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	<title>howardkiewe &#187; User Experience Engineering</title>
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	<link>https://howardkiewe.com</link>
	<description>A blog about design, development, &#38; other digital stuff</description>
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		<title>How Is an iPod Similar to a Contact Center?</title>
		<link>https://howardkiewe.com/how-is-an-ipod-similar-to-a-contact-center/</link>
		<comments>https://howardkiewe.com/how-is-an-ipod-similar-to-a-contact-center/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 16:50:14 +0000</pubDate>
		<dc:creator>aaron</dc:creator>
				<category><![CDATA[Application Development]]></category>
		<category><![CDATA[Usefulness]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Experience Engineering]]></category>
		<category><![CDATA[Contact Center]]></category>
		<category><![CDATA[Contact Centre]]></category>
		<category><![CDATA[Usability Engineering]]></category>
		<category><![CDATA[User-Centered Design]]></category>
		<category><![CDATA[User-Friendly Agent Software]]></category>

		<guid isPermaLink="false">http://howardkiewe.com/?p=1228</guid>
		<description><![CDATA[<p><img width="400" height="267" src="http://howardkiewe.com/wp-content/uploads/2012/12/CallsCenter.jpg" class="attachment-post-thumbnail wp-post-image" alt="CallsCenter" title="CallsCenter" /></p><p>During a field study that included a major financial institution’s contact center, a senior manager grabbed my attention with this nugget: “every second is a full-time employee in our world” [1].</p>
<p>He went on to describe how, if the average-call time increased by 20 seconds per call, his center must hire 20 new agents at a loaded cost of almost &#36;1 million every year. His math was based on a contact center with about 240 agents who handle the average call in less than two minutes. Your math might be different, but the principle is the same: faster is cheaper.</p>
<p>Faster may be cheaper but it’s not always better. Rushed calls can result in poor customer satisfaction, lowered first-call resolution, missed cross-sell opportunities, increased agent stress, and higher agent turnover. The well-known challenge of contact center management is the challenge of managing these often-competing priorities.</p>
<div class="another-sub">Usability Matters</div>
<p>Faced with demands from head office to support a much more complex product offering while maintaining current call-handle times, the senior manager quoted above turned to the same process that Apple uses to develop its products, including the phenomenally successful iPod. The process is called <em>usability engineering</em> and is intended to enhance product usability, defined in ISO 9241 as “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction.” Usability engineering (also known as user-experience engineering [2] or user-centered design) is a best practice among the world’s leading high-tech companies including IBM, Motorola, Google, Amazon, and, yes, Apple.</p>
<p>Apple’s usability engineering process led to innovative features like the iPod’s signature Click Wheel and more recently its touch interface. Perhaps more importantly, the process helped Apple’s engineers get the details right, leading to a product that “just works.”  If the iPod was as difficult to use as a typical VCR, Apple’s share price might still be around &#36;8&mdash;where it was before the iPod’s introduction&mdash;instead of today’s &#36;180.</p>
<p>How can a process used to design consumer technology be applied to a contact center? In other words, what does the iPod have in common with a contact center? The short answer is they both have a user interface with which users control their technology. In the contact center, the main user is the agent, and the main user interface is the agent-facing software. This could include the database front-end used to retrieve and enter customer data, the knowledgebase that contains product and policy information, and any other software the agents use to do their jobs. Unfortunately, agent-facing software is often as difficult to use as a poorly designed VCR.</p>
<p>For example, agents struggle with entering and retrieving data from several different applications or having to drill deep into an application to get what they need. An agent interviewed during a field study of agent-facing software put it this way:</p>
<blockquote>Why do we have to go to all these places? Log here, look for here, oh I didn’t find it here, so I have to go to there. Why can’t they integrate everything in one place?</blockquote>
<p>This is the problem that the unified agent desktop software attempts to solve. A unified desktop software can improve the usability of agent-facing software, but to maximize agent productivity gains, components of the desktop must be designed to integrate with the agent’s workflow.</p> 
<p>Other productivity drains include poor text labels and obscure abbreviations. One agent complained:</p>
<blockquote>It’s very, very convoluted. We’re basically looking for data in fields with names that are totally unrelated to what you’re actually looking for&#8230; It’s just not intuitive at all. Not intuitive. And the abbreviations don’t make sense at all.</blockquote>
<p>These are only a few of the problems that impede agent productivity. Other issues are subtle and agents may not report them. For example, often user-interface text is presented in all uppercase. Unfortunately, uppercase text has been shown to take 13% longer to decode than mixed-case text. This will have an impact on agent productivity although agents are unlikely to notice it.</p>
