Using Cognitive Psychology to understand Anticipated User Experience in Computing Products

ABSTRACT

User Experience assessment is an evaluation of user’s experience with the product, system or service during  ‘use’ (i.e., actual interaction experience) as well as ‘anticipated or before use’ (i.e., pre-interaction experience).Whereas many user experience researchers may be conversant with explaining a person’s experience during use of a product, system or service, they find it difficult to explain experience before a product or service is used (Anticipated Use), which in this chapter is referred to as Anticipated User Experience (AUX). This chapter applies the theory of cognitive psychology and its principles to best explain how Anticipated User Experience occurs and how this experience can be achieved. This chapter goes a long way in informing user experience researchers and practitioners on the relevance of attaining AUX in a computing product and how it can be achieved.

By: Emmanuel Eilu

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Silva Christofer

christofer_ramos

First name: Christofer
Last name: Ramos
Department: PPG Design (Universidade do Estado de Santa Catarina)
Telephone: +55 48 3664-8319
Area of Teaching: not a professor
Date of birth: sep/05th/1989
Nationality: Brazilian
Qualification: other (Master’s student)
Professional and academic career: Bachelor in Graphic Design (2011), specialization in Higher Education Teaching (2015), Master’s student in Human-Interaction Design (2017).
Sketch biography: His academic and professional career is focused on both emerging technologies for higher education learning and interaction between humans and machines, specially related to mobile interfaces. He has been investigating and developing methods for user experience, usability evaluation, and usability of m-learning systems and mobile platforms.

Chapter title: Heuristic Evaluation on M-Learning Applications: A Comparative Analysis of Two Heuristic Sets

Abstract: Heuristic evaluation stands out among the usability evaluation methods regarding its benefits related to time and costs. Nevertheless, generic heuristic sets require improvements when it comes to specific interfaces as seen on m-learning applications that have acquired considerable evidence within the current technologic context. Regarding the lack of studies aimed at interfaces of this sort, the authors propose, through a systematic methodology, the comparative study between a heuristic set specific to the assessment on e-learning interfaces and other, on mobile. The identified usability problems were matched with the aspects of coverage, distribution, redundancy, context and severity, in a way that it was possible to understand the efficiency of each set in covering m-learning issues. Among the findings, e-learning’s heuristic set could detect a large number of usability problems not found by mobile’s.

Keywords: Heuristic Evaluation, Usability Method, M-Learning, Mobile Device, E-Learning

Co-author: Flávio Anthero Nunes Vianna dos SantosMonique Vandresen

Eilu Emmanuel

Emmanuel Eilu

First name: Emmanuel
Last name: Eilu
Email: eiluemma@yahoo.co.uk
Department: Information Technology
Telephone: +256 772687232
Area of teaching: Usability and User Experience, Information Systems Security, Computer Networks
Date of birth (28/04/1980):
Nationality: Ugandan
Qualification: MSc Information Technology (Also final year PhD Student)
Professional and academic career: Lecturer
Competitive research or professional awards received:
Sketch biography: Emmanuel Eilu is a final year Information Technology PhD Student at the School of Computing and Informatics Technology –Makerere University. His areas of research and interest are in HCI (Usability and User Experience), Mobile User Experience, ICT for Development (Adoption of E-Government Systems; E-governance; E-voting; Biometric Voter Registration Systems; Electronic Civil Registers). His current PhD Topic is entitled “Bridging the User Experience Gap in Mobile Phone Voting in Developing Countries”. He holds a master degree in Information Technology, specializing in E-government. His Master Dissertation was entitled “A systematic Approach to Designing and Implementing Electronic- Government Systems in the Developing World”. He has published over 10 research papers in ACM and Springer. Since 2007, Eilu has been teaching both post graduate and undergraduate programmes at the School of Computing and IT – Makerere University. He also lectures at the International University of East Africa-Uganda. His major teaching area includes; Usability and User experience, E-government, E-governance, SAD, Information Systems Security and Data Communication Networks

Chapter title: Using Cognitive Psychology to Understand Anticipated User Experience (AUX) in Computing Products

Abstract: User Experience assessment is an evaluation of user’s experience with the product, system or service during ‘use’ (i.e., actual interaction experience) as well as ‘anticipated or before use’ (i.e., pre-interaction experience).Whereas many user experience researchers may be conversant with explaining a person’s experience during use of a product, system or service, they find it difficult to explain experience before a product or service is used (Anticipated Use), which in this chapter is referred to as Anticipated User Experience (AUX). This chapter applies the theory of cognitive psychology and its principles to best explain how Anticipated User Experience occurs and how this experience can be achieved. This chapter goes a long way in informing designers of computing products on the relevance of attaining AUX in a computing product and how it can be achieved

Keywords: User Experience, Anticipated User Experience, Cognitive Psychology

Co-author: