Escolar Documentos
Profissional Documentos
Cultura Documentos
As smart phones are feature-rich devices, we asked the Environmental What are the properties of the physical
participants to select a certain application or service that they environment surrounding the user?
would focus on during the study. The participants chose to report Personal What feelings does the user describe?
on applications including messaging, photography, web browsing,
Social What other people there are around the user
social media, music listening, video watching, personal
and how are they influencing the user?
navigation, file sharing, e-book reading, and fitness monitoring.
Task What activity is the user primarily engaged
4.3 Data Collection in? What is the user secondarily engaged in?
Isomursu et al. concluded that some of the existing user How do the secondary tasks influence the
experience evaluation methods have difficulties in capturing the primary task?
dynamic nature of interaction and the influence of context [18]. Spatio- Does the user’s physical environment
Researchers have also noted that user experience should be Temporal change, and what influence does the change
studied in a holistic way and in addition to momentary have? How much time passes, and what
experiences, users’ subjective views to the experiences should be changes occur over time?
taken into account [13], [31]. Norman [26] has proposed that the
Device How does the user describe the properties of
most important experiences elicited by products are those that the
the device? How does the user describe her
user remembers, considers as the most meaningful moments of
interactions with the device: what is the user
use, and which the user wants to express to others.
doing and how?
For these reasons, we decided to use a data collection method that
would allow us to obtain rich experience descriptions from the Service How does the user describe the properties of
users. Experience reports are a form of storytelling, by which the service? How does the user describe her
users report meaningful or memorable events with their products. interactions with the service or interactions
The experiences can be either positive or negative. Storytelling mediated by the service?
has been regarded as an effective way to gain a holistic view of Access Network How does the user describe the information
the user experience [12], [13]. Users remember and organize exchange connection between her device and
experiences as stories, and those stories enable humans to other devices or services?
communicate experiences in different situations [12]. Wright et al.
4.5 Experience Categorization 4.6 Identifying Triggering Context and Core
Few UX models offer detailed categorizations for describing or Experience
articulating possible user experiences. There is a lack of a Forlizzi and Battarbee have noted that interaction with a product
common vocabulary in user experience research. However, is a constant stream of interaction sequences and emotions, and it
researchers in interactive art and digital game domains have causes emotional and behavioral changes in a user [11].
identified distinct sets of pleasurable and playful user experiences Contextual factors play an important role in these changes, and
which they present as experience frameworks or categorizations they can amplify previous negative or positive experience, alter
[6], [2]. positive experience into negative experience, or vice versa. We
The Playful Experience (PLEX) framework is a categorization call the single contextual factor that significantly alters the
defining a set of 22 experiences (Table 2). By ‘playful experience stream into positive or negative direction as triggering
experience’ we mean experiences that are mostly non-goal- context.
oriented and mainly evoked by fun or the pleasurable aspects of The main objective in our analysis is to identify the triggering
using a product. Playfulness may also include temporary negative context in terms of how it changes the experience. Our
experiences as part of the overall UX. Playfulness can either be assumption is that when writing experience reports, users
planned in the product design, or it can arise from the user's emphasize the aspect that was meaningful or memorable for them,
mindset during the interaction [2]. These categories have been and worth sharing with others. This we call a core experience.
previously used to identify playful user experiences with digital The triggering context helps to locate where the core experience
games [2] With the present study, we wanted to find out if the occurs in a report.
categories are applicable to describing experiences elicited by
other kinds of products as well. We believe that this Figure 1 illustrates a fictional experience stream as it could be
categorization can be used to describe all kinds of experiences of reconstructed from an experience report (concrete examples of
product use because, according to psychologist Michael J. Apter actual experience reports are presented below). The illustration
[1], playfulness is a user’s state of the mind, and all kinds of starts with a positive experience, but then some contextual factor
activities can be experienced in a playful state or in a serious changes the experience into a negative one. The experience stays
state. negative until the end of the story. In this example, the contextual
factor that steers the experience in the negative direction can be
Table 2 Playful Experience categorization seen as the triggering context for a negative core experience.
