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Open University of Cyprus
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Author Keywords
Long-term user experience; MMOG; UX curve method;
immersion; engagement; ease of use; social
Permission to make digital or hard copies of all or part of this work for interaction, degree of usage.
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H.5.1 Multimedia Information Systems,
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Evaluation/methodology
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Introduction
, April 27 May 2, 2013, Paris, France.
UX design and evaluation practices are gaining
Copyright 2012 ACM 978-1-XXXX-XXXX-X/XX/XX...$10.00.
momentum along several fields and market sectors.
The growing shift of emphasis from task oriented and
functional requirements to non-functional, experiential therefore the focus of this study is on retrospective
and hedonic aspects of interaction, is also evident in evaluation methods, more specifically on the UX curve
gaming industry, which is starting to adopt more formal proposed by Kujala et al. [6].
techniques from HCI field to design and evaluate their
products [1]. Furthermore, the dimension of time UX Curve is a retrospective UX evaluation method
seems to have an enormous impact on the importance which can be used to qualitatively investigate user
we attach to different qualities of the experience with experience and to provide feedback on system/product
interactive products [2]. Nevertheless most of the features and qualities for design purposes. It seems to
current UX evaluation methods are focused on short- be a promising method for helping users to remember
term UX whereas only a few published studies are and document how their experience evolves over the
focusing on long term UX [3]. This shortage of time. To this end, we reflected on this method, and
empirical relevant studies is even more intense when tried to validate it in the context of MMOGs. We
concerns the area of computer games (video or online developed the appropriate modifications for the UX
and MMOGs, serious games etc.). This study revisits, measurement dimensions and employed the method in
adjusts and validates a long term retrospective UX an empirical study we set up.
Figure 1. General UX Curve for
evaluation method in the context of the fascinating field
each user ID
of Massive Multiplayer Online Games (MMOG). UX curve revisited in the context of MMOGs
Nine students aged between 18-20 years old who had
Related Work been playing the well-known MMOG League for
There are very few published studies so far that legends for periods ranging from 6 to 16 months
evaluate long-term UX. In a study by Kujala et al. [4] (mean: 12.5 months SD: 3.1 months) have
remembered experiences of facebook and mobile phone participated in our experiment. Participants were given
usage were assessed. It was shown, that changes in two questionnaires (one for assessing demographic
long-term UX are related to the hedonic qualities of a details and another for assessing overall evaluation of
product, rather than its pragmatic qualities. Karapanos the game), and the curve-drawing session
et al. [5] developed a tool designed for eliciting rich
experience narratives retrospectively. The tool was In curve-drawing session, six UX dimensions were
Figure 2. The immersion UX Curve employed in a study on with mobile evaluated through the use of six respective curves:
for each user ID phones. Also Kujala et al. [6] and von Wilamowitz - General UX, degree of usage, ease of use, immersion,
Moellendorff et al. [7] employed UX-Curve and Corpus social interaction and engagement. Besides General UX
respectively in order to measure the remembered we selected the dimensions based on the extant
Reason experiences of mobile phones usage over time. literature. Ease of use is selected because it is a more
Positive Negative
Categories
comprehensible (for the gamers) dimension than
General UX 43 14 It is evident that experiences with mobile phones have usability [6]. Degree of usage over time is related to
gained the attention of the researchers while relevant the quality of user experience especially when
Ease of use 41 26
research on games is rare or anecdotal. considered with products and services which are
Immersion 43 10 Methodologically we see that retrospective methods voluntarily used [6]. The above three dimensions were
Social have been favored against other methods for used in the original version of UX Curve. The following
38 12 measuring long term UX. This is because memory is are the ones we propose as modifications of the original
interaction
Engagement 32 10
sometimes more important than actuality [8-9] when UX Curve method so as to be more appropriate to
assessing long term UX. Authors take that view and evaluate long term UX of MMOGs. Immersion is a very
Total 197 72