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www.elsevier.com/locate/intcom
Received 2 February 2007; received in revised form 30 April 2007; accepted 14 May 2007
Available online 21 May 2007
Abstract
Recently, Human–Computer Interaction (HCI) started to focus on experiential aspects of product use, such as affect or hedonic qual-
ities. One interesting question concerns the way a particular experience is summarized into a retrospective value judgment about the
product. In the present study, we specifically explored the relationship between affect, mental effort and spontaneity experienced while
interacting with a storytelling system and retrospective judgments of appeal. In addition, we studied differential effects of the presence or
absence of instrumental goals. In general, active instrumental goals did not only impact experience per se by, for example, inducing men-
tal effort, but also the way subsequent retrospective judgments were formed. We discuss the implications of our findings for the practice
of product evaluation in HCI specifically, and more general aspects, such as the role of affect in product evaluations and the importance
of usage mode compatibility (i.e., a compatibility of the way one ought to and actually does approach a product).
2007 Elsevier B.V. All rights reserved.
Keywords: User experience; Affect; Evaluation; User satisfaction; Task; Instrumental goals; Context-dependency; Goal-mode; Action-mode
0953-5438/$ - see front matter 2007 Elsevier B.V. All rights reserved.
doi:10.1016/j.intcom.2007.05.001
430 M. Hassenzahl, D. Ullrich / Interacting with Computers 19 (2007) 429–437
Often, researchers and practitioners in the field of HCI ling, 2005). Affect was included, because of its general
take retrospective summary evaluations as direct indicators importance to judgmental processes. Spontaneous good
of product quality. Their implicit assumption is that retro- or bad feelings often serve as a basis for judgments on var-
spective evaluations are simple averages or sums of all the ious aspects of tasks or products (Schwarz and Clore, 1983,
moments encountered during the experience. Research, see Pham, 2004, for an overview). Experienced mental effort
however, reveals a more complex picture. In a well-known is the amount of energy a user has to activate to meet
study on colonoscopy (Redelmeier and Kahneman, 1996), perceived task demands (Arnold, 1999). It is a predictor
introduced and explained by the characters, such as skip- by goal interaction. We averaged all three measurements,
ping or repeating parts of the story or getting additional following the logic of Kahneman (1999) to obtain an
information about particular paintings. In addition, the ‘‘objective’’ experiential measure of mental effort.
participants could use purpose-built tools, such as a magni-
fying glass, to enlarge portions of pictures or to reveal hid- 2.4.2. Affect
den layers of paint. Affect can be defined ‘‘as a neurophysiological state that
is consciously accessible as a simple non-reflective feeling
2.5.4. Positive/negative comments Although the present study is mainly explorative some
In a debriefing interview, participants were asked to predictions concerning the different experiential and retro-
comment freely on positive and negative aspects of the sys- spective variables can be made. First, the average number
tem. Specifically, we asked them to think of their experi- of correct answers given to the four knowledge acquisition
ence with the product and to report three particularly questions should be higher in the goal compared to the no-
positive and three particularly negative aspects of the prod- goal condition. This is due to the explicit setting of the
uct or their experience. knowledge acquisition goal and the fact that the questions
were known in advance (i.e., during interaction).
2.6. Procedure Second, mental effort should be higher in the goal com-
pared to the no-goal condition. Mental effort is closely tied
Participants were led separately into the laboratory. to the attainment of instrumental goals, i.e., to tasks
During the experiment, they stood on a mark approxi- (Arnold, 1999). If no goal is made salient, goal-directed
mately 2.50 m in front of the image displayed by a data behavior and general problems with accomplishing goals
projector in the size of 2 by 1.50 m. The laboratory was (expressed as mental effort) become less likely.
shaded, the display remaining the only light source. Third, spontaneity should be higher in the no-goal con-
The experimenter started with a short introduction to dition compared to the goal condition. Hassenzahl and col-
art-E-fact’s main features, such as using one’s finger as a leagues (2002) argued that a ‘‘have fun’’-instruction (as in
pointing device and the resulting interaction. After a very the no-goal condition) results in an action mode, whereas
brief introduction to the story, participants in the no-goal the explicit setting of goals (as in the goal condition) results
condition were instructed to just have fun with the story in a goal mode. One particular difference between both
and to do with the product whatever they like. Participants modes is the amount of spontaneity users experience dur-
in the goal condition were told to explore the story and to ing interaction.