<p>Improving the usability of agent-facing software has a direct and inverse relationship with call-handle time: the more usable the software the shorter the average call-handle time. But usable software provides other benefits: it reduces agent stress and agent training costs by simplifying the agent’s workflow, supports cross-selling efforts by putting sales information at the agent’s fingertips, and improves customer satisfaction by helping agents serve clients faster and better. Imagine what would happen if your agent-facing software “just worked” as easily and elegantly as an iPod? Even if you couldn’t make it that user friendly, making it more agent friendly is worth the effort. How can the usability engineering process make this happen?</p>
<div class="another-sub">Five Ways to Get Better Designs</div>
<p>Usability engineering is not about technology. You can apply it to any type of agent-facing software on any platform that can be custom configured. Usability engineering is about observing and listening to contact center agents and incorporating what is learned into the design of their user interface. It is highly iterative: data is collected, designs prototyped, prototypes tested, all in several cycles until a productive design is delivered.</p> 
<p>Usability is engineered in five iterative phases:</p>
<ol>
<li><strong>Business objectives for the engineering effort</strong> are defined, for example, to reduce average call-handle time by 20% or to increase cross-sell rates by 10%.</li>
<li><strong>User research</strong> is completed by watching agents work and noticing pain points and time wasters. Agents are also interviewed to more fully understand the thought processes and motivations that lead agents to interact with the software in a particular way.</li>
<li><strong>User requirements</strong> are defined by identifying areas where business objectives and user research overlap. For example, if a business objective was to increase cross-sell rates and user research showed that agents took an average of ten seconds to find the appropriate pricing information, a user requirement would be to reduce average find time to not more than three seconds.</li>
<li><strong>User interface design</strong> is completed by developing a series of increasingly detailed models or prototypes, iteratively evaluating and redesigning each type before moving to the next. These would begin with the information architecture in the form of a diagram showing how menus or data are to be structured, then progress to a sketch of the screen design, and end with an electronic prototype of the software. This iterative design process contains development costs because a mockup is much less expensive to redesign than a finished suite of agent-facing software.</li>
<li><strong>Usability evaluations</strong> are implemented by testing models and prototypes with agents as they perform simulated tasks. These tests generate new design ideas and determine when user requirements have been met.</li>
</ol>
<br style="padding:100px;"/>
<div class="another-sub">The Bottom Line: Better Usability = Better Performance</div>
<p>By following a usability engineering process, the financial institution described above dramatically improved the usability of their agent-facing software. In the words of one agent: “Everything is user friendly. After a couple of months you’re a pro.”</p>
<p>Because of this enhanced usability, the contact center was able to maintain its call-handle times despite a significant increase in the complexity of the product it supported. Had the agent facing software remained the same, call-handle times would have likely gone through the roof.</p>
<p>Of course, usability will not solve all your contact center problems. However, in most cases it will improve performance. Sometimes a little, sometimes a lot. And in a world where faster is cheaper, every second counts.</p>
<div class="another-sub">References &amp; Links</div>
<ol>
<li><a href="http://uxpajournal.org/how-may-i-help-you-an-ethnographic-view-of-contact-center-hci/" target="blank_">How may I help you? An ethnographic view of contact center HCI</a>, Howard Kiewe, International Journal of Usability Studies, February 2008</li>
<li><a href="http://howardkiewe.com/executive-summary/" target="blank_">User Experience Engineering Essentials: Series Introduction</a>, Howard Kiewe.com, August 2007</li>
</ol>]]></description>
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		</item>
		<item>
		<title>User Experience Engineering Essentials: Series Introduction</title>
		<link>https://howardkiewe.com/executive-summary/</link>
		<comments>https://howardkiewe.com/executive-summary/#comments</comments>
		<pubDate>Wed, 01 Aug 2007 01:00:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Experience Engineering]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://120.89.37.29/howard/?p=218</guid>
		<description><![CDATA[<p><img width="150" height="217" src="http://howardkiewe.com/wp-content/uploads/2012/12/UXEEssentialsSeries01of16-e1354614094674.jpg" class="attachment-post-thumbnail wp-post-image" alt="UXEEssentialsSeries01of16" title="UXEEssentialsSeries01of16" /></p><p><strong>This post is the first in a series of 16, originally published on April 15th, 2006 as the “UXE White Paper: User Experience Engineering Essentials."</strong></p>
<p>I coined the term "User experience engineering (UXE)" to describe a structured research, design, and evaluation process whose goal is to make user interactions with a product or service easy, efficient, and enjoyable. It evolved from usability engineering and applies psychological principles and methodologies.</p>
