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Challenging the norm and offering new perspective
clear, short, contain distinct parts
concise and structured
Creative, visual, dynamic
Cutting edge, inspiring, future facing
dynamic
dynamic and practical (give me applicable takeaways that I can put into
practice)
Dynamic, funny, with summary sheets
dynamic, participative
Dynamique et structurée
Easily relatable to the field or main subject of the conference—more about the
content than about the keynoter.
educational
educational, engaging, structured
Emocional, a good storyteller, funny
engaging & motivating. Upbeat.
Engaging, simple and short enough to keep attention. Give concret take aways
Entertaining
Entertaining and enlighting. It should generate a personal thinking for all
public persons
entertaining and very pedagogic
entertaining as well as informative
Evocative
exciting and inclusive
Finished on time, delivered well, full of interesting ideas and/or data, clear,
entertaining
full of concrete experiences, interactive & with useful takeaways.
Full of energy, optimistic, serious fun, memorable
Fun, instructive, alive
Fun, interesting, thought-provoking
Highly relevant, contextual and inspire actions
Inclusive and efficient
Informative and engaging
Informative but also fun
Informative, doesn’t need to try to be funny
Informative, entertaining, thought provoking
inspirante et instructive
Inspirante, c'est-à-dire qu'elle me fait penser autrement sur un sujet que je
connais, qu'elle me propose une autre manière de voir les choses, une
manière de considérer un sujet qui soit bien sûr crédible et argumentée
Inspirational, actionable, and REALISTIC.
Inspirational, full of pragmatism and based on real cases,... less theoretical
and more practice. With a lot of examples and a lot of interaction with the
audience
inspiring
Inspiring
inspiring and fun
inspiring and provoking
inspiring, but not superficial
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Page 1
Eventually
everything
connects
@carilall
#UXPA2018
Dr Carine Lallemand
University of Luxembourg
UXPA 2018 Opening keynote
According to me, a keynote talk should be ____
I’d be positively surprised by a talk that _____
I’d feel bored from attending a talk that _____
The most original format for a talk I could
think of would be _____
The most memorable talk I ever attended
was _____
The sentence
completion method
Planning
Exploration
Ideation
Generation
Evaluation
According to me, a keynote talk should be ____
I’d be positively surprised by a talk that _____
I’d feel bored from attending a talk that _____
The most original format for a talk I could think of would be _____
The most memorable talk I ever attended was _____
#UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
« The strength of the technique is that respondents
use their own words to describe their situation,
thus giving more spontaneous and honest answers
compared to traditional questionnaires. »
(Hoyer & MacInnis, 2007)
Use case
How we collected 14.000 ideas in 2 weeks
IMPROVING THE E-READING EXPERIENCE
Profile Unfinished sentence UX dimension
non ebook readers 

(596 respondents)
Compared with a print book, an electronic book is… Comparison between products
In my opinion, eBooks are addressed to… Identity / product image
I have never read any eBooks because… Frustrations / Barriers to use
I would read a eBook if… Expectations and needs
I expect a eBook to… Expectations and needs
When I read a print book, I feel… Affects
ebook readers

