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Interacting with Computers 19 (2007) 429–437

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To do or not to do: Differences in user experience and retrospective
judgments depending on the presence or absence
of instrumental goals
a,* b
Marc Hassenzahl , Daniel Ullrich
a
Economic Psychology and Human–Computer Interaction, University of Koblenz-Landau,
Fortstraße 7, 76829 Landau, Germany
b
Darmstadt University of Technology, Social Psychology and Decision Making, Alexanderstraße 10,
64283 Darmstadt, Germany

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

1. Introduction state of affairs (e.g., Kahneman, 1999). In other words, it


is a stream of valuable and not so valuable moments with
Imagine using a Web site to look for a Christmas pres- a definite beginning (e.g., the opening of a good bottle of
ent. During your quest, you are likely to experience vari- wine) and ending (e.g., the last sip of the wine).
ations in the quality of the service. You will encounter During an experience individuals can probe their
usability problems as well as good suggestions by the momentary state. By that, the state becomes conscious.
Web site’s recommendation system. And with a bit of Moreover, individuals are able to make summary judg-
luck, this particular usage episode will end with a perfect ments about the overall quality of an experience and ele-
present and the successful completion of the check out ments of it in retrospect (Kahneman, 1999; Hassenzahl
procedure. and Sandweg, 2004). In the field of Human–Computer
The subjective representation of such a usage episode is Interaction (HCI) any subjective product evaluation pro-
an experience. During an experience, the brain continu- vided by users after a product trial is an instance of retro-
ously constructs an affective commentary on the current spective summary evaluation. For users/consumers those
evaluations are the basis for further communicating about
* the experience and the product. Moreover, evaluations will
Corresponding author. Tel.: +49 6341 280261.
E-mail addresses: hassenzahl@uni-landau.de (M. Hassenzahl), ullrich be memorized and, by that, will presumably guide future
@psychologie.tu-darmstadt.de (D. Ullrich). behavior.

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

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for example, patients were asked to continuously indicate for encountered usability problems (Hassenzahl, 2000),
the intensity of pain experienced during the procedure. thus, related to experienced barriers in goal attainment.
After the procedure they provided a retrospective judgment After the experience, participants were asked to assess their
about how painful the procedure was in general. Those spontaneity while interacting with the product (I considered
judgments were best predicted by a peak-end rule, i.e., an my actions carefully – I decided spontaneously for actions),
average of the peak intensity and the end intensity of pain the product’s overall appeal and to give positive and nega-
experienced during the episode. Similar results were found tive comments on the product/the experience. In addition,
for less extreme situations, such as retrospective summaries we varied the situation by either inducing an external
of the affect experienced while watching a movie (Freder- instrumental goal for the interaction with the product or
ickson and Kahneman, 1993). In the context of HCI, Has- not. Providing an external goal was expected to change
senzahl and Sandweg, 2004 studied the relation between the way experiential measures relate to retrospective
experience and retrospective product evaluations. Partici- measures.
pants of a usability test worked through a series of inde-
pendent tasks. After each task they were asked to rate 2. Method
the mental effort experienced during the task. Effort served
as a proxy for encountered usability problems (Hassenzahl, 2.1. Participants
2000). Subsequently, they were asked to rate the product’s
usability. As expected, more effort led to less favorable Thirty individuals (13 female, median age = 26.5,
evaluations of the product. However, the effort experienced min = 20, max = 51) participated in the study. The major-
in the last task was a better predictor of the participants’ ity were students of the Darmstadt University of Technol-
evaluation than any other indicator (e.g., average of all ogy or employees of the Computer Graphics Center
effort measures, peak/end, variance, trend). Thus, the ret- Darmstadt (ZGDV). They received no compensation for
rospective usability evaluation was related to, but not iden- participation.
tical with the experience participants made. It was rather
constructed on the spot, based on available information, 2.2. Stimulus product: art-E-fact
either derived directly from the target (e.g., by taking sali-
ent moments from the experience into account) or from Art-E-fact is a generic platform for the creation of inter-
general knowledge about and attitudes toward the target active stories developed by the Computer Graphics Center
(see Kardes et al., 2004). Darmstadt (ZGDV) (Iurgel, 2004a,b; Spierling, 2005, see
A further aspect that impacts retrospective product eval- www.art-e-fact.org for further information). It consists of
uations is the situation. In a study, Hassenzahl et al., 2002 an authoring tool for the generation of stories (e.g.,
found tasks to impact the way participants formed overall story-line, virtual characters, interaction rules) and a set-
judgments of how appealing a number of Web sites were. up for viewing and interacting with the story. In the present
Participants were either given tasks to accomplish with configuration, the story was displayed by a data projector
the Web sites (e.g., to find a particular information) or onto the wall (2 by 1.50 m). During the experiment, partic-
the instruction to just ‘‘have fun with the Web sites.’’ For ipants were standing in front of the wall, watching and
the task-group, subjective perceptions of usability (e.g., interacting with the story.
simple–complex) were strongly correlated with appeal We used a story generated for a museum environment.
(e.g., good–bad) (partial correlation = .87), which was not While the story’s plot about an art theft unfolded, users
apparent for the fun-group (partial correlation = .10). were presented with a number of different paintings, back-
In the former case, usability as a product attribute was pre- ground information on artists, the analysis of art and art in
dictive of the product’s overall appeal, in the latter not. general. The story was driven mainly by dialogues between
Depending on the context, the basis of the product evalua- two synthetic characters: a reporter and a knowledgeable
tion changed. art professor. All characters spoke with synthesized voices,
The present paper examines the relation between mea- with matching gestures and facial expressions.
sures taken during an experience and retrospectively. Spe- At particular turns of the story, participants could
cifically, we let participants assess the valence of their interact with the system. The basic interaction mechanism
momentary feelings (i.e., affect) and exerted mental effort was pointing. A camera-based recognition system captured
during the interaction with a digital storytelling system the hand-movement and extrapolated where users pointed
based on the art-E-fact platform (Iurgel, 2004a,b; Spier- at. This mechanism was used to activate specific functions,
M. Hassenzahl, D. Ullrich / Interacting with Computers 19 (2007) 429–437 431