<p>Our experience of a product can be divided into three primary levels: visceral, behavioral, and sociocultural. The visceral level is an immediate and instinctive reaction that is greatly influenced by the appearance of the product. The behavioral level develops through our interaction with a product and is greatly influenced by its usefulness and usability. The sociocultural level appeals to self-identity and personal symbolism. UXE addresses these three levels of experience in product and service development. </p>
<p>The user experience is engineered in five iterative phases:</p>
<ol>
<li><em>Business objectives for UXE.</em> Define the business or organizational objectives for the UXE effort, so UXE produces maximum impact.</li>
<li><em>User research.</em> Collect targeted data on users (prospective or actual), their tasks, and their environment through observation and discussion.</li>
<li><em>UX requirement analysis.</em> Define specific product and UX requirements for areas where business objectives and user research overlap.</li>
<li><em>UX design.</em> Develop a series of increasing detailed models or prototypes (conceptual, architectural, interactive, aesthetic), iteratively evaluating and redesigning each type before going on to the next.</li>
<li><em>UX evaluation.</em> Evaluate and test models and prototypes to generate new design ideas and to determine whether UX requirements have been met.</li>
</ol>
<p>Each phase has its own work products that capture knowledge generated in that phase and help designers apply the knowledge in the next phase.</p>
<p>Most major technology companies including IBM, Microsoft, Samsung, eBay, Amazon, and Apple have invested heavily in UXE. UXE is also rapidly making inroads into established industries, with companies like GE Healthcare, Whirlpool, and Procter &#038; Gamble reaping huge product successes from it. Despite this momentum, there is still room for improvement. A review of 700 corporate Web sites, gave only 3% a passing grade, and most high-tech gadgets remain too hard to use. This means UXE can still provide a competitive advantage to any company that chooses to invest in it.</p>
<p>Best-practice companies invest from 10% to 19% of the total product development project budget in UXE, which offers an impressive return on investment (ROI) of $2 to $100 for every $1 invested, accomplished in four main ways:</p>
<ol>
<li>Increasing sales by improving product appeal, making e-commerce sites more usable, stimulating cross-channel activity, and improving customer retention.</li>
<li>Enhancing productivity by increasing employee efficiency.</li>
<li>Decreasing costs of development, maintenance, support, and training.</li>
<li>Reducing risk of project cancellation and litigation.</li>
</ol>
<p>For maximum ROI, UXE methods must be used from the beginning of the project so project requirements are based on marketable user needs and development efforts achieve maximum efficiency.  In today’s networked, interconnected marketplace, consumers will shift their loyalties to the companies and brands that can provide them with the user experience that they value, so UXE methods offer a competitive advantage with immediate tactical value and long-term strategic benefits.</p>
<div style="padding-bottom: 5px; font-weight: bold;">Contents, UXE Essentials Series</div>
<ul>
<li>Series Introduction</li>
<li><a href="http://test.howardkiewe.com/what-is-user-experience-engineering/" title="What is User Experience Engineering?">What Is User Experience Engineering?</a></li>
<li><a href="http://test.howardkiewe.com/the-visceral-level/" title="The Visceral Level">What Are The Levels Of UX?</a>
<li><a href="http://test.howardkiewe.com/how-is-user-experience-engineered/" title="How is User Experience Engineered?">How Is User Experience Engineered?</a></li>
<li><a href="http://test.howardkiewe.com/who-uses-uxe-2/" title="Who Uses UXE?">Who Uses UXE?</a></li>
<li><a href="http://test.howardkiewe.com/why-use-uxe/" title="Why Use UXE?">Why Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/when-to-use-uxe/" title="When to Use UXE?">When To Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/user-experience-references/" title="User Experience Articles and References">User Experience Articles and References</a></li>
</ul>
]]></description>
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		</item>
		<item>
		<title>What is User Experience Engineering? (UXE Essentials Series)</title>
		<link>https://howardkiewe.com/what-is-user-experience-engineering/</link>
		<comments>https://howardkiewe.com/what-is-user-experience-engineering/#comments</comments>
		<pubDate>Sun, 01 Jul 2007 01:00:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Experience Engineering]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://120.89.37.29/howard/?p=95</guid>
		<description><![CDATA[<p><img width="150" height="217" src="http://howardkiewe.com/wp-content/uploads/2012/12/UXEEssentialsSeries02of16-e1354614771515.jpg" class="attachment-post-thumbnail wp-post-image" alt="UXEEssentialsSeries02of16" title="UXEEssentialsSeries02of16" /></p><p>User  experience engineering (UXE) is a structured research, design, and evaluation  process whose goal is to make user interactions with a product or service easy,  efficient, and enjoyable. UXE methods can be and are applied to the development  of virtually any product or service, from mops <a title="Zaccai, G. (2005). Designed for Loving [Electronic Version]. Business Week. Retrieved April 10, 2006 from http://www.businessweek.com/innovate/content/jul2005/di20050721_304729.htm." target="_self">[142]</a> to surgical devices <a title="Patterson, P. A., &amp; North, R. A. (2006). Fitting Human Factors in the Product Development Process [Electronic Version]. Medical Device &amp; Diagnostic Industry Magazine. Retrieved April 19, 2006 from http://www.devicelink.com/mddi/archive/06/01/007.html." target="_self">[98]</a>, to retail  environments <a title="Donovan, R. J., &amp; Rossiter, J. R. (1982). Store Atmosphere: An Experimental Psychology Approach. Journal of Retailing, 58(1)." target="_self">[32]</a>. However, the term is most frequently applied to digital  products such as software, Web sites, and electronic devices. This paper  focuses primarily on UXE as it is applied in the digital context.</p>
