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Developing Elements of User Experience for Mobile

Phones and Services: Survey, Interview, and


Observation Approaches
Jaehyun Park, Sung H. Han, Hyun K. Kim, Youngseok Cho, and Wonkyu Park
Department of Industrial and Management Engineering, Pohang University of Science and Technology (POSTECH), San 31,
Hyoja, Pohang 790-784, Republic of Korea

Abstract
The term user experience (UX) encompasses the concepts of usability and affective engineering. How-
ever, 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 investi-
gated 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 2009; Mäkelä & Fulton Suri, 2001). Another focuses on


co-experience by considering the social aspects of UX
User experience (UX) broadly describes all aspects of (Battarbee, 2003). Furthermore, academic researchers
interactions between a user and a product (Alben, 1996; and product developers apparently have different opin-
Arhippainen & Tähti, 2003; Forlizzi & Ford, 2000; ions of what UX means (Väänänen-Vainio-Mattila,
Kuniavsky, 2007; Marcus, 2006; McNamara & Roto, & Hassenzahl, 2008).
Kirakowski, 2006). The concept of UX covers affect or Attempts have been made to obtain a universal def-
usability engineering (Alben, 1996; Hassenzahl & Roto, inition of UX. Hassenzahl and Tractinsky (2006) di-
2007). However, “UX” has not been defined clearly vided UX studies into three perspectives (beyond the
(Law et al., 2008; Law & Van Schaik, 2010). UX concepts instrumental, emotion and affect, and experiential),
vary in terms of scope, objects, or elements consid- and finally defined UX as an outcome reflecting the
ered. One concept focuses on temporality perspective user’s internal state, the system’s characteristics, and
of UX (Karapanos, Zimmerman, Forlizzi, & Martens, the context of use. Law, Roto, Hassenzahl, Vermeeren,
and Kort (2009) conducted a survey to collect views of
Correspondence to: Sung H. Han, Department of Industrial UX researchers and practitioners from academia and
and Management Engineering, Pohang University of Sci- industry, and proposed UX as something individual
ence and Technology (POSTECH), San 31, Hyoja, Pohang that emerges from interacting with a product, system,
790-784, Republic of Korea. Phone: 82-54-279-2203; e-mail: service, or object. These studies may successfully de-
shan@postech.edu. rive UX definitions, which most researchers somewhat
View this article online at wileyonlinelibrary.com/journal/hfm agree with, but they do not report what factors con-
DOI: 10.1002/hfm.20316 tribute to UX. Elements or factors that contribute to

Human Factors and Ergonomics in Manufacturing & Service Industries 00 (0) 1–15 (2011) 
c 2011 Wiley Periodicals, Inc. 1
User Experience Elements Park, Han, Kim, et al.

UX have rarely been systematically addressed in UX 2.1. Basic Statistics


research.
Basic statistics of the studies on UX were analyzed in
This study attempts to identity factors that may di-
terms of sources, regions, research types, and pub-
rectly influence UX. This objective was achieved by
lication years (Figure 1). Most of the articles were
a combination of literature survey, in-depth inter-
proceedings (56) and journal papers (49); nine were
view, and indirect observation. The literature survey
from magazines, six from books, four from reports,
mainly reflects views of academia researchers on UX.
and three from dissertations. The proceedings were
In-depth interviews with practitioners reveal the per-
mainly from the ACM Conference on Human Factors
spective of developers of mobile phones or services,
in Computing Systems (CHI) and the International
who must meet the requirements of users. The indirect
Conference on Human-Computer Interaction (HCII);
observation with end-users helps to understand be-
17 and 10 articles were from each conference, respec-
haviors of real users. Finally, perspectives on UX from
tively. Most of the collected studies were conducted
these sources were used to define elements and subele-
in North America (56) or Europe (47). Studies con-
ments of UX. The literature survey comprehensively
ducted in North America have various keywords such
covered major works about UX, while the in-depth
as traditional usability, UCD, TAM, or brand equity.
interview and indirect observation were each supple-
In contrast, European studies frequently mention the
mentary work to reveal any new ideas that were not
term UX. Most UX studies were conducted at univer-
mentioned or covered in the literature. For that rea-
sities (81 articles). For example, University of Art and
son, a relatively small number of interviewees and users
Design Helsinki (UIAH), University of Oulu, and Delft
participated in this study.
University of Technology have each published five ar-
UX was investigated for mobile phones and services
ticles. The number of papers published by companies
in this study. We had several reasons for this choice.
(25) is the second highest. Among them, Nokia (9)
First, numerous previous UX studies have been con-
and IBM (6) accounted for the majority. Cooperation
ducted for these products and services (Arhippainen
between universities and companies (16 articles) was
& Tähti, 2003; Hiltunen, Laukka, & Luomala, 2002;
the third most common source of UX research. Re-
Roto, 2006). In addition, most corporations in the
search on UX conceptualization increased drastically
Korean mobile industry have established UX depart-
after 2005 (Figure 1, bottom). Most articles published
ments or groups. Thus, their employees are used to
before 2005 focused on usability, UCD, or TAM instead
improving UX of their products or services. Moreover,
of on UX.
mobile phones and services have come into wide use
Authors’ backgrounds were also analyzed, using in-
so that a person who does not have a mobile phone is
formation given in the articles. The backgrounds were
rare. Accordingly, finding participants who are mobile
divided into six categories: (a) human factors, (b) de-
phone users is easy.
sign, (c) computer science, (d) psychology, (e) in-
formation systems, and (f) business (Table 1). Most
research in the psychology domain concerned TAM,
2. LITERATURE SURVEY whereas most in the business domain concerned brand
A literature survey consisted of three phases: (a) col- equity.
lecting, (b) screening, and (c) analyzing. A total of 247
articles were collected using keywords: user experience
(UX), usability, human-computer interaction (HCI), 2.2. UX Definitions in Relevant Studies
user interface (UI), ease of use, usefulness, affective en-
gineering, context of use, product/customer life cycle, A variety of researchers have conducted studies to de-
user centered design (UCD), customer value added, fine UX. Karapanos et al. (2009) focused on tempo-
technology acceptance model (TAM), and brand eq- rality, that is, UX might vary over time. According
uity. Of these, 127 articles were selected, which were to the study, early experiences tend to relate to he-
considered relevant to definitions and elements of UX. donic aspects of a product use, but prolonged ex-
At this time, articles that did not include the keyword periences may be associated with subjective aspects,
“UX” directly but were considered to be valuable and such as how a product is meaningful and significant
helpful to construct UX concept were also collected. in one’s life. Desmet and Hekkert (2007) introduced a