(1284 respondents)
Compared with a print book, an eBook is… Comparison between products
The reading experience on an eBook is… Global UX
The problem with eBooks is… Issues and frustrations
What I love about eBooks is… Positive aspects / Appropriation factors
What frustrates me the most with an eBook is… Issues and frustrations
I find that the interface of an eBook is… Specific UX - Interface
I dream of a eBook that… Expectations / Dreams
Mercier & Lallemand, 2015
IMPROVING THE E-READING EXPERIENCE
Using several sentences stems to cover relevant UX dimensions
#UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
Mercier & Lallemand, 2015
LIKERT SCALES VS. SENTENCE COMPLETION
A different picture of the situation
On a 7-points Likert scale, how would you rate your overall
e-reading experience? (N = 1284)
“The reading experience on a eBook is _______”
Valence Frequency %
Negative 228 17.8 %
Positive 817 63.9 %
Neutral 160 12.5 %
Mixed 74 5.8 %
PositiveNegative 1 2 3 4 5 6 7
0.5 %
(6)
3 %
(39)
7.1 %
(91)
9 %
(115)
19.9 %
(255)
32.2 %
(414) 28.3 %
(364)
80.4 %
#UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
Mercier & Lallemand, 2015
RICHNESS OF THE DATA COLLECTED
Ideas that can be easily translated into actionable insights
“The problem with ebooks is _________”
#UXPA2018 @CARILALL
- the price
- the lack of availability and choice
- the absence of a sensual experience (feeling
the paper in one’s hands)
- the navigation and information architecture
- the battery / the need for a network connexion
- their bad quality
- the impossibility to lend the book to a friend
- DRM (digital rights management)
- the bad reading experience
- the screen and visual fatigue
- it is dematerialized
- …
that you don’t see what people are reading
because you don’t see the book cover…
you can't skim or flip through easily
I’m not able to physically track my
progress in the book
SENTENCE COMPLETION METHOD
Needs-driven
& emotional design
Planning
Exploration
Ideation
Generation
Evaluation
"Psychological needs are particular
qualities of experience that all people
require to thrive"
Sheldon et al., 2010
#UXPA2018 @CARILALL UX NEEDS
PLEASURE / STIMULATION
RELATEDNESS / BELONGINGNESS
SECURITY / CONTROL
AUTONOMY / INDEPENDENCE
COMPETENCE / EFFECTIVENESS
POPULARITY / INFLUENCE
SELF-ACTUALIZING / MEANING
Good UX is the consequence of
fulfilling fundamental
psychological needs
#UXPA2018 @CARILALL UX NEEDS
01
#UXPA2018 @CARILALL UX NEEDS
AN EXPERIENTIAL TABLE LAMP?
01
Security / Control
Relatedness / Belongingness
Influence / Popularity
Pleasure / Stimulation
Autonomy / Independence
Competence / Effectiveness
Self-actualizing / Meaning
?
?
?
#UXPA2018 @CARILALL UX NEEDS
AN EXPERIENTIAL TABLE LAMP?
Target users? … kids
Context of use? … night
Needs? …
security & autonomy
#UXPA2018 @CARILALL UX NEEDS
SOME CLUES
GLO NIGHTLIGHT: SECURITY + AUTONOMY
01
#UXPA2018 @CARILALL UX NEEDS
A SAFE BIKE?
Bike Zone laser system
#UXPA2018 @CARILALL UX NEEDS
Faustine Gheno, 2017
RELATEDNESS + DATING APP
Whispering messages after 10pm
Faustine Gheno, 2017
Whispering messages after 10pm
RELATEDNESS - BELONGINGNESS
DerekMindler
S.HartPhotography
RELATEDNESS
BELONGINGNESS
Having regular close contact with people
who care about you
Connectedness
Intimacy
Love / Frienship
Closeness
Togetherness
Other-awareness
•	 Being	aware	of	others’	emotions,	activi-
ties	or	mood
•	 Expressing	feelings	or	emotions	in	a	
wide	variety	of	ways
•	 Having	a	sense	of	physical	intimacy
•	 Caring	about	others
•	 Offering	gifts	to	others	
•	 Carrying	out	actions	together
•	 Keeping	record	of	past	activities	and	
special	moments
#UXPA2018 @CARILALL UX NEEDS
PLEASURE - STIMULATION
AdamJones
LorenKerns
PLEASURE
STIMULATION
Feeling that you get plenty of enjoyment
and pleasure, feeling stimulated
Enjoyment / Fun
Novelty
Entertainment
Leisure
Amusement
Discovery
•	 Performing	a	leisure	or	playful	activity
•	 Having	fun
•	 Experiencing	new	sensations	and	activi-
ties
•	 Feeling	intense	physical	pleasure
•	 Feeling	enjoyment	for	the	senses:	sensu-
al	pleasure,	aesthetic	pleasure
•	 Discovering	new	sources	and	types	of	
stimulation
UX CARDS
A pragmatic tool supporting needs-driven design
01
Security / Control
Relatedness / Belongingness
Influence / Popularity
Pleasure / Stimulation
Autonomy / Independence
Competence / Effectiveness
Self-actualizing / Meaning
?
?
?
#UXPA2018 @CARILALL UX NEEDS
What are the 3 most important needs to fulfil when attending a talk?
PLEASURE - STIMULATION
AdamJones
LorenKerns
COMPETENCE - EFFECTIVENESS
PaoloFerrarini
SELF-ACTUALIZING - MEANING
DanielFlower
PhiloNordlund
Enjoyment, Fun, Novelty,
Discovery, Leisure
Self-efficacy, Achievement,
Motivation, Learning
Developing one’s best potential,
Creativity and Spontaneity
#UXPA2018 @CARILALL UX NEEDS
What if… there was a secret object hidden somewhere around each of you?
Can you find the secret object?
Products that evoke positive emotions
are bought more often, used more
often, and are more pleasurable to
use.
Desmet, 2012
#UXPA2018 @CARILALL EMOTIONAL DESIGN
01
Emotional granularity is the ability to
characterize one’s emotional state with
specificity, 

using discrete emotion labels rather than
referring to global feeling states.
Plutchik's wheel of emotions
EMOTIONAL GRANULARITY
An essential UX designer’s skill
#UXPA2018 @CARILALL EMOTIONAL DESIGN
01
Eventually
everything
connects
Opening keynote
UXPA 2018
Dr Carine Lallemand
University of Luxembourg
Companion
booklet - p. 3
List all positive emotions you can think of in
2 minutes.
Howgoodisyour
emotionalgranularity?
Feeling disappointed by your score? Check the
resources on emotional design at the end of this booklet!
01
SYMPATHY
KINDNESS
RESPECT
EMPATHY
LOVE
ADMIRATION
DREAMINESS
AFFECTION
LUST
DESIRE
WORSHIP
ASPIRATION
EUPHORIA
JOY
AMUSEMENT
ENJOYMENT
HOPE
ANTICIPATION
OPTIMISM
SURPRISE
ENERGETIC
ANIMATION
COURAGE
PRIDE
CONFIDENCE
ASSURANCE
INSPIRATION
ENCHANTMENT
FASCINATION
INTEREST
RELIEF
RELAXATION
SATISFACTION
GRATIFICATION
Two-dimensional visualization of similarity between the 25 positive emotions: Multidimensional scaling analysis of emotion types.
Desmet, P. M. A. (2012). Faces of product pleasure: 25 positive emotions in human-product interactions. International Journal of Design, 6(2), 1–29.
Typology of Positive Emotions
9 categories of positive emotions:
Enjoyment
Interest
Assurance
Empathy
Gratification
Animation
Affection
Optimism
Aspiration
Desmet (2012)
#UXPA2018 @CARILALL EMOTIONAL DESIGN
01
Interest
ENCHANTMENT
Engaged, spellbound
To be carried away by something that is experienced as
overwhelmingly pleasant
It arises when an appealing and/or mysterious character
of something facilitates physical or mental isolation in a
pleasant way.
Interest
INSPIRATION
Motivated, determined
To experience a sudden and overwhelming feeling of
creative impulse
It arises when one is awakened to the realization of a
relational meaning of something and is enabled to do
something creative.
Assurance
CONFIDENCE
Challenged, determined
To experience mental or moral strength to withstand or
cope with the situation
It arises when it is certain that one is capable of
overcoming a challenge in the process of realizing
his/her goal.
Positive Emotional Granularity Cards
Yoon, Desmet, & Pohlmeyer, 2013
#UXPA2018 @CARILALL EMOTIONAL DESIGN
http://www.willodom.com
What is the purpose of this box ?
How does it trigger an emotion of anticipation?
#UXPA2018 @CARILALL EMOTIONAL DESIGN
Use case
Odom et al. (2012)
Design concept

A Bluetooth printer hidden in a wooden
box that prints 4 or 5 randomly
selected photos from its owner’s Flickr
collection at random intervals each
month.
The owner has no control over what is
printed nor when. The Photobox does
not demand nor require its owner’s
attention to enact its behavior.
http://www.willodom.com
#UXPA2018 @CARILALL EMOTIONAL DESIGN
PHOTOBOX: A SLOW TECHNOLOGY
Slowing down digital photo consumption to support anticipation and reflection
01
Meaning - Anticipation - Thinking about the past - Reflection on one’s relationship
with technology
www.willodom.com
#UXPA2018 @CARILALL EMOTIONAL DESIGN
DESIGN FOR EMOTION
A 14 month longitudinal study to understand the impact of a slow technology
Odom et al. (2012)
http://emotiontypology.com/
#UXPA2018 @CARILALL EMOTIONAL DESIGN
NEGATIVE EMOTION TYPOLOGY
36 negative emotions defined and illustrated
Steven Fokkinga
RICH EMOTIONAL EXPERIENCES
Steven Fokkinga
Rich experience qualities
RICH EXPERIENCE QUALITIES
Combining positive and negative emotions
#UXPA2018 @CARILALL EMOTIONAL DESIGN
CARD SETS FOR
UX RESEARCH &
DESIGN
Positive Emotional Granularity Cards
(Yoon, Desmet, & Pohlmeyer, 2013)
PLEX Cards - playful experiences
(Lucéro & Arrasvuori, 2010)
Symbolic meaning for user happiness
(Casais, Mugge, & Desmet, 2016)
www.diopd.org/emotioncards
UX Cards - psychological needs
(Lallemand, 2015)
uxmind.eu/portfolio/ux-design-and-evaluation-cards
www.funkydesignspaces.com/plex
http://studiolab.ide.tudelft.nl/diopd/library
#UXPA2018 @CARILALL EMOTIONAL DESIGN
Planning
Exploration
Ideation
Generation
Evaluation
UX evaluation
scales
01
WORLD IA DAY 2016
Some kind of illustration or image?
HEADER OPTION
SUB HEAD OR SHORT DESCRIPTION
Some kind of explanatory text, reference or footnote can go here and wrap to two lines, if needed.
UX SCALES
STANDARDIZED
QUESTIONNAIRES
AttrakDiff scale
(Hassenzahl et al., 2003)
User Experience Questionnaire
(Laugwitz et al., 2008)
meCUE questionnaire
(Minge & Riedel, 2013)
http://www.attrakdiff.de
http://www.ueq-online.org
http://mecue.de/english
01
System
User
Context
Interaction
characteristics
Perception of non-instrumental qualities
Emotions
Perception of instrumental qualities
Components of User Experience
Consequences
overall evaluation,
acceptance,
intention to use,
choice of
alternatives
THEORETICAL MODEL
We need to assess both pragmatic and hedonic perceived qualities of a system
#UXPA2018 @CARILALL UX EVALUATION SCALES
01
This scale consists of pairs of contrasting attributes. On each
line, tick the circle that most closely reflects your impression.
User Experience
Questionnaire (UEQ)
Laugwitz, B., Held, T., Schrepp, M. (2008). Construction and evaluation of a user experience questionnaire. In: Holzinger,
A. (Ed.): USAB 2008, LNCS 5298, 63-76.
> www.ueq-online.org
not understandable
creative
easy to learn
valuable
boring
not interesting
fast
inventive
good
complicated
usual
unpleasant
motivating
inefficient
clear
impractical
organized
attractive
unfriendly
conservative
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
O O O O O O O
understandable
dull
difficult to learn
inferior
exciting
interesting
slow
conventional
bad
easy
leading edge
pleasant
demotivating
efficient
confusing
practical
cluttered
unattractive
friendly
innovative
1 2 3 4 5 6 7
Eventually
everything
connects
Opening keynote
UXPA 2018
Dr Carine Lallemand
University of Luxembourg
Companion
booklet - p. 5
Planning
Exploration
Ideation
Generation
Evaluation
Retrospective
UX evaluation
01
Karapanos, Martens & Hassenzahl, 2010
Cross-sectional
Longitudinal Retrospective reconstruction
Pre-post repeated measures
LONG-TERM EVALUATION PARADIGMS
Four approaches to understand UX over time
#UXPA2018 @CARILALL UX CURVES METHODS
01
CONSTRUCTIVE APPROACH
Reconstruction happens in a forward temporal order
Emotional experience can neither be stored nor retrieved, but
can be reconstructed on the basis of recalled contextual cues
People recall an overall emotional assessment of an
experience, but not the exact details of the event
Reconstruction takes place in a top-down fashion
What do you remember about your last holidays?
VALUE-ACCOUNT APPROACH
Bottom-up
Top-down
THEORIES OF HUMAN MEMORY
How do we reconstruct past experiences?
#UXPA2018 @CARILALL UX CURVES METHODS
01
Users sketch a curve and add comments to report how
their experience has changed during the time of use
The curve drawing area is formed of an horizontal timeline
and a vertical line that divides positive and negative
experiences.
Focus on the overall attractiveness or on specific aspects
such as usability, or utility, or stimulation.
UX CURVES METHODS
Retrospective UX evaluation
#UXPA2018 @CARILALL UX CURVES METHODS
01
von Wilamowitz-Moellendorff, M., Hassenzahl, M., and Platz, A. (2006)
USE CASE: SMARTPHONE EXPERIENCE CURVE
#UXPA2018 @CARILALL UX CURVES METHODS
REAL-LIFE EXAMPLE…
This practitioner draw the UX
curve of « something he has
been using on a daily basis for
the past 2 years… »
…his 2-years old son :D
#UXPA2018 @CARILALL UX CURVES METHODS
01
Sketch a curve representing your experience as an attendee of this talk.
Your experience curve
+
-
anticipated
experience
start of the
experience
current
feelings
future
expectations
experience
episodes
very
positive
pretty
positive
pretty
negative
very
negative
neutral
Eventually
everything
connects
Opening keynote
UXPA 2018
Dr Carine Lallemand
University of Luxembourg
Companion
booklet - p. 6-7
01
• UX Curves indicate trends of UX over time
• Experience narratives provide qualitative data to explain why the UX has changed over time
Fig. 4. The deteriorating and stable general UX Curves with user IDs.
Fig. 5. The improving Attractiveness curves with user IDs.
Fig. 7. The improving ease of use curves with user IDs.
Fig. 8. The deteriorating and stable ease of use curves with user IDs.
Fig. 5. The improving Attractiveness curves with user IDs.
Fig. 6. The deteriorating and stable Attractiveness curves with user IDs.
Fig. 8. The deteriorating and stable ease of use curves with user IDs.
Fig. 9. The improving utility curves with user IDs.
Results: Mean attractiveness curves
8
3.6.2011
Facebook Mobile phoneImproving Deteriorating Averaged curves
Kujala et al., 2011
#UXPA2018 @CARILALL UX CURVES METHODS
UX CURVES - DATA ANALYSIS
01
What they will tell you is biased by their memory, it is not similar to how they really felt
What matters is how they remember the experience with your system because they will behave
on this basis.
UX UX UX UX
© Adam Cooper (2014)
#UXPA2018 @CARILALL UX CURVES METHODS
HOW VALID ARE RETROSPECTIVE METHODS?
Unvalid, yet reliable?
01
WORLD IA DAY 2016
Some kind of illustration or image?
HEADER OPTION
SUB HEAD OR SHORT DESCRIPTION
Some kind of explanatory text, reference or footnote can go here and wrap to two lines, if needed.
UX CURVES
METHODS & TOOLS
UX Graph
(Kurosu, 2016)
UX Curve
(Kujala et al., 2011)
Analytic scale
(Karapanos et al., 2010)
CORPUS interview
(von Wilamowitzet al., 2006)
DrawUX
(Varsaluoma & Kentta, 2012)
Luxembourg, December 2010
General Assembly of FLUPA, France-Luxembourg UXPA local chapter
This is me :)
Luxembourg, December 2010
General Assembly of FLUPA, France-Luxembourg UXPA local chapter
- Charles Eames
Eventually everything connects - people, ideas, objects.
The quality of the connections is the key to quality per se.
Merci !
REFERENCES
Desmet, P.M., 2012. Faces of product pleasure: 25 positive emotions in human product interactions. International Journal of Design, 6(2), 1–29.