<p>UXE has been influenced by the fields of human factors and  ergonomics and is considered a practical application of research in  human-computer interaction <a title="Olson, G. M., &amp; Olson, J. S. (2003). Human-Computer Interaction: Psychological Aspects of the Human Use of Computing. Annual Review of Psychology, 54, 491-516" target="_self">[95]</a>. It evolved from, and shares much in common  with, usability engineering [<a title="Mayhew, D. J. (1999). The Usability Engineering Lifecycle: A Practitioner’s Handbook for User Interface Design San Diego: Morgan Kaufmann." target="_self">78</a>; <a title="Nielsen, J. (1994). Usability Engineering. San Diego: Morgan Kaufmann." target="_self">866</a>] whose central concern is product usability,  defined in ISO 9241 as &ldquo;the extent to which a product can be used by specified  users to achieve specified goals with effectiveness, efficiency, and  satisfaction&rdquo; <a title="BSI. (1998). BS EN ISO 9241-11:1998 Ergonomic Requirements for Office Work with Visual Display Terminals (VDTS). Part 11: Guidance on Usability. London: British Standards Institution." target="_self">[18]</a>. A user&rsquo;s experience of a product includes its usability and  extends to the user&rsquo;s emotional interaction with the product and the  organizational channels that promote, supply, and support it. UXE addresses  these additional elements. User experience professionals typically work closely  with marketers, software engineers, graphic artists, industrial designers,  customer support staff, and other professionals as good user experience results  from a team effort.</p>
<p>If engineering is the application of  scientific knowledge to practical problems, the science from which UXE  draws most of its primary theoretical and methodological inspiration is  psychology. UXE applies experimentally validated principles [<a title="Carroll, J. M. (1997). Human-Computer Interaction: Psychology as a Science of Design. Annual Review of Psychology, 48, 61–83." target="_self">22</a>; <a title="NCI. (2006). Research-Based Web Design &amp; Usability Guidelines. Retrieved March 25, 2006, from http://usability.gov/guidelines/" target="_self">84</a>; <a title="Olson, G. M., &amp; Olson, J. S. (2003). Human-Computer Interaction: Psychological Aspects of the Human Use of Computing. Annual Review of Psychology, 54, 491-516" target="_self">95</a>] from the  fields of sensation, perception, and cognition <a title="Card, S. K., Moran, T. P., &amp; Newell, A. (1983). The Psychology of Human-Computer Interaction. Hillsdale, N.J.: L. Erlbaum Associates." target="_self">[20]</a>, emotion and motivation <a title="Norman, D. A. (2004). Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books." target="_self">[92]</a>,  as well as social psychology [<a title="Fogg, B. J. (1997). Charismatic Computers: Creating More Likable and Persuasive Interactive Technologies by Leveraging Principles from Social Psychology. Stanford, Dissertation Abstracts International, 58." target="_self">38</a>; <a title="Fogg, B. J. (2003). Persuasive Technology: Using Computers to Change What We Think and Do. Amsterdam: Morgan Kaufmann." target="_self">39</a>]. UXE also adapts research methods from  experimental psychology <a title="Rubin, J. (1994). Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. New York: Wiley." target="_self">[116]</a> and related social sciences such as anthropology  and sociology [<a title="Millen, D. R. (2000). Rapid Ethnography: Time Deepening Strategies for HCI Field Research. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, 280-286." target="_self">81</a>; <a title="Wixon, D., &amp; Ramey, J. (Eds.). (1996). Field Methods Casebook for Software Design. New York: John Wiley &amp; Sons." target="_self">140</a>].</p>
<div class="sub-header">What are the Levels of a User's Experience?</div>
<p>Our experience of a product can be divided into three primary  levels <a title="Norman, D. A. (2004). Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books." target="_self">[92]</a>: visceral, behavioral, and sociocultural (elsewhere referred to as  reflective <a title="Norman, D. A. (2004). Emotional Design: Why We Love (or Hate) Everyday Things. New York: Basic Books." target="_self">[92]</a> or symbolic <a title="Rafaeli, A., &amp; Vilnai-Yavetz, I. (2004). Relating Instrumentality, Aesthetics, and Symbolism of Physical Artifacts to Emotions. Theoretical Issues in Ergonomics Science, 5(1), 91–112." target="_self">[107]</a>). The visceral level of experience is an  immediate and instinctive reaction that is greatly influenced by the appearance  of the product. The sleek lines of a classic automobile appeal to this level of  experience. The behavioral level of experience develops through our interaction  with a product and is greatly influenced by its usefulness and usability. A cup  holder in an automobile need not be attractive because it is useful. If you  drive your car along a winding road and can drink your beverage without spilling  it on yourself, it is usable. This combination of usefulness and usability  appeals to the behavioral level of experience. The sociocultural level of  experience appeals to self-identity and personal symbolism and is influenced by  cultural norms. Driving a mini-van says something different than driving a  sports car. Most importantly it says something to the driver, it is an act of  self-definition [<a title="Escalas, J. E., &amp; Bettman, J. R. (2003). You Are What They Eat: The Influence of Reference Groups on Consumers’ Connections to Brands. Journal of Consumer Psychology, 13(3), 339-348." target="_self">36</a>; <a title="Reed, A. (2002). Social Identity as a Useful Perspective for Self-Concept-Based Consumer Research. Psychology &amp; Marketing, 19(3), 235." target="_self">108</a>].</p>