2 Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm
Park, Han, Kim, et al. User Experience Elements

University & Others (5)


Reports (4) Books (6) Others (13)
Company
North
Magazines (9) Proc. (56) America (16) University
Dissertations (3) Asia (11) (56) (81)

Company
Europe (25)
Journals (49) (47)

Sources Regions Research types

25
22

20 19
18

15
11 11 11 11
10
7
6 6
5
5

0
Before 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
2000
Publication year
Figure 1 Basic statistics of user experience literatures (frequency means number of articles).

framework for product experience, including three dis- expectations), the characteristics of the designed sys-
tinct components: (a) aesthetic experience, (b) experi- tem (e.g., complexity and usability), and the context
ence of meaning, and (c) emotional experience. Prior to within which the interaction occurs (e.g., organiza-
this, Hekkert (2006, p. 160) defined product experience tional/social setting). Marcus (2006) stated that UX
as “the entire set of affects elicited by the interaction design includes an enlarged scope of objectives for
between the user and a product, including the degree products and services. According to him, experience
to which all our senses are gratified (aesthetic expe- covers all stakeholder touch-points, such as the places
rience), the meanings we attach to the product (ex- where a buyer, a customer, a staff member, a journal-
perience of meaning) and the feelings and emotions ist, or an investor comes into contact with the product
that are elicited (emotional experience).” Hassenzahl or service, or its sponsoring company or organization.
and Tractinsky (2006) defined UX to be a consequence Rust et al. (2004) recommended that corporate man-
of the user’s internal state (e.g., predispositions and agers should focus on customer equity, which is the
sum of the lifetime values of the firm’s customers. The
customer equity is influenced by value equity (e.g.,
TABLE 1. Domains of the Authors
price, and convenience of the offering), brand equity
Domain Persons
and relationship equity (e.g., friendship with salespeo-
ple). Arhippainen and Tähti (2003) emphasized the
Human factors (e.g., HCI, industrial engineering) 47 particular context of use that social and cultural fac-
Design (e.g., industrial design, interface design) 39 tors influence. For example, social factors include time
Computer science (e.g., software engineering) 34 pressure, explicit, and implicit requirements, whereas
Psychology (e.g., cognitive psychology) 25 cultural factors include gender, fashion, and habits.
Information systems (e.g., quality engineering) 38 Mäkelä and Fulton Suri (2001) regarded present expe-
Business (e.g., marketing, business management) 51 rience to be a result of a motivated action in a certain
Others 6
context. The user’s previous experiences and expecta-
Total 240
tions affect the present experience, which leads to more

Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm 3
User Experience Elements Park, Han, Kim, et al.

experiences and modified expectations. Besides, many with which the user interacts. Experience, brand expe-
articles have derived definitions of UX with simple rience, or product experience may be alternatives to
phrases such as “all aspects of users’ interaction with a UX. Product experience belongs to brand experience
product” (Alben, 1996; Kuniavsky, 2007; Marcus, 2006; in a broad sense, and brand experience can be regarded
McNamara & Kirakowski, 2006). 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
2.3. Defining UX
a product. Table 2 shows UX definitions reported in
Experience can be categorized into the previous, the relevant studies. The scope of UX is discussed in detail
present, and the future experience in chronological or- in Section 5. As the results of the literature survey, this
der. Because the user’s previous experiences influence study sets bounds to UX as product experience. In ad-
the present experience, which leads in turn to more ex- dition, most researchers mentioned that abstract and
periences in the future (Mäkelä & Fulton Suri, 2001), subjective values of users such as emotional attachment
UX analysis can focus on the present experience. An- can be another facet of UX, instead of existing con-
other approach is to investigate UX in terms of an object cepts such as usability or affect (Karapanos et al., 2009;

