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The User Experience of Social Media

Jen Romano Bergstrom
November 2012
Guest lecture at Howard University
What is Usability?
“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.” ISO 9241-11

2
Usability vs. User Experience (UX)?
Whitney’s 5 Es of Usability

3

Peter’s User Experience
Honeycomb

The 5 Es to Understanding Users (W. Quesenbery): http://www.wqusability.com/articles/getting-started.html
User Experience Design (P. Morville): http://semanticstudios.com/publications/semantics/000029.php
What People do on the Web

4

Krug, S. Don’t Make Me Think
Mental models and repeating behaviors

x	
  

5
Mental models and repeating behaviors

6
Measuring the UX
“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.” ISO 9241-11
+ emotions

7

•  How does it work for the
end user?
•  What does the user
expect?
•  How does it make the user
feel?
What to measure
EXPLICIT

OBSERVATIONAL

+	
  Post-task satisfaction
questionnaires
+	
  In-session difficulty ratings
+	
  Verbal responses
+	
  Moderator follow up
+	
  Real-time +/- dial

+	
  Ethnography
+	
  Time to complete task
+	
  Reaction time
+	
  Selection/click behavior
+	
  Ability to complete tasks
+	
  Accuracy

IMPLICIT
+	
  Facial expression analysis
+	
  Eye tracking
+	
  Electrodermal activity (EDA)
+	
  Behavioral analysis
+	
  Linguistic analysis of verbalizations
+	
  Implicit associations
+	
  Pupil dilation

8
Social Media
“Internet communications where more than one user can
publish/post information within a community of users”
•  Allows for many different organization and/or user goals to exist
•  Does not assume specific goals, such as building relationships or
demonstrating authenticity
•  The first portion of the definition, “Internet communications where more
than one user,” focuses on the concept of interaction, which can vary in
intensity from consumer to creator to exchanger.
•  The second portion, “publish/post information within a community of
users,” implies that there is a public or semi-public (depending on security
settings) aspect of social media.

9
UX of Social Media
“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.” ISO 9241-11
+ emotions

10

•  What do users come to
social media for?
•  How is this different from
traditional websites?
•  How does it work for the
end user?
•  What does the user
expect?
•  How does it make the user
feel?
Social Media
•  By 2012, Facebook had 1 billion members worldwide, and
social media sites were making a big impact socially,
politically and economically across the world.
•  High levels of emotional engagement
•  User behavior is different from websites
•  Design constraints

Burridge, L. (forthcoming). The User Experience of Social Media. In Romano Bergstrom, J. & Schall, A. (Eds). Eye Tracking in User
Experience Design.

11
Social Media
•  Peer to peer marketing
–  Social buttons to users can share
•  Saturate social media to avoid negative comments
overtaking presence
–  Respond quickly
•  Post emotional things
–  Make people laugh, cry, etc.
•  Goal is not to make sales
–  Build brand awareness
–  Capture attention
–  Publish interesting content

12
Social Media Framework I
•  Problems: Other frameworks were based on the intent of
the site, not on the end user’s perspective
•  Methods: Focus groups, background research, survey
(1,686) to youth from prior survey
How often do you use [SM site] to _____ ? • 
• 
5-point Likert-type scale: None (i.e., I only • 
read anonymously) to A Great Deal (i.e., I • 
share most information about myself).
• 
•  Find out more about something or
• 
someone
•  Find places to eat or services to use
• 
•  Get better at doing something
•  Have fun
• 

Laugh
Post about fun things you are doing
See/hear something entertaining
Give updates about major events in
your life
Give updates throughout the day
Share ideas/information with peers to
advance a topic
Teach others about something you
have learned
Work together toward a shared goal.

Luchman, J., Romano Bergstrom, J. & Krulikowski, C. (under review). A Motives Framework of Social Media Website Use: A Survey
of Young Americans.

13
Social Media Framework II
The following SM sites or SM clusters were evaluated:
•  Blogs
•  Discussion Boards/Forums
•  Facebook
•  Second Life
•  Flickr
•  Tumblr
•  Foursquare
•  Twitter
•  Google Places
•  Wikipedia
•  Google+
•  Massively Multiplayer Online Role
•  Instagram
Playing Games (MMORPGs; e.g.,
•  LinkedIn
World of Warcraft, RuneScape,
•  Myspace
etc.)
•  Pinterest
•  Social Rater Sites (e.g., Yelp, Rate
•  Social News Sites (e.g., Reddit, Digg, etc.)
My Professors, etc.)
•  Second Life
•  YouTube
Luchman, J., Romano Bergstrom, J. & Krulikowski, C. (under review). A Motives Framework of Social Media Website Use: A Survey
of Young Americans.