<div style="padding-bottom: 5px; font-weight: bold;">Contents, User Experience Engineering (UXE) Essentials Series</div>
<ul>
<li><a href="http://test.howardkiewe.com/executive-summary/" title="Executive Summary">Executive Summary</a></li>
<li>What is User Experience Engineering?</li>
<li>What Are The Levels Of UX?</li>
<li><a href="http://test.howardkiewe.com/how-is-user-experience-engineered/" title="How is User Experience Engineered?">How Is User Experience Engineered?</a></li>
<li><a href="http://test.howardkiewe.com/who-uses-uxe-2/" title="Who Uses UXE?">Who Uses UXE?</a></li>
<li><a href="http://test.howardkiewe.com/why-use-uxe/" title="Why Use UXE?">Why Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/when-to-use-uxe/" title="When to Use UXE?">When To Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/user-experience-references/" title="User Experience References">User Experience References</a></li>
</ul>
]]></description>
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		</item>
		<item>
		<title>The Visceral Level (UXE Essentials Series)</title>
		<link>https://howardkiewe.com/the-visceral-level/</link>
		<comments>https://howardkiewe.com/the-visceral-level/#comments</comments>
		<pubDate>Fri, 01 Jun 2007 01:00:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Experience Engineering]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://120.89.37.29/howard/?p=109</guid>
		<description><![CDATA[<p><img width="150" height="217" src="http://howardkiewe.com/wp-content/uploads/2012/12/UXEEssentialsSeries03of16-e1354614889338.jpg" class="attachment-post-thumbnail wp-post-image" alt="UXEEssentialsSeries03of16" title="UXEEssentialsSeries03of16" /></p><p>Although certain personality traits moderate visceral  influences <a title="Brunel, F. F. (1998). The Psychology of Product Aesthetics: Antecedents and Individual Differences in Product Evaluations. Dissertation Abstracts International Section A: Humanities and Social Sciences, 59(3-A)." target="_self">[17]</a>, the visceral level of experience is largely pre-wired and  biologically determined. We have evolved visceral responses that attract us to  objects and environments that provide a survival advantage and repel us from  those that pose a survival risk <a title="Lang, P. J., Bradley, M. M., &amp; Cuthbert, B. N. (1997). Motivated Attention: Affect, Activation, and Action. In P. J. Lang, R. F. Simons &amp; M. T. Balaban (Eds.), Attention and Orienting: Sensory and Motivational Processes (pp. 97–135). Hillsdale, NJ: Erlbaum." target="_self">[66]</a>. We like flowers because they signal  forthcoming nourishment, vistas because we feel safer if we can see danger  coming, and lakes and rivers because the water they contain quenches our thirst  and implies additional food resources <a title="Averill, J. R., Stanat, P., &amp; More, T. A. (1998). Aesthetics and the Environment. Review of General Psychology, 2(2), 153-174." target="_self">[5]</a>. We like symmetrical features in a  potential mate because they suggest health and therefore fertility <a title="Buss, D. M. (2004). Evolutionary Psychology: The New Science of the Mind (2nd ed.). Boston: Pearson." target="_self">[19]</a>. We  dislike dark environments and sudden loud noises because they predict danger <a title="Grillon, C., Pellowski, M., Merikangas, K. R., &amp; Davis, M. (1997). Darkness Facilitates the Acoustic Startle Reflex in Humans. Biological Psychiatry, 42(6), 453-460." target="_self">[48]</a>.  However, we can learn to like some stimuli that are naturally aversive. For  example, we can acquire a taste for bitter or spicy foods if we are regularly  exposed to them and receive social reinforcement for their consumption <a title="Zajonc, R. B., &amp; Markus, H. (1982). Affective and Cognitive Factors in Preferences. Journal of Consumer Research, 9(2), 123–132." target="_self">[143]</a>.</p>
<p>Visceral preferences are based on our sensory impressions and  are largely influenced by the aesthetic qualities of the perceived object. They  are immediate, emotional, and pre-cognitive. Neurophysiological evidence shows  that emotionally evocative stimuli directly impact the amygdala&mdash;the part of the  brain responsible for emotional experience&mdash;without involving the higher  cognitive centers of the cerebral cortex <a title="LeDoux, J. E. (1994). Emotion, Memory and the Brain. Scientific American, 270(6), 50a." target="_self">[e.g., 70]</a>. When we see or hear  something that is potentially pleasurable or threatening, we become  aroused&mdash;measured as increases in heart rate, sweat, and startle responses <a title="Bradley, M. M., Codispoti, M., Cuthbert, B. N., &amp; Lang, P. J. (2001). Emotion and Motivation I: Defensive and Appetitive Reactions in Picture Processing. Emotion, 1(3), 276–298." target="_self">[14]</a>&mdash;and  are either drawn to the stimulus or away from it, all this before we can  consciously analyze or sometimes even notice the stimulus. Based on our first  impression we either like something and want it or do not like it and want to  avoid it. This first impression biases any subsequent cognitive evaluation,  sometimes reducing a logical analysis of product benefits to nothing more than  a justification for a preference already formed at the visceral level <a title="Zajonc, R. B., &amp; Markus, H. (1982). Affective and Cognitive Factors in Preferences. Journal of Consumer Research, 9(2), 123–132." target="_self">[143]</a>.</p>