Hassenzahl, M., Burmester, M., Koller, F. (2003) AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In: Ziegler, J., Szwillus, G. (eds.) Mensch & Computer 2003.
Interaktion in Bewegung, pp. 187–196. B.G. Teubner, Stuttgart. / AttrakDiff. Internet Resource http://www.attrakdiff.de. 

Hassenzahl, M. (2003). The thing and I: Understanding the relationship between user and product. In M. A. Blyth, A. F. Monk, K. Overbeeke, & P. C. Wright (Eds.), Funology: From usability to enjoyment, 1-12 (chap. 3).
Kluwer Academic Publishers.

Karapanos, E., Martens, J.-B., Hassenzahl, M. (2010) On the Retrospective Assessment of Users’ Experiences Over Time: Memory or Actuality? CHI’10 extended abstracts. ACM Press.

Karapanos E., Zimmerman J., Forlizzi J., Martens J.-B. User Experience Over Time: An Initial Framework, In Proceedings of the 27th international Conference on Human Factors in Computing Systems (Boston, MA,
USA, April 04 – 09, 2009). CHI’09. ACM, New York, NY, 729-738.

Lallemand, C. (2015). Towards Consolidated Methods for the Design and Evaluation of User Experience. (Doctoral dissertation). University of Luxembourg. https://publications.uni.lu/handle/10993/21463

Lucero, A. and Arrasvuori, J. 2010. PLEX Cards: a source of inspiration when designing for playfulness. In Proc. of Fun and Games ’10. ACM, 28-37.

Odom, W., Sellen, A., Kirk, D., Banks, R., Regan, T., Selby, M., Forlizzi, J., Zimmerman, J. (2014). Designing for Slowness, Anticipation and Re-Visitation: A Long Term Field Study of the Photobox. In In proceedings of
SIGCHI Conference on Human Factors in Computing Systems. Toronto, Canada. CHI ’14. ACM Press.

Odom, W., Selby, M., Sellen, A., Kirk, D., Banks, R., Regan, T. (2012). Photobox: On the Design of a Slow Technology. Proc. of Designing Interactive Systems DIS ’12. ACM Press.

Plutchik, R. (1980). Emotion: A Psychoevolutionary Synthesis.

Roue des émotions de Plutchik : « Plutchik-wheel fr » par Machine Elf 1735, Jean Marcottel; https://commons.wikimedia.org/wiki/File:Plutchik-wheel_fr.svg

von Wilamowitz-Moellendorff, M., Hassenzahl, M., and Platz, A. (2006). Dynamics of user experience: How the perceived quality of mobile phones changes over time. In User Experience - Towards a unified view,
Workshop at the 4th Nordic Conference on Human-Computer Interaction, pp. 74-78.