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

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2.3. Independent variable: instrumental goal [. . . This feeling] is an integral blend of hedonic (plea-
sure–displeasure) and arousal (sleepy–activated) values’’
A major objective of the present study was to explore (Russell, 2003, p. 147). For the present study, we restricted
differences in the user experience and relations to retrospec- our analysis to valence – that is the pleasure and displea-
tive judgments depending on the situation. Specifically, the sure – experienced during interaction with the system as
situation was varied by either letting participants experi- one of the key dimensions of virtually all models of affect
ence the system freely at their own pace (no-goal condition) (Russell, 2003). Valence was measured with the ‘‘Self
or by asking them to find answers to a number of particular Assessment Manikin’’ (Bradley and Lang, 1994). Similar
questions with the help of the system (goal condition). to mental effort, three separate measurements were taken.
Finding particular pieces of information was selected as The internal consistency was satisfactory (no-goal: Cron-
the instrumental goal (i.e., task) because acquiring infor- bach’s a = .90; goal: Cronbach’s a = .81). A 2 · 3 analysis
mation about art was supposed to be a major outcome of of variance with situation (no-goal, goal) as between-sub-
the implemented story. Note that the present experiment jects factor, time (1., 2., 3.) as within-subjects factor and
requires a product that can either be experienced with or affect (valence) as dependent variable showed a significant
without active instrumental goals. Most products studied main effect of time, F (2, 56) = 3.68, p < 0.05, best described
in HCI are utilitarian systems, build for a particular pur- as a U-form shape, i.e., a dip in affect for the mid measure-
pose. Art-E-fact, however, can be used either explorative ment. However, no significant time by goal interaction
and for the sake of the story or as a source of information emerged. Thus, we averaged all three measurements to
about paintings. This twofold nature makes it a particular obtain an experiential measure of affect.
interesting stimulus product.
2.5. Retrospective measures
2.4. Experiential measures
2.5.1. Evaluation
2.4.1. Mental effort Seven seven-point items with bipolar verbal anchors
Mental effort can be defined as the amount of energy a were used to capture the retrospective evaluation of the sys-
user has to activate to meet the perceived task demands tem. The scale is a part of the AttrakDiff2-questionnaire
(Arnold, 1999). This energy depends on objective demands (Hassenzahl et al., 2003) and was already used in a number
of the task and the individuals’ preparedness and coping of different studies (e.g., Hassenzahl, 2001) to measure the
strategies. Thus, mental effort is subjective and always tied appeal of interactive products. Example items are good–
to a task, i.e., meaningful instrumental goals. The present bad, inviting–rejecting or likable–disagreeable. The internal
study used the ‘‘Subjective Mental Effort Questionnaire’’ consistency of the scale was satisfactory (no-goal: Cron-
(SMEQ, Zijlstra, 1993; Eilers et al., 1986), a simple rating bach’s a = .95; goal: Cronbach’s a = .94). Evaluation
scale ranging from 0 (hardly effortful) to 220 (exceptionally (i.e., appeal) was calculated as the average of all seven
effortful). Studies showed this measure to be related to sub- items.
jective ratings of product usability, appeal (Hassenzahl,
2001) and time spent to correct usability problems (Hassen- 2.5.2. Acquired knowledge
zahl, 2000). Unpublished data further showed a substantial To measure the amount of acquired knowledge, partic-
correlation between the number of usability problems ipants had to answer four questions after finishing the
observed by a usability expert and the SMEQ rating (aver- story. All required information was provided in the main
aged r = .47). story-line, thus, individual choices regarding different story
In the present study, we were rather interested in an threads or following up additional information cannot be
experiential than in a retrospective measure of mental made responsible for differences in the acquired knowledge.
effort. To achieve this, we measured mental effort three The four questions were: (1) ‘‘Which was the university
times throughout the usage episode (see Section 2.6). The James [a reporter] visited to gather information about the
internal consistency of the three separate measurements stolen painting?’’ (2) ‘‘Name the two artists whose paint-
was satisfactory (no-goal: Cronbach’s a = .78; goal: Cron- ings were on display,’’ (3) ‘‘What was Guardi’s [a Venetian
bach’s a = .84). A 2 · 3 analysis of variance with situation artist] profession?,’’ and (4) ‘‘What was the name of the
(no-goal, goal) as between-subjects factor, time (1., 2., 3.) television program the professor wanted to watch?’’. Ques-
as within-subjects factor and mental effort as dependent tions were designed to ensure that participants could not
variable showed no significant main effect of time or time rely on previous knowledge.
432 M. Hassenzahl, D. Ullrich / Interacting with Computers 19 (2007) 429–437