<p>Since the emergence of industrial design in the early 1900s,  aesthetic appeal has been used as a powerful marketing tool [<a title="Dreyfuss, H. (1955). Designing for People. New York: Simon and Schuster." target="_self">35</a>; <a title="Petroski, H. (1993). The Evolution of Useful Things. New York: Alfred A. Knopf." target="_self">101</a>]. Apple  Computer&rsquo;s 1997 launch of the iMac is a recent example of a successful product  that relied primarily on aesthetics to drive sales. The iMac&rsquo;s curvy all-in-one  form factor and colorful translucent casing stood in stark contrast to the  bland putty-colored box-like computers available from PC manufactures, leading  one reviewer to say &ldquo;Wow! I gotta get me one o&rsquo; those right now!&rdquo; <a title="Russell, B., &amp; Novosedlik, W. (1998). Design Matters: New iMac Apotheosis of Lateral Thinking. Strategy, 9(19), 22–23." target="_self">[117, p. 22]</a>.  Brisk sales in the first year increased Apple&rsquo;s market share by 66% (from 3.5%  to 5.3%) <a title="Wildstrom, S. (1998, September 7). Is Apple’s iMac for You? Business Week, 18." target="_self">[138]</a>, this despite the fact that iMac offered only incremental  functional improvements over earlier models.</p>
<p>While the iMac is one of many examples in which compelling  aesthetics led to a popular consumer product <a title="Dreyfuss, H. (1955). Designing for People. New York: Simon and Schuster." target="_self">[35]</a>, the conventional view of the  importance of the appearance in business-to-business, industrial products has  been that &ldquo;business products do not necessarily make anyone look or feel  better, and they generally do not have significant aesthetic value&rdquo; <a title="Bringham, F. G., &amp; Raffield, B. T. (1990). Business to Business Marketing Management. Homewood, IL: Irwin." target="_self">[15, p.  123]</a>. However, this perspective has been shown to be incorrect: a study of  engineering, marketing, and purchasing personnel who evaluated industrial  products like motors, oscilloscopes, and pumps preferred those with attractive  visual aesthetics and in some circumstances the influence of visual ascetics on  purchase intentions exceeded that of product performance and price <a title="Yamamoto, M., &amp; Lambert, D. R. (1994). The Impact of Product Aesthetics on the Evaluation of Industrial Products. Journal of Product Innovation Management, 11, 309–324." target="_self">[141]</a>.</p>
<p>The influence of aesthetic appeal extends to Web sites and  software. In a study that looked at user&rsquo;s first impressions of Web pages,  pages high in the subjective attribute of &ldquo;beauty&rdquo; gave the best overall  impression <a title="Schenkman, B. N., &amp; Jönsson, F. U. (2000). Aesthetics and Preferences of Web Pages. Behaviour &amp; Information Technology, 19(5), 367–377." target="_self">[118]</a>. Another study measured how persistent users were in browsing  for information and found users significantly more persistent on sites whose  color scheme they rated as attractive <a title="Nakarada-Kordic, I., &amp; Lobb, B. (2005, July 6-8). Effect of Perceived Attractiveness of Web Interface Design on Visual Search of Web Sites. Paper presented at the Conference of SIGCHI New Zealand (CHINZ 05), Auckland, NZ." target="_self">[82]</a>. And in several studies of software  for automated teller machines [<a title="Kurosu, M., &amp; Kashimura, K. (1995, May 7-11). Apparent Usability Vs. Inherent Usability: Experimental Analysis on the Determinants of the Apparent Usability. Paper presented at the SIGCHI conference on Human factors in computing systems (CHI 95), Denver, Colorado." target="_self">64</a>; <a title="Tractinsky, N. (1997, March 22-27). Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues. Paper presented at the SIGCHI conference on Human factors in computing systems (CHI 97), Atlanta, Georgia." target="_self">128</a>; <a title="Tractinsky, N., Katz, A. S., &amp; Ikar, D. (2000). What Is Beautiful Is Usable. Interacting with Computers, 13 127-145." target="_self">129</a>], industrial control <a title="Hassenzahl, M., Platz, A., Burmester, M., &amp; Lehner, K. (2000, April 1-6). Hedonic and Ergonomic Quality Aspects Determine Software’s Appeal. Paper presented at the SIGCHI conference on Human factors in computing systems (CHI 2000), The Hague, The Netherlands." target="_self">[52]</a>, and MP3  players <a title="Hassenzahl, M. (2004). The Interplay of Beauty, Goodness, and Usability in Interactive Products. Human-Computer Interaction, 19, 319–349." target="_self">[51]</a>, users who perceived the software as beautiful and appealing also  perceived it as useable during their initial evaluation. Perceived usability is  important because software that is perceived to be usable is likely to be  accepted and adopted [<a title="Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13(3), 319." target="_self">29</a>; <a title="van der Heijden, H. (2003). Factors Influencing the Usage of Websites: The Case of a Generic Portal in the Netherlands. Information &amp; Management, 40(6), 541-549." target="_self">133</a>]. In some cases the initial perception of  usability persists even after users interact with the software that is designed  to be hard to use <a title="Tractinsky, N., Katz, A. S., &amp; Ikar, D. (2000). What Is Beautiful Is Usable. Interacting with Computers, 13 127-145." target="_self">[129]</a>.</p>