14
Social Media Framework: Users’ expectations

15
The UX of Facebook
•  How can businesses engage users on Facebook?

16
The UX of Facebook: Coca Cola

17
The UX of Facebook

18
The UX of Facebook

19
The UX of Facebook

20
The UX of Facebook

21
Ads on Facebook: users’ mental model

22
Ads on Facebook: users’ mental model

23
The UX of Twitter
•  Analytics data
•  Links in tweets get more clicks when in the middle or
beginning of tweets
•  Ask people to do things
–  “Please ReTweet” > “Please RT” > none
–  Leave room for people to RT
•  Respond to negative tweets
•  Other social media now have Twitter-like functionality

http://www.marketingprofs.com/charts/2013/11885/do-tweets-with-hashtags-quotes-and-images-get-more-retweets

24
Twitter UX: Tweet length

http://danzarrella.com/new-data-tweets-between-100-and-115-characters-are-more-likely-to-be-retweeted.html?
utm_source=hs_email&utm_medium=email&utm_campaign=blogemails&utm_content=10607388&_hsmi=10607388&_hsenc=p2ANqtz-_fXBW8t0TlwBcrKYxFUja-DugZA1eS3BFjZr3MP86BaOYytWQO3c1VEZnEJEbrqW2e8d9ByrcAP4ds9pO-eWbNXDw4g#

25
Better UX means…
•  Higher user satisfaction
–  Repeat visits
–  Recommendations to others
–  Increased engagement
•  User-centered design
–  From the end users’ perspective

26
Harnessing the UX of Social Media
•  Cross post
–  Write a blog post
–  Tweet about it (and link)
–  Post to Facebook (and link)
–  Read the press release and post to YouTube
•  Peer to peer: Users will do the same