TABLE 2. User Experience (UX) Definitions Reported in Relevant Studies

Objects That Emphasis on


Reference Keyword the User Interacts With Temporality Notes About UX Concept

Alben (1996) Quality of Products X


experience
Arhippainen and UX Products X Introducing social factors, cultural
Tähti (2003) factors, context of use
Battarbee (2003) Co-experience Products, other users X Introducing co-experience
Desmet and Product Products X Considering experience of meaning
Hekkert (2007) experience
Forlizzi and Ford UX Products (including services) X Developing a framework, including
(2000) cognition, subconsciousness, narrative,
and storytelling experience
Hassenzahl and UX Designed systems X
Tractinsky (2006)
Karapanos et al. UX Products O
(2009)
Kuniavsky (2007) UX Products (including services, X
UX systems), organizations
Mäkelä and UX Products O
Fulton Suri (2001)
McNamara and UX Products X Regarding functionality, usability, and
Kirakowski UX UX as independent aspect of usage
(2006)
Marcus (2006) UX Products, services, Regarding cultural model as important
companies/organizations
Nielsen Norman UX Products, services, companies X
Group (online)
Roto (2006) UX System (products, objects,
services, people, infrastructure) 1
Rust et al. (2004) Customer Brand (including products,
equity services) 2 Based on brand equity perspective

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.

4 Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm
Park, Han, Kim, et al. User Experience Elements

McNamara & Kirakowski, 2006). Moreover, temporal- ion about the first hypothesis, “service experience as
ity, which means that UX may vary over passage of well as product experience belongs to UX,” he or she
time, can be an important component of UX. was also asked questions about his or her own defini-
tions of product experience and service experience.
3. IN-DEPTH INTERVIEW
3.1. Organization 3.2. Backgrounds of Participants

An in-depth interview was conducted to target hands- Fourteen hands-on workers participated in the in-
on workers in the Korean mobile phone industry. Aca- depth interview. The interviewees worked for eight
demic UX research tends to focus on UX theories and different companies, including those involved in cell-
frameworks, whereas the industrial UX development phone manufacturing (Samsung, LG and Motorola
seems more likely to emphasize practical attributes, Korea), mobile telecommunication (SK Telecom, KT
such as functionality (Väänänen-Vainio-Mattila et al., and LG Telecom), and internet service (NHN and
2008). An in-depth interview of hands-on workers Daum). The interviewees consisted of user interface
might help to bridge the gap between how the research (UI) designers, UX designers, system or software de-
community and the product developers perceive the velopers, and managers of UI/UX departments. Each
UX concept. had been employed in the position for an average of 6
The interview includes 12 questions related to def- years. Their backgrounds included industrial engineer-
initions, scopes, and elements of UX (Table 3). The ing (6 persons), design (4 persons), computer science
interview questions were revised from publications (1 person), and cognitive engineering (1 person). Three
using survey or interview approaches (Law et al., interviewees had doctorates, nine had master’s degrees,
2009; Marcus, Ashley, Knapheide, Lund, Rosenberg, & and two had bachelor’s degrees.
Vredenburg, 2009). Each interviewee was asked to in-
dicate the degree of agreement to hypotheses on a 1–5
3.3. Findings About UX
scale (1: totally disagree, 2: partly disagree, 3: neither
agree nor disagree, 4: partly agree, 5: totally agree). Interview results were analyzed in terms of service and
The interviewee was asked to give reasons why he or brand experience and UX elements. The analysis was
she provided each opinion and to explain his or her conducted based on average scores and interviewees’
own definition about related concepts. For example, comments. If the average score is close to 1 or 5, most
when the interviewee was asked to provide their opin- interviewees are likely to strongly disagree or agree on

TABLE 3. Interview Questions and Quantified Results

Interview Questions (11 hypotheses and 1 open-ended question) Avg. Std. 95 CI

UX definitions and scopes (Q1)


Q1-1. Service experience as well as product experience belongs to UX 4.79 0.43 4.56–5
Q1-2. The user can gain UX without interacting with a product 3.21 1.42 2.47–3.96
Q1-3. A nonprofit product brings UX 4.86 0.36 4.67–5
Q1-4. UX occurs because of the user’s relationship with a corporation 4.21 0.89 3.75–4.68
Q1-5. UX exists before the actual use of a product 4.14 1.03 3.60–4.68
Q1-6. Promotional activities before a product launch bring UX 3.79 1.37 3.07–4.50
UX elements (Q2)
Q2-1. Usability of a product and user’s affect influence UX 4.79 0.43 4.56–5
Q2-2. The user’s subjective value toward a product influences UX 4.50 0.65 4.16–4.84
Q2-3. Information given by other users influences UX 3.93 1.00 3.41–4.45
Q2-4. Previous experience with similar products influences UX 4.79 0.43 4.56–5
Q2-5. Culture background of the user influences UX 4.86 0.36 4.67–5
Q2-6. The three most important factors influencing UX (open-ended) — — —

Notes: ∗ Avg., Std., and 95 CI mean average, standard deviation, and 95% confidence interval.

Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm 5
User Experience Elements Park, Han, Kim, et al.

the hypothesis, respectively. However, comments re- time (Hektner, Schmidt, & Csikszentmihalyi, 2007;
ported by the interviewees were considered more im- Larson & Csikszentmihalyi, 1983). In addition, log
portant because interpretations of the average scores files can be used to understand how users are expe-
did not have enough statistical evidence. The results riencing products or services (Kuniavsky, 2003). How-
showed that most ideas of the UX concept developed ever, these approaches involve a high level of exper-
by the literature survey were confirmed by the detailed imenters’ or participants’ burden, or are expensive.
comments. For these reasons, Karapanos et al. (2009) used the
First, most interviewees believed that service as well day reconstruction method (DRM) to investigate rich
as product experience are components of UX. Second, qualitative experiences of users and to articulate the
UX seems to occur by user’s interactions with a corpo- UX concept with several narrative terms. The DRM let
ration. However, most interviewees stated that a prod- participants record their daily experiences once before
uct or service mediates that relationship. This fact sup- going to sleep (Kahneman, Krueger, Schkade, Schwarz,
ports the hypothesis that UX should be bounded by & Stone, 2004). In contrast, Swallow et al. (2005) used
product or service experience. Third, they considered the voice recording to capture mobile phone usage and
that usability, affect, user’s subjective value, and previ- developed several dimensions explaining UX. But this
ous experience are important. They were asked to se- method has a drawback: It requires voice recorders,
lect three important factors affecting UX (open-ended which make an experiment costly.
question Q2-6). Among them, 12 of 14 interviewees
selected usability, 10 selected affect, 8 selected user’s
4.2. Experimental Design
subjective value, and 8 selected previous experience.
As confirmed by the interview results, this study pro- An indirect observation using DRM was conducted
posed usability, affect, and user’s subjective value as to capture users’ behavior patterns, feelings, thoughts,
main elements of UX, and user’s subjective value is and episodes when the users interacted with their mo-
termed user value in the remaining section. Previous bile phones. However, in a small pilot test using DRM,
experience is regarded to be outside the scope of UX we found that the users may feel burdened when they
elements, because it may be related to measurement of recall mobile phone use accurately. Because they use
UX. their mobile phones frequently, recalling all daily ex-
periences at one time can be difficult. Thus, this study
used a hybrid approach based on DRM. All partic-
4. INDIRECT OBSERVATION ipants were asked to record their experiences three
times per day. Whenever they wrote about their ex-
4.1. Method for Capturing Experiences
periences, they were asked to write a series of episodes.
The aim of this indirect observation was to collect Each episode included a brief name of the episode,
mobile phone users’ behaviors and understand what place, time, affair, and participant’s feelings elicited
constitutes their experiences. Many observation ap- by their experience. The observation was conducted
proaches to capture experiences of the user have over 7 days for each participant, because this period is
been introduced so that a product can be best de- long enough to capture their experiences (Kuniavsky,
signed early in the product development life cycle. 2003).
Even though this study does not aim to design a
product or service, the observation seems to be ap-
4.3. Participants
propriate to gain understanding of the daily expe-
riences of users. Observation approaches are help- To collect a variety of experience that is as wide as
ful to catch thoughts and feelings that participants possible, eight different user types were defined before
would probably not have in a controlled experiment. recruiting participants. First, characteristics of mobile
Beyer and Holtzblatt (1998) introduced an organized phone users were developed based on social, cultural,
process of contextual inquiry consisting of one-on- and contextual factors that were considered to influ-
one observations and interviews. The experience sam- ence UX. User characteristics included age, gender, re-
pling method (ESM) has also been widely used. In gion, occupation, period of ownership, previous ex-
this approach, participants are asked to stop at ran- periences with other brands of phones, and the type
dom times and make notes of their experience in real of mobile phones that the user owned at the time

6 Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm
Park, Han, Kim, et al. User Experience Elements

