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Assessing the Influence on User Experience of Web Interface Interactions Across Different Devices - Master's Thesis

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Assessing the Influence on User Experience of Web Interface Interactions Across Different Devices - Master's Thesis

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Designers would like to create web-based solutions that would work on different devices, but the user experience may differ across the devices, which may complicate the work of designers.

The research sought answers to how users perceive different web interactions and whether there are any differences in the perceptions of interactions among laptops and smartphones.

Designers would like to create web-based solutions that would work on different devices, but the user experience may differ across the devices, which may complicate the work of designers.

The research sought answers to how users perceive different web interactions and whether there are any differences in the perceptions of interactions among laptops and smartphones.

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Assessing the Influence on User Experience of Web Interface Interactions Across Different Devices - Master's Thesis

  1. 1. Assessing the Influence on User Experience of Web Interface Interactions Across Different Devices ERKKI SAARNIIT, TALLINN UNIVERSITY JUNE 7TH, 2016 MASTER’S THESIS – FINAL DEFENCE
  2. 2. Structure of the Presentation 1. Problem 2. Research questions 3. Hypothesis 4. Literature review 5. Research design 6. Study 7. Results 8. Analysis 9. Conclusion 10. Answers to the reviewer’s questions
  3. 3. Problem The problem arose from professional experience with web design: Designers would like to create web-based solutions that would work on different devices, but the user experience may differ across the devices, which may complicate the work of designers.
  4. 4. Research Questions The research sought answers to how users perceive different web interactions and whether there are any differences in the perceptions of interactions among laptops and smartphones.
  5. 5. Hypotheses Hypothesis 1. It is possible to design web interactions that provide homogeneous user experience across different devices. Hypothesis 2. User experience evaluation can provide instructions for designers.
  6. 6. Literature Review Goal: to define the research methodology. Areas studied: • User experience evaluation • Creation of web interactions • Web design characteristics • Challenges faced when designing for web
  7. 7. Literature Review: UX Evaluation Methods Various UX evaluation methods were analysed in the literature review: User Experience Questionnaire (UEQ), System Usability Scale (SUS), Post Study System Usability Questionnaire (PSSUQ), AttrakDiff. AttrakDiff was found to be the most relevant for the research: 1. It helps to assess the user’s feelings about an interaction with a questionnaire, providing quantitativedata. 2. It helps designers to understand user experience on a detailed level (word pair assessments), but also based on different groups of qualities (pragmatic qualities, hedonic qualities, attractiveness). 3. It provides a proven and tested methodology used in a many researches.
  8. 8. Research Design Individual Situation Product Time Diversity in UX Diversity in UX. Source based on Karapanos 2010. Constant Constant Products A B C D: 2 designs on laptop , 2 designs on smartphone Different participants Experimental research design
  9. 9. Research Design • Population was limited to office workers in Estonian bigger cities, in age groups 20-65 and who use computer and smartphone on a daily basis. • Limitation to set a focus due to the research problem: the author had seen a problem with web based interactions used by office workers. • In case the hypotheses are valid, the same methodology can be applied to other groups. • Data collection via AttrakDiff questionnaire: Pragmatic qualities Hedonic qualities - individual Hedonic qualities - stimulation Attractiveness
  10. 10. Study: Stimuli 1. Preliminary survey was conducted to choose an interaction for the main study. 2. Grouping interaction was chosen because it was considered the most problematic interaction. 3. Two interaction designs with the same task – arrange products into two groups. “button to group” “drag and drop” =
  11. 11. Study: Procedure and Setting 1. A research system was created where interactions could be completed and afterwards assessed using AttrakDiff questionnaire. 2. Research was conducted at the work places of study participants. 3. 3 devices were used: ◦ 1 smartphone and 1 laptop for interactions ◦ 1 laptop for questionnaire
  12. 12. Study: Results • 17 study participants were involved (gender and age requirements + back-up). • Each completed 4 interactions – 2 on laptop and 2 on smartphone – and filled 4 questionnaires with 28 word pair assessments. • 1904 evaluations of Attrakdiff word pairs were done. • All collected data was applicable and in high quality due to system’s validation rules. • Unplanned observations were made during the sessions.
  13. 13. Analysis: Individual Analysis In this participant’s case “drag and drop” interaction was assessed similarly across devices. “Button to group” solution received rather different assessments compared between laptop and smartphone. PQ HQ-I HQ-S ATT pragmatic qualities hedonic qualities - identification hedonic qualities - stimulation attractiveness -3-2-10123 Episode 1 ("button to group" / laptop) Episode 2 ("drag and drop" / laptop) Episode 3 ("button to group" / mobile) Episode 4 ("drag and drop" / mobile) −0.4 −0.2 0.0 0.2 0.4 0.6 −0.4−0.20.00.20.40.6 PC1 PC2 EP1 EP2 EP3 EP4 −2 0 2 4 −2024 PQ HQ−IHQ−S ATT “drag and drop” “button to group” similar across devices different across devices