2.5.3. Spontaneity due to a short introduction given by the experimenter.


Hassenzahl (2003; Hassenzahl, Kekez, & Burmester, The remaining two measurements took about 15 s each.
2002) argued that users can be either in goal- or action- On average, participants interacted 34 min with the story,
mode while interacting with an interactive product. In the with a minimum of 25 min and a maximum of 45 min.
goal-mode the current instrumental goal has a certain After having gone through the story, participants took a
importance and determines more or less all activities. The 5 min break. After this, they were first asked to assess their
system is ‘‘a means to an end.’’ Besides other aspects, indi- spontaneity while using the system (see Section 2.5.3). Sub-

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viduals tend to plan ahead, i.e., to consider their actions sequently, participants answered the four open knowledge
carefully with respect to active goals. In the action-mode acquisition questions (see Section 2.5.2). For the goal
the current activity determines goals ‘‘on the fly;’’ goals group these questions were already known, and partici-
are ‘‘volatile.’’ Using the system is an ‘‘end in itself.’’ Indi- pants simply wrote down the information they remembered
viduals rather spontaneously decide their actions, because from interacting with the story. For the no-goal group the
goals will be made up in the course of the interaction questions were new. Finally, each participant evaluated the
instead of guiding the action as in goal-mode. product (see Section 2.5.1). The experiment ended with a
We tap into participants’ differences in mode by letting debriefing interview. Participants were asked to point out
them rate their felt ‘‘spontaneity’’ during the experience up to three particularly positive and three particularly neg-
in retrospect on a seven-point scale with the bipolar verbal ative aspects of the product or their experience (see Section
anchors I considered my actions carefully – I decided spon- 2.5.4).
taneously for actions taken from Hassenzahl and colleagues
(2002). 2.7. Predictions

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

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but accompanied by positive affect. The system was evalu- for each included variable, which was given in the present
ated as rather appealing. Knowledge acquisition was fair study. To rule out the possibility that differences in the
and the participants used the system in a noticeably spon- emerging patterns of relations among variables are due to
taneous way. large differences in the variability of those variables, tests
Table 1 (column 3 and 4) further shows the mean and of the homogeneity of variance were performed for each
standard deviation of each measure for the no-goal and variable (see Table 1, column 6). No significant differences
goal condition. Significant differences between no-goal in variances emerged.
and goal condition emerged for mental effort and knowl- Table 2 (column 2 and 3) shows the result of the PCA
edge acquisition (see Table 1, column 5), with a higher level for the no-goal condition. Two components with an Eigen-
of mental effort and better knowledge acquisition in the value greater than 1 were extracted. Both components
goal condition. Both was expected and can be taken as evi- together explained 73% of the total variance. Positive affect
dence for the successful manipulation of the situation. The and spontaneity, together with the retrospective evaluation
finding that the induction of the knowledge acquisition of the product, formed one component; low mental effort,
goal led to an increase in mental effort underlines the close positive affect and knowledge acquisition the other compo-
relationship between mental effort and goal-directed behav- nent. This pattern disappeared in the goal condition (Table
ior. It further gives an insight into the way usability prob- 2, column 4): only one component was extracted (60%
lems were experienced. As long as participants in both explained variance) with loadings of all variables.
conditions used the same features of the product for Several interesting differences between the patterns of
approximately the same amount of time, both groups were the two conditions (no-goal, goal) emerged. Most strik-
equally likely to encounter usability problems. However, ingly, in the goal condition experienced mental effort was
those ‘‘objective’’ usability problems led to an increase in highly related to the retrospective evaluation of the system
effort only for those participants with an externally (direct r = .80, p < .001); a relation, which was reduced in
imposed goal (to acquire information). the no-goal condition (direct r = .47, n.s.). This supports