(e.g., bar type and folder type). Second, primary user 4.4. Identifying Subelements of UX
characteristics were selected by referring to a sever-
UX is an ambiguous and abstract construct. Neverthe-
ity rating by HCI specialists. For example, period of
less, it can be decomposed into a hierarchical structure
ownership was regarded as a primary characteristic,
consisting of more concrete attributes (i.e., elements
because it is related to customer life cycle (CLC). Ac-
and subelements). Usability, affect, and user value were
cording to Karapanos et al. (2009), UX changes over
identified as three elements influencing UX as stated
time after the purchase of a product. Occupation and
earlier. Subelements, which mean attributes of each el-
gender were also considered as primary factors in this
ement, were identified by analyzing the results of the
step. Third, eight user types were developed by con-
literature survey and augmented by the observation
sidering combinations of primary user characteris-
study. Although plentiful studies have identified sub-
tics (i.e., period of ownership, occupation, and gen-
elements for usability and affect (Han & Hong, 2003;
der). Taking into account that the average life cycle of
Han et al., 2000), a few studies investigated subele-
Korean mobile phone is about 1.5 years, the period
ments for user value from the user’s standpoint. Thus,
of ownership factor was classified into two categories:
this study focused on identifying the subelements of
within a week after purchase (short term UX) and 6
user value.
to 12 months after purchase (long-term UX). Occu-
The identifying process consisted of three steps:
pation was categorized into two groups: student (e.g.,
(a) developing an initial list, (b) mapping episodes
high school and university student) and nonstudent
on the list, and (c) revising the list. First, an initial
(e.g., office worker). Students usually do not have eco-
subelement list was developed by referring to relevant
nomic power that can differentiate users’ behavior
studies. For example, feelings of confidence, achieve-
patterns such as the use of wireless data communi-
ment, and friendship may be candidates for user value
cation. For example, in Korea, people who are in a
(Savas, 2004). In this step, an initial list, including
low-income group cannot use the mobile internet fre-
21 subelement candidates was developed: customer
quently with their mobile phones, because the pricing
need, eagerness, fun, usefulness, expectation, attach-
scheme used for mobile internet is usually a meter-rate
ment, identity, independence, confidence, novelty, re-
system based on the amount of data (Ahn, Lee, Lee,
laxation, jealousy, challenge, sociability, control, secu-
& Kim, 2006). This study did not consider the types
rity, trust, loyalty, addiction, cost, and customizability.
of mobile phones that the participants own, because
Candidates that were not relevant to user value or that
the focus of the experiment was to extract a variety of
could be merged in to other candidates were eliminated
experiences.
from the initial list. Then, all episodes collected from
Eight users participated in the indirect observation.
the indirect observation were assigned to one or more
They were recruited using the personal database meth-
of the candidates in the list. A total of 216 episodes were
ods (Kuniavsky, 2003) so that each user represents
collected from the eight participants during the 7-day
one of eight user types. This recruiting method can
period. For example, the following episode, which was
help participants to feel a sense of trust and collabo-
written by a female high school student, can be matched
ration with researchers. This feeling is important in
to “challenge.”
a self-observation study, because participants share
The title of episode:Sending SMS (Short Message Ser-
information about their daily lives with researchers
vice)
(Hektner et al., 2007). The participants averaged 24.5
Beginning and end of time:5:05 am to 6:20 am
years old with a standard deviation of 3.25 years. Four
Place:In the subway
were male and four were female. Four were students,
Affair:We, I and my old friend, texted each other for
three were office workers, and one was a housekeeper.
nothing important.
Three of them used full-touch phones, two used folder-
Feelings related to this affair (including reasons for
type phones, two used slide-type phones, and one
the feeling):When I just purchased this mobile phone, it
used an unspecified type of phone. The participants
was very inconvenient to text. So it was really slow. But,
were assumed to have equal ability to recall important
now, I can text fast. It makes me feel good and happy.
events. Participants’ usages, perceptions, and behaviors
I seem to be texting nonstop these days. I’d better get
were also assumed not to be affected by their earlier
improving my SMS skill a little more.
reports.

Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm 7
User Experience Elements Park, Han, Kim, et al.

(Author’s comment: In Korea, several methods are Herr, and Ijiri (1992) classified brand hierarchically
used to input the Korean alphabet on mobile devices. into three groups: (a) corporate brand, (b) family
The methods depend on manufacturer, and differ from brand, and (c) individual brand. Corporate brand uses
each other in many ways. Accordingly, users who are a company’s name as a brand name (e.g., Apple and
accustomed to a certain method for inputting the Ko- Samsung). Family brand, also called umbrella brand,
rean alphabet often have trouble when first using another involves several related products or services under one
method.) brand name, while individual brand gives each product
If no candidate matches a certain episode, a new or service a unique name. Factors that influence brand
concept would be generated in the third step. Four experience may be brand loyalty, brand awareness, at-
concepts such as preciousness, possessiveness, fullness, titude to brand, brand ethics, and experiences with
and killing time were added to the candidate list. Quan- products or services (Aaker, 1997; Keller & Lehmann,
titative analysis, such as counting frequencies, was not 2006; Krishnan & Hartline, 2001; Yoo & Donthu, 2001).
conducted, because results of the indirect observation UX can be defined as an overarching experience that
itself were considered supplementary data to augment consists of all aspects of users’ interaction with a prod-
the initial subelement list. Finally, the candidates were uct or service (Alben, 1996; Arhippainen & Tähti, 2003;
classified into five subelements (i.e., self-satisfaction, Forlizzi & Ford, 2000; Kuniavsky, 2007; Marcus, 2006;
pleasure, sociability, customer need, and attachment), McNamara & Kirakowski, 2006). Results of the in-
by considering causal or dominant/subordinate rela- depth interview (hypothesis Q1-1) of this study and
tionships among the candidates. Roto (2006) support the supposition that the user can
gain UX when he or she uses a certain service as well as a
product. In other words, UX means product or service
5. CONCEPTUALIZATION OF UX experience that composes brand experience (Figure 2).
Thus, this study limited the scope of UX to the prod-
5.1. Definition of UX
uct or service experience. The following sections show
UX and its elements were defined, based on the results elements of UX: usability, affect, and user value.
of the literature survey, in-depth interview, and indi-
rect observation. Experience is everything that happens
to us, from which we may obtain knowledge, feelings,
5.2. Elements of UX
and skills. Forlizzi and Ford (2000) introduced “ex-
perience,” “an experience,” and “experience as story.” Elements of UX are factors that influence UX signif-
First, “experience” is the constant stream that hap- icantly. This study suggests that usability, affect, and
pens during moments of consciousness. Second, “an user value are elements of UX. Usability and affect
experience” has a beginning and an end, and as a re- have been widely studied since before the introduc-
sult changes the user, and sometimes, the context of tion of the concept of UX. The TAM theory included
the experience. Third, “experience as story” represents “ease of use.” For example, Davis (1989) suggested that
narratives that we use to condense and remember ex- perceived ease of use might actually be a causal an-
periences and to communicate them in a variety of tecedent to perceived usefulness. Nagamachi (1995)
situations to certain audiences. Forlizzi and Battar- introduced Kansei engineering, which has the goal of
bee (2004) also proposed a concept of “co-experience,” implementing customers’ feelings and demands into
which creates meaning and emotion with other people product function and design. In contrast, Han et al.
through product use. At any case, experience includes (2001) defined usability as the degree to which users
all our routine activities, such as face-to-face relations are satisfied with a product with respect to both its
and religious activities, as well as brand, product, or performance and its image and impression. Han et al.
service experiences. (2004) developed relationship models between prod-
Brand experience is one type of experience, which is uct design and user satisfaction in terms of affective
a consequence of interactions between the user and a engineering. However, the concept of UX is known to
certain brand. Brand experience includes interactions be more extensive than simply usability or affect. Ele-
with the corporation as well as with its branded prod- ments of UX should cover extensive situations, and not
ucts and services (Law et al., 2009). In fact, “brand” be just a “buzzword.” Therefore, the incorporation of
is a broad and ambiguous concept. Farquhar, Han, user value differentiates our proposition from existing