Experience Description
Triggering Context
Positive
Experience stream
Completion Finishing a major task, closure
Control Dominating, commanding, regulating
Cruelty Causing mental or physical pain Figure 1 Illustration of the appearance of a triggering context
and the core experience in an experience report
Discovery Finding something new or unknown
Eroticism A sexually arousing experience 4.7 Procedure
Exploration Investigating an object or situation At the beginning of the study, we arranged a one-hour
introduction session for participants in order to describe the
Expression Manifesting oneself creatively
purpose of the study and to instruct on how to report experiences.
Fantasy An imagined experience The participants were advised to write reports during the same
Fellowship Friendship, communality or intimacy day or on the following day in order to faithfully capture the user
experience. The participants could use either English or Finnish
Humor Fun, joy, amusement, jokes, gags for writing. The reports were sent to the authors through email.
Nurture Taking care of oneself or others During the first couple of days, we monitored the reports. If we
noticed that some reports were reporting merely use scenarios,
Relaxation Relief from bodily or mental work usability problems or bugs in the devices, we advised the
Sensation Excitement by stimulating senses participant to pay more attention to experiential aspects in their
reports. This happened with a couple of participants.
Simulation An imitation of everyday life
After the reporting period, the experience reports were analyzed
Submission Being part of a larger structure
independently by two researchers. The analysis was started by
Subversion Breaking social rules and norms listing all contextual factors that were present in a report. We
Suffering Experience of loss, frustration, anger referred to a set of questions (Table 1) to identify the contextual
factors. Many contextual factors were for describing factual
Sympathy Sharing emotional feelings aspects of the situation, e.g. the scenery, without any associations
Thrill Excitement derived from risk, danger with experiences. The triggering context was selected among the
listed contextual factors by identifying the clearest expression of
an experience stated in the Personal context category, and then 5.2.1 Example Report #1 (female, 34 years)
tracing it back to the contextual factor which seemed to cause, i.e. “I was very bored. My husband was at work and I had to wait for
“trigger,” it. him in a car. Luckily it was a big van so I was able to sit back and
The contextual factor within the Personal context that was relax. But I was bored. Then I remembered that I have a movie in
identified to correlate with a triggering context was analyzed to my phone. Spider Man 3 comes with the N95 8GB phone. First it
determine the core experience in the report. The words and took a while to find where it is and I chose the wrong file which I
expressions that described the most meaningful experience were opened. I didn't mind about those first problems because I was in
crosschecked with the Playful Experience (PLEX) categorization no hurry. Then I was able to start watching the movie file. I
(Table 2) and the more extensive descriptions of those categories. changed the screen to landscape mode and increased the volume.
Core experiences that did not match to any of the PLEX I was surprised how good the sound quality was. I was glad that
categories were given a descriptive label and were noted as the sounds were rather clear and I was able to hear all kinds of
potential supplemental categories for the PLEX framework in our background sounds in addition to the people’s voices. Not exactly
future work. As an end result of the analysis, we ended up with Dolby Digital surround sounds but a nice surprise anyway. Then I
pairs of triggering contexts and core experiences. needed to start wind the movie forward because I wasn't
interested in seeing the intro and the names. The actual movie
After the individual evaluators’ analyses were completed, both
started after 3 minutes of intro and it was a bit frustrating to wind
results were combined and conflicting cases were discussed to
until that point. The winding was rather slow because I had to
find agreement on the identified triggering contexts. Although the
stop and check if the intro had already ended or not. Feels like it
evaluators shared an understanding of the triggering context and
took a long time to get to that point where the movie started. Then
PLEX categories, it was discovered that the individual
I started to watch the movie. I was again positively surprised that
interpretations varied, and the Kappa value (.315) showed only
there were no typical wide-screen movie mode black bars in the
moderate agreement for the initially defined triggering contexts.
upper and lower parts of the screen - the movie is shown in full
This was mainly due to incomplete instructions on defining the
screen. Before I was able to just relax and watch I had to find
triggering context during the initial analysis. In addition, some
some good place for the phone so that I didn't need to hold it in
experience reports had multiple possible interpretations and
my hand. Finding that place took a while. I was able to watch the
therefore, there were two possible triggering contexts in one
movie, but it felt a bit annoying. Finally I managed to build some
experience report. In the results section, we present the combined
kind of support for the phone so I was able to free my both hands
interpretation with all conflicting cases solved.