<p>If the visceral level of experience is so compelling and  colors perceptions of behavioral attributes like usability, is it the only  level of experience we should be concerned with? It is true that visceral  experience greatly influences our first impressions and biases our subsequent  judgments. However, first impressions do change: for example, one study showed  that users modified their original evaluation of the software usability after  interacting with it, showing that the behavioral level of experience is  influenced by product interaction <a title="Hassenzahl, M. (2004). The Interplay of Beauty, Goodness, and Usability in Interactive Products. Human-Computer Interaction, 19, 319–349." target="_self">[51]</a>.</p>
<div style="padding-bottom: 5px; font-weight: bold;">Contents, User Experience Engineering (UXE) Essentials Series</div>
<ul>
<li><a href="http://test.howardkiewe.com/executive-summary/" title="Executive Summary">Executive Summary</a></li>
<li><a href="http://test.howardkiewe.com/what-is-user-experience-engineering/" title="What is User Experience Engineering?">What Is User Experience Engineering?</a></li>
<li><a href="#here"><span class="here">What Are The Levels Of UX?</span></a>
<ul>
<li>The Visceral Level</li>
<li><a href="http://test.howardkiewe.com/the-behavioral-level/" title="The Behavioral Level">The Behavioral Level</a></li>
<li><a href="http://test.howardkiewe.com/the-sociocultural-level/" title="The Sociocultural Level">The Sociocultural Level</a></li>
</ul>
</li>
</ul>
<ul>
<li><a href="http://test.howardkiewe.com/how-is-user-experience-engineered/" title="How is User Experience Engineered?">How Is User Experience Engineered?</a></li>
<li><a href="http://test.howardkiewe.com/who-uses-uxe-2/" title="Who Uses UXE?">Who Uses UXE?</a></li>
<li><a href="http://test.howardkiewe.com/why-use-uxe/" title="Why Use UXE?">Why Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/when-to-use-uxe/" title="When to Use UXE?">When To Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/user-experience-references/" title="User Experience References">User Experience References</a></li>
</ul>
]]></description>
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		<title>The Behavioral Level (UXE Essentials Series)</title>
		<link>https://howardkiewe.com/the-behavioral-level/</link>
		<comments>https://howardkiewe.com/the-behavioral-level/#comments</comments>
		<pubDate>Tue, 01 May 2007 01:00:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[User Experience]]></category>
		<category><![CDATA[User Experience Engineering]]></category>
		<category><![CDATA[Usability]]></category>

		<guid isPermaLink="false">http://120.89.37.29/howard/?p=112</guid>
		<description><![CDATA[<p><img width="150" height="217" src="http://howardkiewe.com/wp-content/uploads/2012/12/UXEEssentialsSeries04of16-e1354615036260.jpg" class="attachment-post-thumbnail wp-post-image" alt="UXEEssentialsSeries04of16" title="UXEEssentialsSeries04of16" /></p><p>Designing for the visceral level of experience attracts  attention and may motivate a customer to buy a product. But consider what can  happen when the product does not deliver at the behavioral level what it implies at the visceral:</p>
<p>Shortly after midnight,  a resident of a small town in southern California called the police to report  hearing a man inside a house nearby screaming &ldquo;I&rsquo;m going to kill you! I&rsquo;m going  to kill you!&rdquo; Officers arrived on the scene and ordered the screaming man to  come out of the house. The man stepped outside, wearing shorts and a Polo  shirt. The officers found no victim inside the house. The man had been yelling  at his computer <a title="Fogg, B. J. (2003). Persuasive Technology: Using Computers to Change What We Think and Do. Amsterdam: Morgan Kaufmann." target="_self">[39, p. 89]</a>.</p>
<p>The description above, based on a police report from Seal  Beach, California, illustrates the intensity of frustration that can develop  when the behavioral level of experience is not addressed in software design.  And this example is not even the most extreme: a man in Lafayette, Colorado was  arrested on suspicion of felony menacing, reckless endangerment, and the  prohibited use of weapons after he shot his laptop four times in a bar and hung  it on the on the wall like a hunting trophy. He never explained what prompted  his actions, but told police that it seemed like the right thing to do at the  time <a title="CNN. (2003). Man Walks into a Bar, Kills Computer [Electronic Version]. CNN.com/Law Center. Retrieved April 4, 2006 from http://www.cnn.com/2003/LAW/03/07/ctv.stupid.crimes/." target="_self">[24]</a>. These are extreme examples of what is referred to as &ldquo;computer rage&rdquo; <a title="Compaq Computer Limited UK and Ireland. (1999). Rage against the Machine [Electronic Version]. MORI Poll. Retrieved April 4, 2006 from http://www.mori.com/polls/1999/rage.shtml." target="_self">[25]</a>; computer rage is widespread, for example, 70% of  computer users surveyed in the UK admitted to shouting, swearing, or being  violent to their computers <a title="British Telecom Home Computing. (2002). Computer Users Suffer 'PC Rage' [Electronic Version]. MORI Poll. Retrieved April 4, 2006 from