8 Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm
Park, Han, Kim, et al. User Experience Elements

Figure 2 User experience concept proposed in this study.

definitions of UX. Moreover, we propose subelements (2001) suggested performance dimensions of usabil-
and their definition of each UX element. ity could be classified into three categories: (a) per-
ception/cognition, (b) learning/memorization, and (c)
control/action. Strawderman and Koubek (2008) con-
5.2.1. Usability sidered five usability dimensions to match service qual-
ity dimensions. Jin, Ji, Choi, and Cho (2009) also de-
Usability was originally defined as the efficiency and ef-
veloped more than 20 usability dimensions to evalu-
fectiveness of the user interface (Hix & Hartson, 1993),
ate dishwashers, including consistency, familiarity, and
or the effectiveness, efficiency, and satisfaction with
feedback. In this study, approximately 30 dimensions
which specified users can achieve specified goals in par-
related to usability were collected from the literature.
ticular environments (ISO 9241-11). Cakir (2000) tried
Seven subelements of usability were then determined
to improve usability of an everyday product using ISO
through integration and screening processes. Dimen-
definition. In addition, relatively recent studies about
sions related to subjective satisfaction were excluded
usability attempted to expand the theory of usability
from usability subelements, because these dimensions
so that the concept might include hedonic qualities as
are considered as affect or user value subelements.
well as pragmatic qualities. For example, Kwahk and
Han (2002) included image and impression values for
a usability concept. However, the present study focuses
5.2.2. Affect
mainly on performance aspects of a product or service
for the usability concept (Table 4). Russel (2003, p. 148) defined core affect as “a neu-
Usability dimensions have been widely studied by rophysiological state consciously accessible as the sim-
various researchers, since usability was first defined plest non-reflective feelings evident in moods and emo-
by Bennet (1984) and Shackel (1984). Although ISO tions.” However, this concept may not be applicable to
(1993) defined three major dimensions, including (a) UX, because core affect does not focus on an object
effectiveness, (b) efficiency, and (c) satisfaction, other that the user interacts with. Accordingly, in this study,
dimensions, such as simplicity and learnability, were affect is considered as an emotion that is a consequence
also used to evaluate usability. For example, Han et al. of interaction with a product or service (Table 5).

Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm 9
User Experience Elements Park, Han, Kim, et al.

TABLE 4. Definitions of Sublements of Usability

Subelement∗ Definition

Simplicity way a product/service looks and works is simple, plain, and uncomplicated
Modelessness Capability that allows the user to do whatever they want when necessary (e.g., easy to change
a mode of product or service)
Directness Degree of user’s perception of directly controlling the user interface of a product/service
Accessibility Degree to which a product/service is easy to approach or operate
User control Ability for the user to regulate, control, and operate the user interface of a product/service
Efficiency Degree to which a product/service enables a task successfully without wasting time or energy
Effectiveness Accuracy and completeness with which specified users achieved specified goals in particular
environment
Effortlessness Ability of a product/service to require or involve no effort of the user
Informativeness Degree to which a product/service is instructive and gives all the necessary information to the
user in a proper manner
Comprehensiveness Degree to which a product/service covers or includes extensive information that is needed or
relevant to the user
Explicitness User’s perception that the way a product/service looks and works is clear and accurate
Visibility Degree of user’s perception of clearly seeing objects on the user interface of a product/service
Legibility/readability Degree of user’s perception of reading or understanding a word, line, or paragraph written in
the user interface of a product/service
Flexibility Extent to which a product/service can accommodate changes to tasks and environments
beyond those first specified
Adaptability Degree to which a product/service is changed easily to fit different users and/or conditions
Interoperability Ability of two or more product/services are used or operated reciprocally
Learnability Time and effort required for the user to learn how to use a product/service
Memorability Degree to which a product/service is easy to remember
Familiarity Extent to which the user’s knowledge and experience in other domains or real world can be
applied to interacting with a new product/service
Predictability Ability for the user to expect the effect of future actions based on past interaction experiences
Intuitiveness Degree of user’s perception of understanding the way a product/service looks and works by
intuition
Consistency Similarity in the way a product/service looks and works and the input/output behavior arising
from similar situations or tasks
User support Ability for the user to operate a product/service easily through its entire life cycle
Easy installation Ability for the user to install or initiate a new product/service easily
Error prevention Ability to help the user preventing errors and taking corrective actions once an error has been
recognized
Forgiveness Ability for the user to cancel or undo their tasks on the assumption that the user may make a
mistake
Feedback Degree of presenting feedback information for the user input
Helpfulness User’s perception that a product/service communicates in a helpful way

Note:∗ The indented words mean components of each subelement outdented above.

