeling of being pleased or gratified by interacting with a product/service
Degree to which a product/service gives the user enjoyment, amusement, or pleasure
Degree to which a product/service provides the user new vigor and energy
Degree to which a product/service satisfies the users desire of being sociable
Degree to which a product/service set the stage where the user can feel, express, or share their
emotions socially
Degree to which a product/service provides the user values related to social issues, problems,
and reforms
Users perception of having a friendly relation with other people
Degree to which functions or appearances of a product/service satisfy the users needs
Users perception of having keen interest or intense desire
Users act or state of looking forward or anticipating
Degree to which a product/service has a beneficial, practical use
Degree to which a product/service is changed or built easily to fit personal specifications or
preferences
Ability for the user to attach subjective value to a product/service
Degree to which a product/service is novel, new, or unique (related term: curiosity)
Degree to which a product/service is valuable, precious to the user
Degree to which a product/service deserves of trust or confidence (related terms: belief, trust)
Identity
Challenge
Confidence
Pleasure
Fun
Refresh
Sociability
Social emotion
Social value
Friendship
Customer need
Eagerness
Expectation
Usefulness/Utility
Customizability
Attachment
Novelty
Preciousness
Trustworthiness
Note: The indented words mean components of each subelement outdented above.
DOI: 10.1002/hfm
289
and cultural differences influence this cognitive context (Desmet & Hekkert, 2007). In fact, the values,
such as fun or usefulness, were regarded as important
before the emergence of the concept of UX. Igbaria,
Schiffman, and Wieckowski (1994) proposed perceived
fun might be important as much as perceived usefulness. Kahle (1983) retrieved list of value, which affect
users purchasing behavior: sense of belonging, selffulfillment, fun and enjoyment in life, warm relationships with others, being well-respected, excitement,
sense of accomplishment, security, and self-respect.
Although many studies were concerned about fun,
pleasure, or subjective value, a few attempted to identify
elements of user value. In this study, the initial subelement list from the literature survey was augmented by
analyzing episodes of the indirect observation. Then,
five subelements of user value were proposed using a
merging process (Section 4.4).
6. DISCUSSION ON THE UX
CONCEPT
UX can be defined as an overarching experience that
consists of all aspects of users interaction with a product or service. All existing theories about UCD, usability, affect engineering, and TAM are applicable to UX.
Moreover, even brand equity may also influence UX
(Arhippainen & Tahti, 2003). For that reason, gathering various views and specifying the scope of UX is important. With our survey, interview, and observation,
this study regards UX as product or service experience.
This study concludes that brand experience, not mediated by products or services, does not affect UX. For
example, a corporate advertisement to enhance its image can affect users and give users a kind of experience,
but it may not contribute to UX. We can call it just
brand experience.
Of course, many kinds of service experience contribute to UX, including product experience, even if
service may be conducted without physical interfaces.
However, the shapes or characteristics of user interfaces vary, sometimes drastically, in different products
or services. Thus, influential factors may differ among
services or products. Usability, affect, and user value,
which are proposed as important elements for UX of
mobile phones and services, may not be main factors
in other types of products. For example, for UX of
automobiles, safety, and fuel efficiency can be more
290
7. CONCLUSION
UX is concerned with experience that occurs when
a user interacts with a product or service. Many researchers and practitioners agree that UX includes all
aspects of users interaction, but experience without
product or service should be excluded. Using a literature survey, in-depth interview, and indirect observation, which represent academia, industry, and end-user
perspectives, respectively, this study developed three
DOI: 10.1002/hfm
ACKNOWLEDGMENT
This work was supported by Mid-career Researcher
Program through the National Research Foundation
of Korea (NRF) grant funded by the Ministry of Education, Science and Technology (MEST) (No. 20100000364).
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DOI: 10.1002/hfm
293