find answers to four questions on story details and artists’ In addition, particular relations between the different
biography (see Section 2.5.2). After participants indicated variables were expected. First, mental effort should be
that they had understood all instructions, the story was related to knowledge acquisition because effort is tied to
started. goal-directed behavior and the number of correct knowl-
During the experiment, the story was interrupted three edge acquisition questions is the actual measure for goal
times at scene-transitions to let participants assess their attainment. Second, the basis of product evaluation (i.e.,
momentary affective state (see Section 2.4.2) and the men- appeal) should vary with the situation: in the goal condi-
tal effort experienced right at that moment (see Section tion, absence of mental effort and good knowledge acqui-
2.4.1). Scene-transitions provided ‘‘natural’’ moments for sition are supposed to be important predictors of the
interruptions, thereby keeping the impact of the interrup- overall product evaluation. In the no-goal condition, how-
tion itself on the current affective state at a minimum ever, both should lose their importance. Third, affect
(e.g., Adamczyk and Bailey, 2004). The questionnaires should be related to all variables, emphasizing the impor-
were filled in at the position, where participants interacted tance of affective responses as input for any judgmental
with the system. The first measurement took about 45 s, process.
M. Hassenzahl, D. Ullrich / Interacting with Computers 19 (2007) 429–437 433
3. Results and discussion To further explore the relationships among the experien-
tial (mental effort, affect, spontaneity) and retrospective
3.1. Experiential and retrospective measures measures (evaluation, knowledge acquisition), we per-
formed two separate principal components analyses
Table 1 (column 2) shows the overall mean and standard (PCA, extraction criterion: Eigenvalue >1, Varimax rota-
deviation of each measure. On the whole, interacting with tion) on each condition (no-goal, goal). Gorsuch, 1997 rec-
art-E-fact was experienced as to some degree effortful, ommends at least a ratio of three independent observations
Table 1
Mean (standard deviation), t-tests and homogeneity of variances for all measures
Measure (scale) Overall No-goal (N = 15) Goal (N = 15) t(28) Levene F
*
Mental effort (SMEQ) (0–220) 78.67 (41.96) 61.12 (34.47) 96.23 (42.41) 2.49 .23
Affect–valence (SAM) (1–9) 6.37 (1.40) 6.52 (1.33) 6.23 (1.50) .56 .04
Evaluation (APPEAL) (1–7) 5.17 (1.10) 5.18 (1.12) 5.15 (1.11) .07 .01
Knowledge acquisition (0–4) 2.03 (1.50) 1.33 (1.35) 2.73 (1.34) 2.86** .02
Spontaneity (I considered my actions carefully – I 5.60 (1.61) 5.67 (1.40) 5.53 (1.85) 0.22 .78
decided spontaneously for actions) (1–7)
*
p < .05.
**
p < .01.
Table 2
Factor loadings for the no-goal and goal condition
No-goal (N = 15) Goal (N = 15)
Experiential 1 2 1
Mental effort .752 .890
Spontaneity (I considered my actions carefully – I decided .866 .553
spontaneously for actions)
Affect–valence .572 .341 .943
Retrospective
Knowledge acquisition .918 .472
Evaluation (APPEAL) .952 .891
Eigenvalue 2.11 1.55 3.03
Explained variance 42 31 60
Notes: Principal components analysis; Extraction criterion: Eigenvalue >1, Varimax rotation, all loadings <.300 were suppressed.
434 M. Hassenzahl, D. Ullrich / Interacting with Computers 19 (2007) 429–437
the notion of a context-dependent evaluation process, i.e., edge acquisition in the no-goal condition remained related
an ‘‘on the spot’’ construction of the evaluation. In other to low mental effort (they form their own component).
words, participants ground their evaluation on variables
predictive for a given context, such as mental effort in the 3.2. Positive/negative comments
context of the goal condition.
A further interesting difference concerned the relation of In the debriefing interview, participants made 93 posi-
spontaneity to evaluation. Whereas in the no-goal condi- tive and negative comments on the product or their experi-
Table 3
Comment categories, their definition and an example
Category Definition: comments refer to. . . Example [#participant-number]
Voice ... the synthesized voice and its intelligibility ‘‘the voice is not intelligible and ridiculous’’ [#12]
Interaction ... the opportunity of interacting differently with the product ‘‘options: you may learn more but you haven’t have to’’ [#6]
Tools ... the used tools (e.g., magnifying glass) ‘‘tools had malfunctions’’ [#3]
Pointing ... the products gesture-based pointing-feature ‘‘pointing is inaccurate and exhausting’’ [#12]
Characters ... the displayed characters ‘‘characters are static and artificial’’ [#30]
Story ... the story-plot ‘‘the story is vivid’’ [#12]
Novelty ... the product’s novelty and innovation ‘‘a new type of knowledge transfer’’ [#4]
Fun ... the experienced fun ‘‘it’s playful to use the program’’ [#27]
M. Hassenzahl, D. Ullrich / Interacting with Computers 19 (2007) 429–437 435
Table 4
Absolute frequencies (%) of comment categories
Category Overall Goal No-goal
Total Positive Negative Total Positive Negative Total Positive Negative
Voice 20 (26) 1 19 11 11 9 1 8
Interaction 15 (19) 13 2 10 9 1 5 4 1
Tools 12 (15) 3 9 3 1 2 9 2 7
4. Summary and conclusion goal condition. This highlights how the setting of an eval-
uation impacts its results, an effect broadly called demand
To have an active instrumental goal or not does not only characteristics (Orne, 1969). Cordes, 2002 provided a strik-
impact the experience of an interactive product per se, but ing example of demand characteristics in the context of
also subsequent retrospective judgments. In the present usability testing, an effect he dubbed the ‘‘I know it can
study, active instrumental goals made barriers to their be done or you wouldn’t have asked me to do it’’-bias.