and relax. I wasn't able to watch the whole movie but when my
husband came back to the car I was happy that I managed to find
5. RESULTS some entertaining activity during that one hour I had to spend in
In this section, we describe the main results of our study. First, we the car. I was in a good mood because of that.”
show how the participants reported their experiences of using the
In this experience report, the user is interacting with a smart
personal products. We then describe the analysis of two example
phone and wants to watch a movie stored on the device. In the
reports to show how to identify the triggering context from the
beginning of the report, the Personal, Task, Social, and Spatio-
story. Finally, we show what kinds of contextual factors were
Temporal contextual factors can be clearly established as follows:
identified as triggering contexts from all experience reports.
the user is initially bored as she has to wait in a car for an hour for
her husband to return. During the primary task of waiting, an
5.1 Reporting Activity additional task emerges as the user builds a support for the device
The participants were active in their experience reporting, and we so she doesn’t have to hold it in her hand. Finally, the user is in a
received a total of 116 experience reports during the continuous good mood because of watching the movie, and especially due to
10-day reporting period. The reporting period started on the positive audio-visual quality offered by the device. Contextual
Wednesday and ended on Friday the following week. The factors identified in the report are summarized in Table 3.
participants were also reporting their experiences during the
weekend. Both female and male participants were equally active Although the user describes multiple contextual factors in the
in reporting their experiences. 53% of reports were written by report, the Device context seemed to be the most influential.
male participants. Participants wrote 5.52 reports on average Interacting with movie playback controls was frustrating for the
(median value was 6), ranging from one report to 13 reports. user. However, we interpreted this as a minor and passing
experience. The clearest experience expression in the report was
that the user was positively surprised because of the good video
5.2 Experience Report Analysis and audio quality of the device. Therefore, the Device context
In the following, we present two examples of analysis to identify was defined as the triggering context in this story.
the contextual factors, triggering context, and core experience in
experience reports. The reports are presented as written by the The core experience can be derived from the triggering context.
participants. The underlining highlights aspects that were The user was enjoying the good quality of sound and video when
considered important by the researchers when analyzing the watching a movie. The PLEX categorization describes that when
reports. something is eliciting excitement through the stimulation of one
or several senses, which are in this case visual and auditory, the
user is experiencing Sensation [2] This experience is directly
related to interaction with a device, as the user is accessing and
watching media provided by the device.
Table 3 Summary of contextual factors in report #1. Highlight context, i.e. Nokia E90 smart phone and N810 internet tablet. The
of table rows indicates the triggering context (under Device Service context includes e-mail and web service. Although not
context) and the contextual factor to determine the core explicitly stated in the report, the Access Network context factor is
experience (under Personal context). apparently mobile data (e.g. GPRS). Nevertheless, the access
network is powerful enough for the services to be used. At the end
Context category Contextual factors
of the story, the user’s Personal context has changed to happy as
Environmental The user is in a big van she feels good about herself and even “cool”. The contextual
Personal Initially the user is very bored factors are summarized in Table 4.