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-

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tion experienced spontaneity was highly predictive for a ence. Comments were further classified by the authors into
favorable evaluation (direct r = .76, p < 0.001), this rela- eight broad categories (see Table 3), addressing particular
tion disappeared in the goal condition (r = .33, n.s.). features of the product (e.g., pointing gesture), content
Remarkably, the relation changed its direction (sign): (e.g., the featured story) as well as high level attributes such
whereas in the no-goal condition more spontaneity was as the fun derived from using the product. Eighty-four per-
related to more favorable evaluations, in the goal condition cent of comments (78 of 93) could be categorized this way.
less spontaneity (i.e., more planning) led to an in tendency The remaining 16% were not classifiable and omitted from
more favorable evaluation. This underlines the importance further analyses.
of the compatibility between the mode (goal, action) of the Table 4 shows the absolute and relative frequencies for
individual (i.e., actual mode) and the requirements of the comments in the different categories overall, separated by
situation at hand (i.e., appropriate mode). positive and negative comments as well as for each condi-
Not surprisingly, affect is context-dependent just as eval- tion. The most frequently mentioned category was ‘‘voice’’
uation is. In the no-goal condition positive affect was asso- (26%, 20 of 78) referring to, for example, voice synchronic-
ciated with high spontaneity, whereas in the goal condition ity and speed. The categories ‘‘novelty’’ and ‘‘fun’’ received
affect becomes rather associated with mental effort. This the fewest mentions (4%, 3 of 78).
illustrates the notion that experiences can considerably A simple way to examine differences between the goal
vary and be still summarized into a simple good/bad-judg- and the no-goal condition is to analyze the relationship
ment (Kahneman, 1999). Affect is the psychological cur- (i.e., correlation) between category-rankings. The more fre-
rency that makes the comparison of qualitatively different quent the comments in a particular category, the lower its
experiences possible (Russell, 2003). In line with this view, according rank. A low correlation between rankings of
affect is in general the single best predictor for the retro- both groups hints at differences between groups, whereas
spective product evaluation. A stepwise regression with a high correlation indicates correspondence.
mental effort, affect, spontaneity, and knowledge acquisi- Goal and no-goal rankings (computed on the total num-
tion as predictors and evaluation as criterion, resulted in ber of comments in the category) did not correlate signifi-
a model with affect as a single predictor (b = 0.69, cantly, q = .39, n.s., n = 8. Participants in the goal
R2 = 0.46, F = 25.51, p < 0.001). Thus, in the present condition commented more frequently on ‘‘interaction’’
study, affective states during the experience were, if not and ‘‘story’’ issues, whereas participants in the no-goal
caused by, at least attributed to the product. This resulted condition commented more frequently on ‘‘tools’’. We fur-
in a clear relationship between affect and evaluation of the ther analyzed differences between conditions for positive
product. and negative comments separately. Participants in both
The principal components analysis of the goal condition conditions agreed on the negative aspects of the product,
showed knowledge acquisition to be – albeit weakly – asso- q = .88, p < .01, n = 8, but disagreed on the positive
ciated with low mental effort, positive affect, planning and aspects, q = .51, n.s., n = 8. As expected, comments of par-
a positive evaluation of the product. In the no-goal condi- ticipants in the goal condition revolved around goal attain-
tion knowledge acquisition was dissociated from evalua- ment, i.e., interaction with the products and problems with
tion, simply because knowledge acquisition had not been understanding the synthesized voices, whereas participants
explicitly mentioned and thus was not used as a basis for in the no-goal condition had no preferred issue – their com-
the evaluation of the product. Interestingly, high knowl- ments were spread more evenly over all categories.

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

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Pointing 11 (14) 4 7 5 1 4 6 3 3
Characters 8 (10) 2 6 3 1 2 5 1 4
Story 6 (8) 5 1 5 4 1 1 1
Novelty 3 (4) 3 1 1 2 2
Fun 3 (4) 3 1 1 2 2
Total 78 34 44 39 18 21 39 16 23

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
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