attainment salient indicated by an increase in mental effort. He showed participants in a standard usability test setting
In addition, mental effort was negatively related to affect, to be six times more persistent in accomplishing tasks, if
and both acted as input to retrospective product evalua- they were told that they should not assume ‘‘that the prod-
tions (i.e., appeal). Goal attainment itself, approximated uct can perform each task that we are going to ask you to
by the number of correct answers given to a series of ques- do’’ (p. 413). Given this instruction, they were not only
tions (i.e., knowledge acquisition), was as well related to more persistent; they also rated the same tasks as being
product evaluation, albeit not as strongly. Interestingly, 14 times less difficult. The present study shows that the
the more spontaneous participants felt during interaction, mere evaluation technique itself, i.e. a strong focus on
the more effort and more negative affect they experienced. tasks, alters the set of criteria used and may thus impact
In addition, spontaneity was related to a reduced appeal the result of an according evaluation. Note that in the pres-
of the product. ent case, appeal did not differ between conditions. How-
If no instrumental goal was active, experience and the ever, this may be simply the consequence of the balanced
relation of experiential variables to retrospective product nature of the product studied. In other words, art-E-fact
evaluations changed. Now, spontaneity was experienced may be relatively appropriate for both types of use, a goal
as positive and was highly related to a positive product and an action-oriented. One can easily imagine other inter-
evaluation. Mental effort and knowledge acquisition still active products, which have to cater for both types of uses.
formed a group of goal-related aspects; however, both were In this case standard usability testing may be severely
dissociated from product evaluation. As long as mental limited.
effort is related to pragmatic quality perceptions (i.e., On a more general level, the study demonstrated not
instrumental quality, usability and utility of a product), only the context-dependency of overall evaluative judg-
this conceptually replicates the findings of Hassenzahl ments (e.g., Hassenzahl, 2003), but also the pervasive role
et al., 2002 with pragmatic quality being predictive of prod- of affect for retrospective judgments and the importance
uct appeal in a situation with active instrumental goals, but of mode compatibility. In both conditions (goal, no-goal),
not in a situation where participants were told to have fun. affect was related to product evaluations. However, in the
The apparent profound impact of active instrumental no-goal condition, affect was the only variable with load-
goals on the way people experience and evaluate an inter- ings on both components (spontaneity/evaluation versus
active product is especially relevant for HCI, as long as mental effort/knowledge acquisition). This underlines the
‘‘the task’’ is one of the pivotal elements of product evalu- central role of affect in user experience. Interaction with
ation (Rubin, 1994). Tasks induce instrumental goals and a product, no matter whether goal or not goal-oriented,
focus participants on their attainment. Accordingly, the is inevitably accompanied by affect. In both conditions,
product is evaluated in terms of its capability to support for example, mental effort was accompanied by negative
goal attainment (i.e., its usability). However, the present affect, i.e., experienced as negative. In the present case,
study shows that this is not necessarily the only way prod- the measurement of affect was experiential, i.e., measures
ucts can be experienced and judged. Without external were momentary snapshots of affective states taken from
instrumental goals given, participants change their set of the interaction. Experiential affect is related to but not
criteria as demonstrated by the different roles mental effort identical with product evaluation. Only experiential affect
and spontaneity played in the goal compared to the non- attributed to the product will be relevant for a subsequent
436 M. Hassenzahl, D. Ullrich / Interacting with Computers 19 (2007) 429–437
evaluative judgment. This becomes very apparent in the Creation of Interactive Art Experience in Mixed Reality’’
no-goal condition where only the proportion of affect was funded by the European Union in the context of the
related to spontaneity was relevant for evaluation but Fifth Framework Program (IST-2001-37924). For further
not affect related to mental effort. In other words, individ- information visit: www.art-e-fact.org.
uals base their evaluations on affective experience but not
without a further stage of ‘‘editing,’’ where affect has to References
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