Yoon, J., Desmet, P. M. A., & Pohlmeyer, A. E. (2013). Embodied Typology of Positive Emotions: The Development of a Tool to Facilitate Emotional Granularity in Design (pp. 1195–1206). Presented at the 5th International
Congress of International Association of Sciences of Design Research, Tokyo, Japan.
Icons: Ebook by Laymik, Chair by Lluisa Iborra, Book by Julia Simplicio from the Noun Project
Eventually
everything
connects
Opening keynote
UXPA 2018
Dr Carine Lallemand
University of Luxembourg

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UXPA 2018 Opening Keynote Carine Lallemand

  • 1. Challenging the norm and offering new perspective clear, short, contain distinct parts concise and structured Creative, visual, dynamic Cutting edge, inspiring, future facing dynamic dynamic and practical (give me applicable takeaways that I can put into practice) Dynamic, funny, with summary sheets dynamic, participative Dynamique et structurée Easily relatable to the field or main subject of the conference—more about the content than about the keynoter. educational educational, engaging, structured Emocional, a good storyteller, funny engaging & motivating. Upbeat. Engaging, simple and short enough to keep attention. Give concret take aways Entertaining Entertaining and enlighting. It should generate a personal thinking for all public persons entertaining and very pedagogic entertaining as well as informative Evocative exciting and inclusive Finished on time, delivered well, full of interesting ideas and/or data, clear, entertaining full of concrete experiences, interactive & with useful takeaways. Full of energy, optimistic, serious fun, memorable Fun, instructive, alive Fun, interesting, thought-provoking Highly relevant, contextual and inspire actions Inclusive and efficient Informative and engaging Informative but also fun Informative, doesn’t need to try to be funny Informative, entertaining, thought provoking inspirante et instructive Inspirante, c'est-à-dire qu'elle me fait penser autrement sur un sujet que je connais, qu'elle me propose une autre manière de voir les choses, une manière de considérer un sujet qui soit bien sûr crédible et argumentée Inspirational, actionable, and REALISTIC. Inspirational, full of pragmatism and based on real cases,... less theoretical and more practice. With a lot of examples and a lot of interaction with the audience inspiring Inspiring inspiring and fun inspiring and provoking inspiring, but not superficial 1 1 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 1 1 1 1 1 Page 1 Eventually everything connects @carilall #UXPA2018 Dr Carine Lallemand University of Luxembourg UXPA 2018 Opening keynote
  • 2. According to me, a keynote talk should be ____
  • 3. I’d be positively surprised by a talk that _____
  • 4. I’d feel bored from attending a talk that _____
  • 5. The most original format for a talk I could think of would be _____
  • 6. The most memorable talk I ever attended was _____
  • 7.
  • 9. According to me, a keynote talk should be ____ I’d be positively surprised by a talk that _____ I’d feel bored from attending a talk that _____ The most original format for a talk I could think of would be _____ The most memorable talk I ever attended was _____ #UXPA2018 @CARILALL SENTENCE COMPLETION METHOD « The strength of the technique is that respondents use their own words to describe their situation, thus giving more spontaneous and honest answers compared to traditional questionnaires. » (Hoyer & MacInnis, 2007)
  • 10. Use case How we collected 14.000 ideas in 2 weeks IMPROVING THE E-READING EXPERIENCE
  • 11. Profile Unfinished sentence UX dimension non ebook readers 
 (596 respondents) Compared with a print book, an electronic book is… Comparison between products In my opinion, eBooks are addressed to… Identity / product image I have never read any eBooks because… Frustrations / Barriers to use I would read a eBook if… Expectations and needs I expect a eBook to… Expectations and needs When I read a print book, I feel… Affects ebook readers
 (1284 respondents) Compared with a print book, an eBook is… Comparison between products The reading experience on an eBook is… Global UX The problem with eBooks is… Issues and frustrations What I love about eBooks is… Positive aspects / Appropriation factors What frustrates me the most with an eBook is… Issues and frustrations I find that the interface of an eBook is… Specific UX - Interface I dream of a eBook that… Expectations / Dreams Mercier & Lallemand, 2015 IMPROVING THE E-READING EXPERIENCE Using several sentences stems to cover relevant UX dimensions #UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
  • 12. Mercier & Lallemand, 2015 LIKERT SCALES VS. SENTENCE COMPLETION A different picture of the situation On a 7-points Likert scale, how would you rate your overall e-reading experience? (N = 1284) “The reading experience on a eBook is _______” Valence Frequency % Negative 228 17.8 % Positive 817 63.9 % Neutral 160 12.5 % Mixed 74 5.8 % PositiveNegative 1 2 3 4 5 6 7 0.5 % (6) 3 % (39) 7.1 % (91) 9 % (115) 19.9 % (255) 32.2 % (414) 28.3 % (364) 80.4 % #UXPA2018 @CARILALL SENTENCE COMPLETION METHOD
