Motivation to Self-report: Capturing User Experiences in Field Studies

  • Minyou Rek
  • Natalia Romero
  • Annemiek van Boeijen
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8278)

Abstract

User experience (UX) refers to the feelings people have when interacting with a product or service. UX design aims to enable certain experience through the development and testing of prototypes, therefore methods are needed to capture and evaluate user experience at different stages of use. Experience Sampling Method has been used to capture user experience on a moment-to-moment basis and in the context they are elicited. One mayor drawback of this method is the high load on participants, which often results in lowering participation in the study. Based on a literature review on motivational theory two design concepts are presented to illustrate how different motivators could influence different qualities of participation. Initial explorations of these concepts address opportunities and challenges of motivational mechanisms in the development of UX design and research methods.

Keywords

UX Motivation Self-Report Long-term Field Studies 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Larson, R., Csikszentmihalyi, M.: The Experience Sampling Method. New Directions for Methodology of Social and Behavioral Science 15, 41–56 (1983)Google Scholar
  2. 2.
    Roto, V., Law, E., Vermeeren, A., Hoonhout, J.: User Experience White Paper. Dagstuhl Seminar on Demarcating User Experience, Germany (2011), http://www.allaboutux.org/files/UX-WhitePaper.pdf
  3. 3.
    Scollon, C., Kim Prieto, C., Diener, E.: Experience Sampling: Promises and Pitfalls, Strengths and Weaknesses. Journal of Happiness Studies 4, 5–34 (2003)CrossRefGoogle Scholar
  4. 4.
    Vastenburg, M.H., Romero Herrera, N.A.: Experience Tags: Enriching Sensor Data in an Awareness Display for Family Caregivers. In: Keyson, D.V., et al. (eds.) AmI 2011. LNCS, vol. 7040, pp. 285–289. Springer, Heidelberg (2011)CrossRefGoogle Scholar
  5. 5.
    Jimenez Garcia, J.C., Romero, N., Keyson, D.: Capturing patients daily life experiences after Total Hip Replacement. In: 5th International Conference on Pervasive Computing Technologies for Healthcare and Workshops, pp. 226–229. IEEE (2011)Google Scholar
  6. 6.
    Rogers, Y.: Interaction design gone wild: Striving for wild theory. Interactions 18(4), 58–62 (2011)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2013

Authors and Affiliations

  • Minyou Rek
    • 1
  • Natalia Romero
    • 1
  • Annemiek van Boeijen
    • 1
  1. 1.Faculty of Industrial Design EngineeringDeflt University of TechnologyDelftThe Netherlands

Personalised recommendations