Affect research on products has widely been conducted. (2009) indicated that affect is significantly related to
Picard (1995) applied the affect concept to computers. willingness to purchase consumer products.
Hong (2005) reported that affective satisfaction is in- Subelements of affect consist of affective words rep-
fluenced by product appearances and investigated af- resent customer’s feeling. To develop these affective
fective satisfaction toward mobile phones. Desmet and words, surveys have widely been conducted to inves-
Hekkert (2007) suggested the concept of aesthetic ex- tigate how people express their feelings, thoughts, or
perience considering a product’s capacity to delight one impressions (Nagamachi, 1995; Han et al., 2000). Var-
or more of our sensory modalities. Horn and Salvendy ious studies have developed affective words, which are

10 Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm
Park, Han, Kim, et al. User Experience Elements

TABLE 5. Definitions of Subelements of Affect

Sub-element Definition

Delicacy Degree to which a product/service is elaborate, or finely and skillfully made


Simplicity The way a product/service looks and works is simple, plain, and uncomplicated
Texture Degree to which a product’s texture or touch appeals to the users
Luxuriousness Degree to which a product/service is luxurious or looks superior in quality and expense
Color Degree to which the color used in a product/service is likable, vivid, or colorful
Attractiveness User’s perception that a product/service is pleasing, arousing, interest, and attractive

TABLE 6. Definitions of Subelements of User Value

Sub-elements∗ Definition

Self-satisfaction Degree to which a product/service gives the user satisfaction with himself or herself or
achievements
Identity User’s perception of being the distinct personality of an individual (related terms: personality,
self-expression, unique)
Challenge User’s perception of achieving something new and difficult which requires great effort and
determination (Related terms: Achievement)
Confidence Belief in oneself and one’s abilities reflected by a product/service (related terms: pride, fullness)
Pleasure User’s feeling of being pleased or gratified by interacting with a product/service
Fun Degree to which a product/service gives the user enjoyment, amusement, or pleasure
Refresh Degree to which a product/service provides the user new vigor and energy
Sociability Degree to which a product/service satisfies the user’s desire of being sociable
Social emotion Degree to which a product/service set the stage where the user can feel, express, or share their
emotions socially
Social value Degree to which a product/service provides the user values related to social issues, problems,
and reforms
Friendship User’s perception of having a friendly relation with other people
Customer need Degree to which functions or appearances of a product/service satisfy the user’s needs
Eagerness User’s perception of having keen interest or intense desire
Expectation User’s act or state of looking forward or anticipating
Usefulness/Utility Degree to which a product/service has a beneficial, practical use
Customizability Degree to which a product/service is changed or built easily to fit personal specifications or
preferences
Attachment Ability for the user to attach subjective value to a product/service
Novelty Degree to which a product/service is novel, new, or unique (related term: curiosity)
Preciousness Degree to which a product/service is valuable, precious to the user
Trustworthiness Degree to which a product/service deserves of trust or confidence (related terms: belief, trust)

Note: ∗ The indented words mean components of each subelement outdented above.

expected to vary over product or service. In this study, user thinks the product is meaningful and significant
six subelements were identified by revising dimensions, in his or her life. This element of UX is correlated with
which were suggested by Hong (2005). symbolic association proposed by Crilly, Moultrie, and
Clarkson (2004). According to the study, symbolic as-
sociation is determined by what the product is seen
5.2.3. User Value
to symbolize about its user, or the social-cultural con-
User value is a subjective value that the user attaches to a text of use. For example, while a chair affords sitting,
product (Table 6). The value may be related to how the a throne implies status and power. Clearly, individual

Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm 11
User Experience Elements Park, Han, Kim, et al.