  14. 14. Analysis: Comparison of Pragmatic and Hedonic Qualities superfluous too task-oriented hedonic quality (HQ) pragmatic quality (PQ) too self-oriented self-oriented desired task-orientedneutral -3 -2 -1 0 1 2 3 -3 -2 -1 0 1 2 3 Episode 2 PQ;HQ; 2,0168; 1,0882 Episode 4 PQ;HQ; 2,4538; 1,0084 Episode 1 PQ;HQ; 0,9832; -0,3277 Episode 3 PQ;HQ; 1,0924; -0,4328 “button to group” “button to group” “drag and drop” “drag and drop” • A comparison of pragmatic and hedonic qualities helps designers to design towards, for example, a more desired or a more task-oriented solution. • “Drag and drop” design was more desired, whereas “button to group” was more task-oriented. confidence intervals
  15. 15. Analysis: Comparison of AttrakDiff Word Pairs unruly manageable isolating connective unprofessional professional tacky stylish cheap premium alienating integrating separates me brings me closer unpresentable presentable conventional inventive unimaginative creative cautious bold conservative innovative dull captivating undemanding challenging ordinary novel unpleasant pleasant ugly attractive disagreeable likeable rejecting inviting bad good repelling appealing discouraging motivating HQ-IHQ-SATT technical human complicated simple impractical practical cumbersome straightforward unpredictable predictable confusing clearly structured unruly manageable isolating connective unprofessional professional tacky stylish cheap premium alienating integrating separates me brings me closer unpresentable presentable conventional inventive unimaginative creative cautious bold conservative innovative dull captivating PQHQ-IHQ-S -3 -2 -1 0 1 2 3 “button to group” “drag and drop” “button to group” “drag and drop”
  16. 16. Analysis: Comparison of AttrakDiff Groups 1. Assessments of “drag and drop” solution were more homogeneous than “button to group”. 2. Pragmatic qualities were assessed higher than hedonic qualities for all interactions. 3. “Drag and drop” received higher scores than “button to group”. PQ HQ-I HQ-S ATT pragmatic qualities hedonic qualities - identification hedonic qualities - stimulation attractiveness -3-2-10123 Episode 1 ("button to group" / laptop) Episode 2 ("drag and drop" / laptop) Episode 3 ("button to group" / mobile) Episode 4 ("drag and drop" / mobile) −20 −10 0 10 20 −15−10−5051015 episodes' mapping Dim 1 Dim2 EP1 EP2 EP3 EP4 “drag and drop” “drag and drop” “button to group”
  17. 17. Conclusion 1. The design of web interactions has influence on user experience. 2. User experience is very individual. 3. An interaction with the same task, but with different design creates different user experience. 4. Different interaction designs provide different user experience across devices. 5. User experience qualities (pragmatic and hedonic qualities and attractiveness) were homogeneous across devices in case of a “drag and drop” solution.
  18. 18. Hypothesis Evaluation 1. It is possible to design web interactions that provide homogeneous user experience across different devices by using a “drag and drop” grouping interaction. 2. User experience evaluation can provide instructions for designers by using AttrakDiff model.
  19. 19. Limitations and further studies Population, devices and interactions were limited to a specific group. The conclusions are not validated among designers. Further studies: • Different geographical locations, age groups, type of work, former user experience can be studied. • Devices (tablets, smart TVs, smartwatches). • Other web interactions. • Other types of grouping interactions. The research conducted for the thesis can be applied to other similar studies.
  20. 20. Questions from the reviewer Siddharth Nakul Gulati
  21. 21. Question 1. Only ACM was searched for literatures. There are many journals such as MIS quarterly among others which might not be indexed in ACM; then based on this is the literature review exhaustive? 1. ACM Digital Library + Google Scholar were used (as referred on page 18 of the thesis, chapter 2.1). 2. MIS Quarterly is covered by Google Scholar search. 3. Google Scholar is a recognised source for scientific research. Example: “Aesthetics of Interaction – A Literature Synthesis” by Lenz, Diefenbach and Hassenzahl (2014).
  22. 22. Question 2. On what basis were only 12 people chosen for the pilot study? Why the figure “12” specifically? Could you also back this with prior research as to why a certain figure was chosen! 1. 17 people were chosen for the study. 2. There were the following criteria set for the participant: ◦ 5 age groups (20-29, 30-39, 40-49, 50-59, 60+) ◦ 2 genders (male, female) ◦ 5x2=10 people as minimum had to be chosen to cover the variety of age and gender. ◦ Additional 7 people were chosen for back up in case the data quality is not sufficient with the initial 10 people or in case the sample does not provide significant proof at the confidence level of 95%. 3. The analysis of the sample had to provide significant proof at the confidence level of 95%. The given sample provided it. 4. Generalisationto the population can be provided in case of a larger sample (covered in the limitations chapter of the thesis). The goal of this research was to test if homogeneous or different user experience can be created in different devices. Such sample size was sufficient to test it.
  23. 23. Question 3. Why does a participant who lives in a bigger city given importance in a pilot study. In a small village in Estonia where someone works from home, they could also use different devices such as laptops and smartphones for the most part of the day? 1. No, such participants who live in a bigger city do not have bigger importance. 2. It was the author’s choice to have a focus in this study specifically for bigger cities, office workers and people who use computer and smartphone on a daily basis. 3. All the limitations applied to the research are thoroughly described in the Participants (3.3) and Limitations (7.2) chapters.
  24. 24. Question 4. How do you account for ecological validity in your research? Are your results empirically valid? 1. The results are empirically valid, considering the limitations applied in the research. 2. The limitations applied to the research were the following: ◦ Population ◦ Devices ◦ Interactions 3. The limitations applied to the research are described in the Limitations chapter (7.2) of the thesis.
  25. 25. Thank you!

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