Table 4 Summary of contextual factors in report #2
The user did not mind opening the wrong
file because she was not in a hurry Context Contextual factors
category
The user felt frustrated of rewinding and
skipping the intro of the movie Environmental Beautiful cottage by the lake, in the middle
of nowhere
The user was positively surprised of good
video and audio quality Personal Initially, the user is feeling sorry for the
unhappy teenager
Finally the user is in a good mood
Finally the user feels happy and “cool”
Social Husband is at work and user has to wait for
him alone Social Initially, the teenager is unhappy
Task Primary: Waiting for husband Task Primary: Making the teenager happy
Secondary: Building a stand for device, Spatio-Temporal Some past summer
which supports watching movie and
relaxing Device Nokia E90 and N810
Spatio-Temporal Sitting still for one hour Service Using e-mail and web services makes the
teenager happy
Device Nokia N95-8GB, Spider Man 3 movie
stored on device Access Network Mobile data
Troubles with starting and forwarding
movie playback In this report, the Environmental context, i.e. the isolation in the
Good quality of sound and video cottage provides the background for understanding the
experience, but it is not the triggering context for the reported
user experience. The personal products are clearly used as mere
Service N/A
tools in the story for solving the task of making the teenager
Access Network N/A happy. The reported experience seems not to be about interaction
as the details of interaction between the teenager and device are
5.2.2 Example Report #2 (female, 43 years) not described. Although it can be argued that both Service and
“Teenagers are to summer cottages like… like… well, like oil is to Access Network aspects are necessary for providing happiness to
water. The other summer, my in-laws with their 16-year-old the teenager, as these provide the connection to her friends, the
daughter rented a beautiful cottage by the lake. But was their report itself is written from a viewpoint that emphasizes the
daughter happy? No way, being buried there in the middle of Device context: ”But then I, the cool Auntie, arrived with my E90
nowhere, while all her friends were in the city. And there was + N810”. The triggering context is the user feeling sorry for the
wailing and gnashing of teeth. But then I, the cool Auntie, arrived unhappy teenager, in other words, a Social contextual factor. This
with my E90 + N810. Now the daughter could browse here and prompts the user to help the teenager to feel happy. The PLEX
there and e-mail with all her friends. There she was, all curled up framework includes a category called Nurture [2] which is the
there in the corner of the sofa, quietly and smiling, tapping and experience people get from taking care of others. Thus, nurture is
clicking away. She was happy, her parents were happy, we were an appropriate interpretation of the core experience in the report.
happy. Again, peace and tranquility reigned amongst us.”
In the story, the user is taking care of a teenager’s social well- 5.3 Triggering Contexts
being by allowing her to use mobile devices and a mobile internet All experience reports were analyzed and their triggering contexts
connection to contact her friends. The Environmental factor is a and core experiences were identified through the procedure
beautiful cottage which is isolated from the rest of the world. presented previously. Usually, the participants had described
Stating that the story occurred “the other summer” suggests that multiple contextual factors that had influenced the user
Spatio-Temporal factors are unimportant in the story. The Social experience described in a report. Among these contextual factors
context factors describe the teenage girl who is initially unhappy we identified one triggering context which defined a core
because she is out of contact with her friends. The initial Personal experience in that particular case. Eight of the 116 reports were
context factor is that the user feels sorry for the unhappy teenager. clearly seen as describing two core experiences in a single report,
The primary task context for the user becomes making the and interpretations of those reports were split. Thus, 124 core
teenager happy. The tools for this can be found in the Device experiences were interpreted. The identified triggering contexts
are summarized in Figure 2.
5.4 Core Experiences
Service
The analysis of the experience reported revealed that the
Social 8% triggering contexts elicit very different kinds of core experiences
20% from users. For example, when the triggering context was the
Environment
8%
Device context, the core experience was referring to 13 PLEX
Personal categories. The Task context provided 11 different core
4%
experiences and Social context was the triggering context for 8
Spatio- different core experiences.
Other
Temporal
Task 12% 4%
Overall, the most common core experiences found were Control
23% (13%), Fellowship (11%), Simulation (9%), and Discovery (9%).
Not identified Even though context categories triggered a large number of
4% different core experiences, not all PLEX categories were present
Device Access in the reports. Three PLEX categories did not appear at all as core
29% Network experience, namely Challenge, Cruelty, and Eroticism. In
0% addition, there were core experiences which could not be
articulated on the basis of PLEX categories. These core
experiences were labeled Satisfaction, Disappointment,
Attachment, Memory creation, Unsatisfied, Embarrassment, and
Figure 2 Occurrence of the triggering contexts in the Empower. A more detailed analysis of core experiences in the
experience reports reports is presented by Arrasvuori et al. [3].