27
Thank you!

Jennifer Romano Bergstrom
@romanocog
jbergstrom@forsmarshgroup.com

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The UX of Social Media

  • 1. The User Experience of Social Media Jen Romano Bergstrom November 2012 Guest lecture at Howard University
  • 2. What is Usability? “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.” ISO 9241-11 2
  • 3. Usability vs. User Experience (UX)? Whitney’s 5 Es of Usability 3 Peter’s User Experience Honeycomb The 5 Es to Understanding Users (W. Quesenbery): http://www.wqusability.com/articles/getting-started.html User Experience Design (P. Morville): http://semanticstudios.com/publications/semantics/000029.php
  • 4. What People do on the Web 4 Krug, S. Don’t Make Me Think
  • 5. Mental models and repeating behaviors x   5
  • 6. Mental models and repeating behaviors 6
  • 7. Measuring the UX “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.” ISO 9241-11 + emotions 7 •  How does it work for the end user? •  What does the user expect? •  How does it make the user feel?
  • 8. What to measure EXPLICIT OBSERVATIONAL +  Post-task satisfaction questionnaires +  In-session difficulty ratings +  Verbal responses +  Moderator follow up +  Real-time +/- dial +  Ethnography +  Time to complete task +  Reaction time +  Selection/click behavior +  Ability to complete tasks +  Accuracy IMPLICIT +  Facial expression analysis +  Eye tracking +  Electrodermal activity (EDA) +  Behavioral analysis +  Linguistic analysis of verbalizations +  Implicit associations +  Pupil dilation 8
  • 9. Social Media “Internet communications where more than one user can publish/post information within a community of users” •  Allows for many different organization and/or user goals to exist •  Does not assume specific goals, such as building relationships or demonstrating authenticity •  The first portion of the definition, “Internet communications where more than one user,” focuses on the concept of interaction, which can vary in intensity from consumer to creator to exchanger. •  The second portion, “publish/post information within a community of users,” implies that there is a public or semi-public (depending on security settings) aspect of social media. 9
  • 10. UX of Social Media “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.” ISO 9241-11 + emotions 10 •  What do users come to social media for? •  How is this different from traditional websites? •  How does it work for the end user? •  What does the user expect? •  How does it make the user feel?
  • 11. Social Media •  By 2012, Facebook had 1 billion members worldwide, and social media sites were making a big impact socially, politically and economically across the world. •  High levels of emotional engagement •  User behavior is different from websites •  Design constraints Burridge, L. (forthcoming). The User Experience of Social Media. In Romano Bergstrom, J. & Schall, A. (Eds). Eye Tracking in User Experience Design. 11
  • 12. Social Media •  Peer to peer marketing –  Social buttons to users can share •  Saturate social media to avoid negative comments overtaking presence –  Respond quickly •  Post emotional things –  Make people laugh, cry, etc. •  Goal is not to make sales –  Build brand awareness –  Capture attention –  Publish interesting content 12
  • 13. Social Media Framework I •  Problems: Other frameworks were based on the intent of the site, not on the end user’s perspective •  Methods: Focus groups, background research, survey (1,686) to youth from prior survey How often do you use [SM site] to _____ ? •  •  5-point Likert-type scale: None (i.e., I only •  read anonymously) to A Great Deal (i.e., I •  share most information about myself). •  •  Find out more about something or •  someone •  Find places to eat or services to use •  •  Get better at doing something •  Have fun •  Laugh Post about fun things you are doing See/hear something entertaining Give updates about major events in your life Give updates throughout the day Share ideas/information with peers to advance a topic Teach others about something you have learned Work together toward a shared goal. Luchman, J., Romano Bergstrom, J. & Krulikowski, C. (under review). A Motives Framework of Social Media Website Use: A Survey of Young Americans. 13
  • 14. Social Media Framework II The following SM sites or SM clusters were evaluated: •  Blogs •  Discussion Boards/Forums •  Facebook •  Second Life •  Flickr •  Tumblr •  Foursquare •  Twitter •  Google Places •  Wikipedia •  Google+ •  Massively Multiplayer Online Role •  Instagram Playing Games (MMORPGs; e.g., •  LinkedIn World of Warcraft, RuneScape, •  Myspace etc.) •  Pinterest •  Social Rater Sites (e.g., Yelp, Rate •  Social News Sites (e.g., Reddit, Digg, etc.) My Professors, etc.) •  Second Life •  YouTube Luchman, J., Romano Bergstrom, J. & Krulikowski, C. (under review). A Motives Framework of Social Media Website Use: A Survey of Young Americans. 14
  • 15. Social Media Framework: Users’ expectations 15
  • 16. The UX of Facebook •  How can businesses engage users on Facebook? 16
  • 17. The UX of Facebook: Coca Cola 17
  • 18. The UX of Facebook 18
  • 19. The UX of Facebook 19
  • 20. The UX of Facebook 20
  • 21. The UX of Facebook 21
  • 22. Ads on Facebook: users’ mental model 22
  • 23. Ads on Facebook: users’ mental model 23
  • 24. The UX of Twitter •  Analytics data •  Links in tweets get more clicks when in the middle or beginning of tweets •  Ask people to do things –  “Please ReTweet” > “Please RT” > none –  Leave room for people to RT •  Respond to negative tweets •  Other social media now have Twitter-like functionality http://www.marketingprofs.com/charts/2013/11885/do-tweets-with-hashtags-quotes-and-images-get-more-retweets 24
  • 25. Twitter UX: Tweet length http://danzarrella.com/new-data-tweets-between-100-and-115-characters-are-more-likely-to-be-retweeted.html? utm_source=hs_email&utm_medium=email&utm_campaign=blogemails&utm_content=10607388&_hsmi=10607388&_hsenc=p2ANqtz-_fXBW8t0TlwBcrKYxFUja-DugZA1eS3BFjZr3MP86BaOYytWQO3c1VEZnEJEbrqW2e8d9ByrcAP4ds9pO-eWbNXDw4g# 25
  • 26. Better UX means… •  Higher user satisfaction –  Repeat visits –  Recommendations to others –  Increased engagement •  User-centered design –  From the end users’ perspective 26
  • 27. Harnessing the UX of Social Media •  Cross post –  Write a blog post –  Tweet about it (and link) –  Post to Facebook (and link) –  Read the press release and post to YouTube •  Peer to peer: Users will do the same 27
  • 28. Thank you! Jennifer Romano Bergstrom @romanocog jbergstrom@forsmarshgroup.com