  • 13. Mercier & Lallemand, 2015 RICHNESS OF THE DATA COLLECTED Ideas that can be easily translated into actionable insights “The problem with ebooks is _________” #UXPA2018 @CARILALL - the price - the lack of availability and choice - the absence of a sensual experience (feeling the paper in one’s hands) - the navigation and information architecture - the battery / the need for a network connexion - their bad quality - the impossibility to lend the book to a friend - DRM (digital rights management) - the bad reading experience - the screen and visual fatigue - it is dematerialized - … that you don’t see what people are reading because you don’t see the book cover… you can't skim or flip through easily I’m not able to physically track my progress in the book SENTENCE COMPLETION METHOD
  • 15. "Psychological needs are particular qualities of experience that all people require to thrive" Sheldon et al., 2010 #UXPA2018 @CARILALL UX NEEDS
  • 23. Good UX is the consequence of fulfilling fundamental psychological needs #UXPA2018 @CARILALL UX NEEDS
  • 24. 01 #UXPA2018 @CARILALL UX NEEDS AN EXPERIENTIAL TABLE LAMP?
  • 25. 01 Security / Control Relatedness / Belongingness Influence / Popularity Pleasure / Stimulation Autonomy / Independence Competence / Effectiveness Self-actualizing / Meaning ? ? ? #UXPA2018 @CARILALL UX NEEDS AN EXPERIENTIAL TABLE LAMP?
  • 26. Target users? … kids Context of use? … night Needs? … security & autonomy #UXPA2018 @CARILALL UX NEEDS SOME CLUES
  • 28. 01 #UXPA2018 @CARILALL UX NEEDS A SAFE BIKE?
  • 29. Bike Zone laser system #UXPA2018 @CARILALL UX NEEDS
  • 30. Faustine Gheno, 2017 RELATEDNESS + DATING APP Whispering messages after 10pm
  • 31. Faustine Gheno, 2017 Whispering messages after 10pm
  • 32. RELATEDNESS - BELONGINGNESS DerekMindler S.HartPhotography RELATEDNESS BELONGINGNESS Having regular close contact with people who care about you Connectedness Intimacy Love / Frienship Closeness Togetherness Other-awareness • Being aware of others’ emotions, activi- ties or mood • Expressing feelings or emotions in a wide variety of ways • Having a sense of physical intimacy • Caring about others • Offering gifts to others • Carrying out actions together • Keeping record of past activities and special moments #UXPA2018 @CARILALL UX NEEDS PLEASURE - STIMULATION AdamJones LorenKerns PLEASURE STIMULATION Feeling that you get plenty of enjoyment and pleasure, feeling stimulated Enjoyment / Fun Novelty Entertainment Leisure Amusement Discovery • Performing a leisure or playful activity • Having fun • Experiencing new sensations and activi- ties • Feeling intense physical pleasure • Feeling enjoyment for the senses: sensu- al pleasure, aesthetic pleasure • Discovering new sources and types of stimulation UX CARDS A pragmatic tool supporting needs-driven design
  • 33.
  • 34. 01 Security / Control Relatedness / Belongingness Influence / Popularity Pleasure / Stimulation Autonomy / Independence Competence / Effectiveness Self-actualizing / Meaning ? ? ? #UXPA2018 @CARILALL UX NEEDS What are the 3 most important needs to fulfil when attending a talk?
  • 35. PLEASURE - STIMULATION AdamJones LorenKerns COMPETENCE - EFFECTIVENESS PaoloFerrarini SELF-ACTUALIZING - MEANING DanielFlower PhiloNordlund Enjoyment, Fun, Novelty, Discovery, Leisure Self-efficacy, Achievement, Motivation, Learning Developing one’s best potential, Creativity and Spontaneity #UXPA2018 @CARILALL UX NEEDS
  • 36. What if… there was a secret object hidden somewhere around each of you?
  • 37. Can you find the secret object?
  • 38.
  • 39. Products that evoke positive emotions are bought more often, used more often, and are more pleasurable to use. Desmet, 2012 #UXPA2018 @CARILALL EMOTIONAL DESIGN
  • 40. 01 Emotional granularity is the ability to characterize one’s emotional state with specificity, using discrete emotion labels rather than referring to global feeling states. Plutchik's wheel of emotions EMOTIONAL GRANULARITY An essential UX designer’s skill #UXPA2018 @CARILALL EMOTIONAL DESIGN
  • 41. 01 Eventually everything connects Opening keynote UXPA 2018 Dr Carine Lallemand University of Luxembourg Companion booklet - p. 3 List all positive emotions you can think of in 2 minutes. Howgoodisyour emotionalgranularity? Feeling disappointed by your score? Check the resources on emotional design at the end of this booklet!
  • 42. 01 SYMPATHY KINDNESS RESPECT EMPATHY LOVE ADMIRATION DREAMINESS AFFECTION LUST DESIRE WORSHIP ASPIRATION EUPHORIA JOY AMUSEMENT ENJOYMENT HOPE ANTICIPATION OPTIMISM SURPRISE ENERGETIC ANIMATION COURAGE PRIDE CONFIDENCE ASSURANCE INSPIRATION ENCHANTMENT FASCINATION INTEREST RELIEF RELAXATION SATISFACTION GRATIFICATION Two-dimensional visualization of similarity between the 25 positive emotions: Multidimensional scaling analysis of emotion types. Desmet, P. M. A. (2012). Faces of product pleasure: 25 positive emotions in human-product interactions. International Journal of Design, 6(2), 1–29. Typology of Positive Emotions 9 categories of positive emotions: Enjoyment Interest Assurance Empathy Gratification Animation Affection Optimism Aspiration Desmet (2012) #UXPA2018 @CARILALL EMOTIONAL DESIGN
  • 43. 01 Interest ENCHANTMENT Engaged, spellbound To be carried away by something that is experienced as overwhelmingly pleasant It arises when an appealing and/or mysterious character of something facilitates physical or mental isolation in a pleasant way. Interest INSPIRATION Motivated, determined To experience a sudden and overwhelming feeling of creative impulse It arises when one is awakened to the realization of a relational meaning of something and is enabled to do something creative. Assurance CONFIDENCE Challenged, determined To experience mental or moral strength to withstand or cope with the situation It arises when it is certain that one is capable of overcoming a challenge in the process of realizing his/her goal. Positive Emotional Granularity Cards Yoon, Desmet, & Pohlmeyer, 2013 #UXPA2018 @CARILALL EMOTIONAL DESIGN