The most frequently emerging triggering contexts were the
Device, Task, and Social categories. 72% of triggering contexts 6. DISCUSSION
belonged to these three categories. As the users usually had a task In order to understand user experience in a specific situation, it is
they needed to accomplish, device features were quite often essential to identify the detailed contextual factors that influence
determining whether they would be successful or not. Therefore, the experience. In different situations the user experience may be
Device and Task contexts were the most common triggering different, even though a user is performing the same tasks and
contexts. In many reports, the participants were also describing using the product in a similar fashion. However, there are some
experiences determined by Social context. In those experience challenges to how the influence of a context can be captured in
reports where the Social context had an influence on the user analysis. Forlizzi and Battarbee describe experience as a constant
experience, the participants described how they needed to take stream of interaction sequences that change user behavior and
care of other persons in one way or another, and using their emotions [11], and the challenge is to identify particular
personal device helped them to solve the situation conveniently. experiences from the stream. Isomursu et al. have stated that
Another typical case was that other person’s behavior prevented certain methods have difficulties in obtaining information about
the user from interacting with the device as they would have liked the dynamic nature of the experience and the influence that
and they needed to find alternative ways to do things or drop the context has on the experience [18].
idea totally. We approached these challenges by using experience reports to
The Service and Environment context categories form the next gather data on the dynamic nature of user experience and on how
notable group of triggering contexts influencing core experiences. context influences it. In the experience reports we obtained, users
Most of the personal products in the study were stand-alone described episodes of their interaction with personal mobile
applications or products and they did not use the network in any products, and their thoughts and feelings. These episodes lasted
way. This is mainly the reason why the Device context was more from minutes to some hours of use. In our study, the reporting
influential compared to Service context. The participants activity was good, and we received 116 reports from 21
described that the weather or noise level influenced their participants over a 10-day study period. The success with the
experience of using a product, which are part of Environment number of the reports probably stems from the fact that
context. participants were using their own personal product on a daily
The final group of context categories that affected core experience basis, and therefore, it was easy to write about their experiences.
was that consisting of the Personal and Spatio-Temporal contexts. Participants were free to make the reports as long as they liked,
With heart rate monitors and fitness applications, the Personal and to use their preferred language. We think that some of the
context was regarded few times as the triggering context. In these reports were more colorful and caught the details of user
reports, the participants were describing how their own physical experience better because of this freedom.
fitness affected the experience when they were using the products. In previous studies, context has often been understood as a single
From the Spatio-Temporal context, participants considered that influencing factor, such as work context or mobile context [20].
pace and visualization of location in a navigation application were As such, context becomes too abstract and may not be useful
triggering contexts for core experiences. when analyzing the influence context has on user experience. A
In five reports, no triggering context could be identified due to the more fine-grained context classification is needed. On the basis of
abstraction of the experience description. Access Network was Guarneri et al. [15], we defined a categorization with eight
found as a contextual factor in several reports, but it was never distinct context categories. The categorization takes into account
identified as a triggering context for the core experience. the environment in which interaction occurs, the user or other
people who are involved in the interaction, other tasks that occur
around or at the same time, and spatial and temporal factors that Spatio-Temporal and Personal context categories are not very
affect the interaction. In addition, there are separate categories for often reported by the users. It is possible that these two context
Device, Service and Access Network. Throughout the analysis, categories are quite difficult for users to observe, and a user may
we identified the contextual factors in the experience reports by not usually be aware that their physiological state or time and
referring to a set of questions relating to each context category space have an effect on how they experience the product.
(Table 1).
The core part of our study was the analysis of triggering context 7. CONCLUSION
and how it helped to pinpoint the core experience in experience Understanding the context is essential for determining the user
reports. The identification of the triggering context is quite experience of mobile products. Previous research has discussed
straightforward, as there is usually only one clearly influential mobile context as a single entity with unspecified dimensions. We
contextual factor that relates to the core experience. There are have presented a categorization that defines eight context
usually several contextual factors in the context categories (such categories: Environment, Personal, Task, Social, Spatio-
as in the examples in Tables 3 and 4), but in most of the cases, a Temporal, Device, Service, and Access Network. We have used
single factor leads to a major change in the reported experience. this categorization to analyze how the different contextual factors
This change becomes the most memorable and meaningful appear in users’ stories of using personal mobile products as
experience in the report. described in experience reports. Furthermore, the contextual
factor identification has allowed us to pinpoint the triggering
Previous studies have emphasized the significance of physical and
context and the core experience in a report. Core experiences are
social contexts for the user experience of mobile systems, as they
meaningful experiences which the participants have emphasized
are the most frequently studied [30]. However, the findings from
when communicating their experience of using a product. We
our study suggest that the influence of the Task and Device
have articulated the core experiences by using the Playful
contexts should not be underestimated at the cost of other context
Experience framework, which defines a set of 22 experience
categories. The Device context acted as a triggering context in
categories.
29% of the reports, and the Task and Social contexts were
triggering contexts in 23% and 20% of the reports, respectively. Our study increases the understanding of the dynamic nature of
The Service, Environment, Spatio-Temporal, and Personal user experience and provides a means for researchers and
contexts were considerably less often identified as a triggering designers to explore how different contextual factors are
context. As one might assume, the Environment and Spatio- connected to certain experiences. This is essential e.g. for making
Temporal contexts are usually considered to be important factors product evaluations more accurate. The context categorization we
to be taken into account, but based on our findings, the Device developed on basis of Guarneri et al. [15] allows us to identify
and Task contexts are more relevant to consider even with mobile and separately examine the factors that form the context for
products. mobile product use. User experience descriptions, such as those
provided through experience reports, may portray several
One of the most interesting results from our study is that the
experiences in a single report. By using triggering context
Personal context can also act as a triggering context for
analysis, it is possible to find out the core experience that the user
experiences. The Personal context was found to be the triggering
considers most meaningful in each reported episode of product
context in five experience reports. In those stories, the experience
use. The triggering context analysis may also help to predict how
was elicited by the users’ physical condition, which the user
changes in certain contextual factors influence the user
observed through a mobile device (e.g. heart rate monitor). This
experience. Thus, triggering context analysis can guide product
result further emphasizes the importance of the triggering context
design. Therefore, we propose that triggering context analysis
analysis in the user experience studies, because the triggering
should be part of user experience studies of mobile products.
context does not have to be some external factor, but it can stem
from the user’s own physiological or mental state.
8. REFERENCES
In this study, we used the Playful Experience (PLEX) [1] Apter, M. J. A Structural - Phenomelogy of Play. in Adult
categorization [2] for articulating the core experiences. However, Play: A Reversal theory Approach, Kerr, J. H., Apter, M. J. (Eds)
triggering context analysis is not bound to PLEX categorization, Swets & Zeitlinger (1991),
and it is also possible to use other experience categorizations for [2] Arrasvuori, J., Boberg, M., Korhonen, H. Understanding
articulating core experiences (e.g. [17]). Playfulness: An Overview of the Revised Playful Experience
The presented work in this paper opens interesting directions for (PLEX) Framework. In proc Design & Emotion, Illinois Institute
future work. One direction is to determine if there are regularities of Technology (2010),
between triggering contexts and core experiences. Especially, it [3] Arrasvuori, J., Korhonen, H., Väänänen-Vainio-Mattila, K.
would be interesting to explore whether certain triggering Exploring Playfulness in User Experience of Personal Mobile
contexts tend to elicit certain kinds of experiences, and whether Products. In proc OZCHI 2010, (2010), to appear
these experiences are negative or positive in general. In our study, [4] Barnard, L., Yi, J. S., Jacko, J. A., Sears, A. Capturing the
Access Network was present in many experience reports as part of effects of context on human performance in mobile computing
contextual factors which affect user experience, but it was never systems. PUC 11, 2 (2007), 81-96
regarded as a triggering context for a core experience. It is [5] Chalmers, M. A Historical View of Context. CSCW 13, 3
possible that participants did not realize that the Access Network (2004), 223-247
context would play a major role in the formation of meaningful [6] Costello, B., Edmonds, E. A Study in Play, Pleasure and
experience, and therefore, it was not emphasized in the reports. Interaction Design. In proc DPPI, ACM (2007), 76-91
Another similar kind of observation from the results was that the
[7] Dey, A. K. Understanding and Using Context. PUC 5, 1 [19] Jones, M., Marsden, G. Mobile Interaction Design. John
(2001), 4-7 Wiley & Sons, 2006
[8] Dey, A. K., Abowd, G. D. A Conceptual Framework and a [20] Jumisko-Pyykkö, S., Vainio, T. Framing the Context of Use
Toolkit for Supporting the Rapid Prototyping of Context-Aware for Mobile HCI. IJMHCI 2, 4 (2010), 1-18
Applications. Human-Computer Interaction 16, 2-4 (2001), 97- [21] Kankainen, A. UCPCD: User-Centered Product Concept
166 Design. In proc DUX, ACM Press (2003), 1-13
[9] Dix, A., Rodden, T., Davies, N., Trevor, J., Friday, A., [22] Kjeldskov, J., Skov, M. B. Creating Realistic Laboratory
Palfreyman, K. Exploiting space and location as a design Settings: Comparative Studies of Three Think-Aloud Usability
framework for interactive mobile systems. TOCHI 7, 3 (2000), Evaluations of a Mobile Systems. In proc INTERACT, IOS Press
285-321 (2003), 663-670
[10] Dourish, P. What we talk about when we talk about context. [23] Maguire, M. Context of Use within usability activities.