and cultural differences influence this cognitive con- important factors than usability or affect. Bahn, Lee,
text (Desmet & Hekkert, 2007). In fact, the values, Nam, and Yun (2009) developed material, elasticity,
such as fun or usefulness, were regarded as important harmony, shape, and color as influential factors to eval-
before the emergence of the concept of UX. Igbaria, uate a car crash pad. At a glance, those are quite differ-
Schiffman, and Wieckowski (1994) proposed perceived ent from elements and subelements of UX for mobile
fun might be important as much as perceived useful- phones and services.
ness. Kahle (1983) retrieved “list of value,” which affect In other words, the UX elements and their subele-
users’ purchasing behavior: sense of belonging, self- ments developed in this study can only be applicable
fulfillment, fun and enjoyment in life, warm relation- to evaluate mobile phones and services. A prototype
ships with others, being well-respected, excitement, implemented in the process of developing a new mo-
sense of accomplishment, security, and self-respect. bile product or service can be evaluated by investigating
Although many studies were concerned about fun, how latent customers can be satisfied in terms of UX el-
pleasure, or subjective value, a few attempted to identify ements. Of course, the UX concept cannot account for
elements of user value. In this study, the initial subele- every phenomenon, but it gives us more information
ment list from the literature survey was augmented by that was not reported by existing theories, including
analyzing episodes of the indirect observation. Then, affect and usability engineering.
five subelements of user value were proposed using a In addition, among the UX elements or subelements,
merging process (Section 4.4). correlation or causation can exist. First, they are not
expected to be mutually exclusive of each other. The re-
lationship among the constructs highly relies on how
6. DISCUSSION ON THE UX they would be defined. Picard (1995) considered plea-
sure and joy, which are classified into user value in
CONCEPT this study, as an affective state. Besides, Han et al.
UX can be defined as an overarching experience that (2001) included image or impression as well as perfor-
consists of all aspects of users’ interaction with a prod- mance in “usability.”. In this way, although correlations
uct or service. All existing theories about UCD, usabil- among constructs were not investigated systematically,
ity, affect engineering, and TAM are applicable to UX. elements of UX can be correlated. For instance, sim-
Moreover, even brand equity may also influence UX plicity belongs to both “usability” and “affect” in this
(Arhippainen & Tähti, 2003). For that reason, gather- study. Second, UX elements and subelements may have
ing various views and specifying the scope of UX is im- cause-effect relationships. The Rokeach Value Survey
portant. With our survey, interview, and observation, (RVS) defined terminal values as desirable end-states
this study regards UX as product or service experience. of existence, which included friendship, mature love,
This study concludes that brand experience, not me- self-respect, and happiness (Rokeach, 1973). Rokeach’s
diated by products or services, does not affect UX. For terminal values seem to be similar to “user value” de-
example, a corporate advertisement to enhance its im- fined in this study. We may naturally think that user
age can affect users and give users a kind of experience, value is a consequence of usability or affect. This cause-
but it may not contribute to UX. We can call it just effect relation may be examined in future work.
“brand experience.”
Of course, many kinds of service experience con-
tribute to UX, including product experience, even if
7. CONCLUSION
service may be conducted without physical interfaces.
However, the shapes or characteristics of user inter- UX is concerned with experience that occurs when
faces vary, sometimes drastically, in different products a user interacts with a product or service. Many re-
or services. Thus, influential factors may differ among searchers and practitioners agree that UX includes all
services or products. Usability, affect, and user value, aspects of users’ interaction, but experience without
which are proposed as important elements for UX of product or service should be excluded. Using a litera-
mobile phones and services, may not be main factors ture survey, in-depth interview, and indirect observa-
in other types of products. For example, for UX of tion, which represent academia, industry, and end-user
automobiles, safety, and fuel efficiency can be more perspectives, respectively, this study developed three

12 Human Factors and Ergonomics in Manufacturing & Service Industries DOI: 10.1002/hfm
Park, Han, Kim, et al. User Experience Elements

main elements of UX (i.e., usability, affect, and user Bennet, J. (1984). Managing to meet usability require-
value) and their subelements. ments: Establishing and meeting software develop-
The literature survey played a key role in developing ment goals. In J. Bennet, D. Case, J. Sandelin, & M.
the elements, while the results of the interview and ob- Smith (Eds.), Visual display terminals: Usability issues
servation were used as supplementary tools to augment and Health Concerns. Englewood Cliffs, NJ: Prentice-
Hall.
any new ideas to the initial concepts developed by the
Beyer, H., & Holtzblatt, K. (1998). Contextual design:
literature survey. Nevertheless, the in-depth interview
Defining customer-centered systems. San Francisco:
has significantly contributed to confirm the elements Morgan Kaufmann.
of UX and to set bounds to UX. The indirect observa- Cakir, A. E. (2000). Improving the quality and usability
tion has played an important part to elicit subelements of everyday products: A case for report systems. Hu-
of user value. man Factors and Ergonomics in Manufacturing, 10(1),
The proposed hierarchical structure of UX is ex- 3–21.
pected to contribute to the process of designing mobile Crilly, N., Moultrie, J., & Clarkson, P. J. (2004). Seeing
phones and services. In addition, more effort could also things: Consumer response to the visual domain in
be dedicated to developing measurement methods for product design. Design Studies, 25(6), 547–577.
each element and subelement of UX. Afterward, the Davis, F. D. (1989). Perceived usefulness, perceived ease
measured structure might be tested by various tech- of use, and user acceptance of information technol-
ogy. MIS Quarterly: Management Information Systems,
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13(3), 319–339.
future studies.
Desmet, P., & Hekkert, P. (2007). Framework of product
experience. International Journal of Design, 1(1), 57–
66.
ACKNOWLEDGMENT
Farquhar, P. H., Han, J. Y., Herr, P. M., & Ijiri, Y. (1992).
This work was supported by Mid-career Researcher Strategies for leveraging master brands: How to bypass
Program through the National Research Foundation the risks of direct extensions. Marketing Research, 4(3),
of Korea (NRF) grant funded by the Ministry of Ed- 32–43.
ucation, Science and Technology (MEST) (No. 2010- Forlizzi, J., & Battarbee, K. (2004). Understanding expe-
0000364). rience in interactive systems. Proceedings of Designing
Interactive Systems (DIS 2004), Cambridge, MA, 261–
268.
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