  • 44. http://www.willodom.com What is the purpose of this box ? How does it trigger an emotion of anticipation? #UXPA2018 @CARILALL EMOTIONAL DESIGN Use case
  • 45. Odom et al. (2012) Design concept A Bluetooth printer hidden in a wooden box that prints 4 or 5 randomly selected photos from its owner’s Flickr collection at random intervals each month. The owner has no control over what is printed nor when. The Photobox does not demand nor require its owner’s attention to enact its behavior. http://www.willodom.com #UXPA2018 @CARILALL EMOTIONAL DESIGN PHOTOBOX: A SLOW TECHNOLOGY Slowing down digital photo consumption to support anticipation and reflection
  • 46. 01 Meaning - Anticipation - Thinking about the past - Reflection on one’s relationship with technology www.willodom.com #UXPA2018 @CARILALL EMOTIONAL DESIGN DESIGN FOR EMOTION A 14 month longitudinal study to understand the impact of a slow technology Odom et al. (2012)
  • 47. http://emotiontypology.com/ #UXPA2018 @CARILALL EMOTIONAL DESIGN NEGATIVE EMOTION TYPOLOGY 36 negative emotions defined and illustrated Steven Fokkinga
  • 49. Steven Fokkinga Rich experience qualities RICH EXPERIENCE QUALITIES Combining positive and negative emotions #UXPA2018 @CARILALL EMOTIONAL DESIGN
  • 50. CARD SETS FOR UX RESEARCH & DESIGN Positive Emotional Granularity Cards (Yoon, Desmet, & Pohlmeyer, 2013) PLEX Cards - playful experiences (Lucéro & Arrasvuori, 2010) Symbolic meaning for user happiness (Casais, Mugge, & Desmet, 2016) www.diopd.org/emotioncards UX Cards - psychological needs (Lallemand, 2015) uxmind.eu/portfolio/ux-design-and-evaluation-cards www.funkydesignspaces.com/plex http://studiolab.ide.tudelft.nl/diopd/library #UXPA2018 @CARILALL EMOTIONAL DESIGN
  • 52. 01 WORLD IA DAY 2016 Some kind of illustration or image? HEADER OPTION SUB HEAD OR SHORT DESCRIPTION Some kind of explanatory text, reference or footnote can go here and wrap to two lines, if needed. UX SCALES STANDARDIZED QUESTIONNAIRES AttrakDiff scale (Hassenzahl et al., 2003) User Experience Questionnaire (Laugwitz et al., 2008) meCUE questionnaire (Minge & Riedel, 2013) http://www.attrakdiff.de http://www.ueq-online.org http://mecue.de/english
  • 53. 01 System User Context Interaction characteristics Perception of non-instrumental qualities Emotions Perception of instrumental qualities Components of User Experience Consequences overall evaluation, acceptance, intention to use, choice of alternatives THEORETICAL MODEL We need to assess both pragmatic and hedonic perceived qualities of a system #UXPA2018 @CARILALL UX EVALUATION SCALES
  • 54. 01 This scale consists of pairs of contrasting attributes. On each line, tick the circle that most closely reflects your impression. User Experience Questionnaire (UEQ) Laugwitz, B., Held, T., Schrepp, M. (2008). Construction and evaluation of a user experience questionnaire. In: Holzinger, A. (Ed.): USAB 2008, LNCS 5298, 63-76. > www.ueq-online.org not understandable creative easy to learn valuable boring not interesting fast inventive good complicated usual unpleasant motivating inefficient clear impractical organized attractive unfriendly conservative O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O understandable dull difficult to learn inferior exciting interesting slow conventional bad easy leading edge pleasant demotivating efficient confusing practical cluttered unattractive friendly innovative 1 2 3 4 5 6 7 Eventually everything connects Opening keynote UXPA 2018 Dr Carine Lallemand University of Luxembourg Companion booklet - p. 5
  • 56. 01 Karapanos, Martens & Hassenzahl, 2010 Cross-sectional Longitudinal Retrospective reconstruction Pre-post repeated measures LONG-TERM EVALUATION PARADIGMS Four approaches to understand UX over time #UXPA2018 @CARILALL UX CURVES METHODS
  • 57. 01 CONSTRUCTIVE APPROACH Reconstruction happens in a forward temporal order Emotional experience can neither be stored nor retrieved, but can be reconstructed on the basis of recalled contextual cues People recall an overall emotional assessment of an experience, but not the exact details of the event Reconstruction takes place in a top-down fashion What do you remember about your last holidays? VALUE-ACCOUNT APPROACH Bottom-up Top-down THEORIES OF HUMAN MEMORY How do we reconstruct past experiences? #UXPA2018 @CARILALL UX CURVES METHODS
  • 58. 01 Users sketch a curve and add comments to report how their experience has changed during the time of use The curve drawing area is formed of an horizontal timeline and a vertical line that divides positive and negative experiences. Focus on the overall attractiveness or on specific aspects such as usability, or utility, or stimulation. UX CURVES METHODS Retrospective UX evaluation #UXPA2018 @CARILALL UX CURVES METHODS
  • 59. 01 von Wilamowitz-Moellendorff, M., Hassenzahl, M., and Platz, A. (2006) USE CASE: SMARTPHONE EXPERIENCE CURVE #UXPA2018 @CARILALL UX CURVES METHODS
  • 60. REAL-LIFE EXAMPLE… This practitioner draw the UX curve of « something he has been using on a daily basis for the past 2 years… » …his 2-years old son :D #UXPA2018 @CARILALL UX CURVES METHODS