PUC 8, 1 (2004), 19-30 IJHCS 55, 4 (2001), 453-483
[11] Forlizzi, J., Battarbee, K. Understanding experience in [24] Mäkelä, A., Fulton Suri, J. Supporting users' creativity:
interactive systems. In proc DIS, ACM (2004), 261-268 design to induce pleasurable experiences. In proc International
[12] Forlizzi, J., Ford, S. The Building Blocks of Experience: An Conference on Affective Human Factors Design, (2001), 387-394
Early Framework for Interaction Designers. In proc DIS, ACM [25] Mallat, N., Rossi, M., Tuunainen, V. K., Öörni, A. The
Press (2000), 419-423 impact of use context on mobile services acceptance: The case of
[13] Geven, A., Schrammel, J., Tscheligi, M. Narrations and mobile ticketing. Information & Management 46, 3 (2009), 190-
Storytelling as Methodological Key Elements for Studying User 195
Experience. In proc NordiCHI, COST294-MAUSE (2006), 79-83 [26] Norman, D. A., Memory is more important than actuality,
[14] Gruen, D., Rauch, T., Redpath, S., Ruettinger, S. The Use of interactions 16, 2 (2009), 24-26
Stories in User Experience Design. IJHCI 14, 3&4 (2002), 503- [27] Roto, V. Web Browsing on mobile Phones - characteristics
534 of User Experience. Doctoral Dissertation. Helsinki University of
[15] Guarneri, R., Sollund, A. M., Marston, D., Fossbak, E., Technology, 2006
Berntsen, B., Nygreen, G., Gylterud, G., Bars, R., Kerdraon, A., [28] Schilit, B., Adams, N., Want, R. Context-Aware Computing
ePerSpace – IST Integrated Project, 2004, http://www.ist- Applications. In proc First IEEE Workshop on Mobile Computing
eperspace.org/deliverables/D5.1.pdf Systems and Applications, (1994), 85-90
[16] Hassenzahl, M., Tractinsky, N. User Experience - A [29] Schmidt, A., Gellersen, H.-W. There is more to Context than
Research Agenda. BIT 25, 2 (2006), 91-97 Location. Computer and Graphics 23, 6 (1999), 893-901
[17] Hekkert, P., Mostert, M., Stompff, G. Dancing with a [30] Wigelius, H., Väätäjä, H. Dimensions of Context Affecting
machine: a case of experience-driven design. In proc DPPI, ACM User Experience in Mobile Work. In proc INTERACT, Springer
(2003), 114-119 (2009), 604-617
[18] Isomursu, M., Tähti, M., Väinämö, S., Kuutti, K. [31] Wright, P., McCarthy, J., Meekison, L. Making Sense of
Experimental evaluation of five methods for collecting emotions Experience. in Funology: From Usability to Enjoyment, Blythe,
in field settings with mobile applications. IJHCS 65, 4 (2007), M., Monk, A. F., Overbeeke, K., Wright, P. (Eds) Kluwer
404-418 Academic Publisher (2003), 43-53