http://www.mori.com/polls/2002/bthomecomputing.shtml." target="_self">[16]</a>. The cost to  British industry is a staggering &pound;25,000 ($40,000) per employee per year in  lost productivity as users work to troubleshoot computer problems <a title="Compaq Computer Limited UK and Ireland. (1999). Rage against the Machine [Electronic Version]. MORI Poll. Retrieved April 4, 2006 from http://www.mori.com/polls/1999/rage.shtml." target="_self">[25]</a>. As  astounding as this estimate is, controlled research backs it up, one study showing  that 38% of computer user&rsquo;s time is lost to frustrating experiences <a title="Ceaparu, I., Lazar, J., Bessiere, K., Robinson, J., & Shneiderman, B. (2004). Determining Causes and Severity of End-User Frustration. International Journal of Human-Computer Interaction, 77(3), 333-356." target="_self">[23]</a>. Chief  among these frustrations were user interface issues such as poor error  messages, bad URLs, system responses that are inconsistent with user actions,  and annoying, missing, or hard to find features.</p>
<p>For companies that use software and intranet information  sources&mdash;whether externally or internally developed&mdash;this sort of frustration  carries a huge cost in lost productivity and dampened employee moral. For  companies that sell software and Web services, this sort of frustration  provokes customer defection, damages hard-won reputations, and reduces  word-of-mouth referrals, the consequences of which are well documented:  reducing customer defections by 5% can boost profits by 25% to 85% <a title="Reicheld, F. F., & Sasse, W. E. J. (1990). Zero, Defections: Quality Comes to Services. Harvard Business Review, 68(September/October), 105-111." target="_self">[110]</a> and  retaining existing customers is six times less expensive than attracting new  ones <a title="Rosenberg, L. J., & Czepiel, J. A. (1984). A Marketing Approach to Customer Retention. Journal of Consumer Marketing(Spring), 45-51." target="_self">[114]</a>. Add to this the escalating support cost when users vent to support  staff, and you begin to understand the business impact of poor behavioral  design.</p>
<p>A positive behavioral experience results from a combination  of product usefulness and usability. A product is useful when it meets the  day-to-day needs of its users. In other words, most of its features are needed  or wanted by most of its users. This is a delicate balancing act: missing  features will frustrate users, while too many features will make the product  unwieldy and cumbersome. Observational methods outlined in the <em>User Research</em> section&nbsp; (see p. 15)  can help you discover the features that have significant user appeal and avoid  investing resources to develop features that will simply clutter your product.</p>
<p>A product is usable when it is effective, efficient, engaging,  easy to learn, and error tolerant <a title="Quesenbery, W. (2003). The Five Dimensions of Usability. In M. J. Albers & B. Mazur (Eds.), Content and Complexity: Information Design in Technical Communication. Mahwah, NJ: Lawrence Erlbaum Associates." target="_self">[106]</a>. These &ldquo;Five Es&rdquo; of usability are  explained below:</p>
<ul>
<li><strong>Effective.</strong> Affords goal accomplishment with minimum effort.</li>
<li><strong>Efficient.</strong> Allows rapid task completion with few errors.</li>
<li><strong>Engaging.</strong> Offers enjoyable day-to-day operation.</li>
<li><strong>Easy to learn.</strong> Supports rapid initial skill acquisition and expanded skill development with experience.</li>
<li><strong>Error tolerant.</strong> Prevents errors and supports error recovery.</li>
</ul>
<p>
A product with good usability will have all the above attributes. Combined with usefulness, usability provides a consistently positive behavioral experience that inspires high-levels of product loyalty. Behavioral and visceral appeal together create a product experience that is attractive on first impression and remains enjoyable over the long haul, making a compelling product offering. However, there is one more level of experience to consider during product development, the level.</p>
<div style="padding-bottom: 5px; font-weight: bold;">Contents, User Experience Engineering (UXE) Essentials Series</div>
<ul>
<li><a href="http://test.howardkiewe.com/executive-summary/" title="Executive Summary">Executive Summary</a></li>
<li><a href="http://test.howardkiewe.com/what-is-user-experience-engineering/" title="What is User Experience Engineering?">What Is User Experience Engineering?</a></li>
<li><a href="http://test.howardkiewe.com/the-visceral-level/" title="The Visceral Level">What Are The Levels Of UX?</a>
<ul>
<li><a href="http://test.howardkiewe.com/the-visceral-level/" title="The Visceral Level">The Visceral Level</a></li>
<li>The Behavioral Level</li>
<li><a href="http://test.howardkiewe.com/the-sociocultural-level/" title="The Sociocultural Level">The Sociocultural Level</a></li>
</ul>
</li>
</ul>
<ul>
<li><a href="http://test.howardkiewe.com/how-is-user-experience-engineered/" title="How is User Experience Engineered?">How Is User Experience Engineered?</a></li>
<li><a href="http://test.howardkiewe.com/who-uses-uxe-2/" title="Who Uses UXE?">Who Uses UXE?</a></li>
<li><a href="http://test.howardkiewe.com/why-use-uxe/" title="Why Use UXE?">Why Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/when-to-use-uxe/" title="When to Use UXE?">When To Use UXE?</a></li>
<li><a href="http://test.howardkiewe.com/user-experience-references/" title="User Experience References">User Experience References</a></li>
</ul>
]]></description>
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