  • 61. 01 Sketch a curve representing your experience as an attendee of this talk. Your experience curve + - anticipated experience start of the experience current feelings future expectations experience episodes very positive pretty positive pretty negative very negative neutral Eventually everything connects Opening keynote UXPA 2018 Dr Carine Lallemand University of Luxembourg Companion booklet - p. 6-7
  • 62. 01 • UX Curves indicate trends of UX over time • Experience narratives provide qualitative data to explain why the UX has changed over time Fig. 4. The deteriorating and stable general UX Curves with user IDs. Fig. 5. The improving Attractiveness curves with user IDs. Fig. 7. The improving ease of use curves with user IDs. Fig. 8. The deteriorating and stable ease of use curves with user IDs. Fig. 5. The improving Attractiveness curves with user IDs. Fig. 6. The deteriorating and stable Attractiveness curves with user IDs. Fig. 8. The deteriorating and stable ease of use curves with user IDs. Fig. 9. The improving utility curves with user IDs. Results: Mean attractiveness curves 8 3.6.2011 Facebook Mobile phoneImproving Deteriorating Averaged curves Kujala et al., 2011 #UXPA2018 @CARILALL UX CURVES METHODS UX CURVES - DATA ANALYSIS
  • 63. 01 What they will tell you is biased by their memory, it is not similar to how they really felt What matters is how they remember the experience with your system because they will behave on this basis. UX UX UX UX © Adam Cooper (2014) #UXPA2018 @CARILALL UX CURVES METHODS HOW VALID ARE RETROSPECTIVE METHODS? Unvalid, yet reliable?
  • 64. 01 WORLD IA DAY 2016 Some kind of illustration or image? HEADER OPTION SUB HEAD OR SHORT DESCRIPTION Some kind of explanatory text, reference or footnote can go here and wrap to two lines, if needed. UX CURVES METHODS & TOOLS UX Graph (Kurosu, 2016) UX Curve (Kujala et al., 2011) Analytic scale (Karapanos et al., 2010) CORPUS interview (von Wilamowitzet al., 2006) DrawUX (Varsaluoma & Kentta, 2012)
  • 65.
  • 66. Luxembourg, December 2010 General Assembly of FLUPA, France-Luxembourg UXPA local chapter
  • 67. This is me :) Luxembourg, December 2010 General Assembly of FLUPA, France-Luxembourg UXPA local chapter
  • 68. - Charles Eames Eventually everything connects - people, ideas, objects. The quality of the connections is the key to quality per se.
  • 70. REFERENCES Desmet, P.M., 2012. Faces of product pleasure: 25 positive emotions in human product interactions. International Journal of Design, 6(2), 1–29. Hassenzahl, M., Burmester, M., Koller, F. (2003) AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In: Ziegler, J., Szwillus, G. (eds.) Mensch & Computer 2003. Interaktion in Bewegung, pp. 187–196. B.G. Teubner, Stuttgart. / AttrakDiff. Internet Resource http://www.attrakdiff.de. Hassenzahl, M. (2003). The thing and I: Understanding the relationship between user and product. In M. A. Blyth, A. F. Monk, K. Overbeeke, & P. C. Wright (Eds.), Funology: From usability to enjoyment, 1-12 (chap. 3). Kluwer Academic Publishers. Karapanos, E., Martens, J.-B., Hassenzahl, M. (2010) On the Retrospective Assessment of Users’ Experiences Over Time: Memory or Actuality? CHI’10 extended abstracts. ACM Press. Karapanos E., Zimmerman J., Forlizzi J., Martens J.-B. User Experience Over Time: An Initial Framework, In Proceedings of the 27th international Conference on Human Factors in Computing Systems (Boston, MA, USA, April 04 – 09, 2009). CHI’09. ACM, New York, NY, 729-738. Lallemand, C. (2015). Towards Consolidated Methods for the Design and Evaluation of User Experience. (Doctoral dissertation). University of Luxembourg. https://publications.uni.lu/handle/10993/21463 Lucero, A. and Arrasvuori, J. 2010. PLEX Cards: a source of inspiration when designing for playfulness. In Proc. of Fun and Games ’10. ACM, 28-37. Odom, W., Sellen, A., Kirk, D., Banks, R., Regan, T., Selby, M., Forlizzi, J., Zimmerman, J. (2014). Designing for Slowness, Anticipation and Re-Visitation: A Long Term Field Study of the Photobox. In In proceedings of SIGCHI Conference on Human Factors in Computing Systems. Toronto, Canada. CHI ’14. ACM Press. Odom, W., Selby, M., Sellen, A., Kirk, D., Banks, R., Regan, T. (2012). Photobox: On the Design of a Slow Technology. Proc. of Designing Interactive Systems DIS ’12. ACM Press. Plutchik, R. (1980). Emotion: A Psychoevolutionary Synthesis. Roue des émotions de Plutchik : « Plutchik-wheel fr » par Machine Elf 1735, Jean Marcottel; https://commons.wikimedia.org/wiki/File:Plutchik-wheel_fr.svg von Wilamowitz-Moellendorff, M., Hassenzahl, M., and Platz, A. (2006). Dynamics of user experience: How the perceived quality of mobile phones changes over time. In User Experience - Towards a unified view, Workshop at the 4th Nordic Conference on Human-Computer Interaction, pp. 74-78. Yoon, J., Desmet, P. M. A., & Pohlmeyer, A. E. (2013). Embodied Typology of Positive Emotions: The Development of a Tool to Facilitate Emotional Granularity in Design (pp. 1195–1206). Presented at the 5th International Congress of International Association of Sciences of Design Research, Tokyo, Japan. Icons: Ebook by Laymik, Chair by Lluisa Iborra, Book by Julia Simplicio from the Noun Project
  • 71. Eventually everything connects Opening keynote UXPA 2018 Dr Carine Lallemand University of Luxembourg