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	<title>howardkiewe &#187; Usability</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>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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		</item>
		<item>
		<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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		<title>The Sociocultural Level (UXE Essentials Series)</title>
		<link>https://howardkiewe.com/the-sociocultural-level/</link>
		<comments>https://howardkiewe.com/the-sociocultural-level/#comments</comments>
		<pubDate>Sun, 01 Apr 2007 01:00:08 +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=123</guid>
		<description><![CDATA[<p><img width="150" height="217" src="http://howardkiewe.com/wp-content/uploads/2012/12/UXEEssentialsSeries05of16-e1354615434938.jpg" class="attachment-post-thumbnail wp-post-image" alt="UXEEssentialsSeries05of16" title="UXEEssentialsSeries05of16" /></p><p>We are social animals, and the  sociocultural level of our experience influences our product preferences and  interaction styles. We need to identify with a social group, and we use that  group identification as a method of self-definition <a title="Turner, J. C. (1985). Social Categorization and the Self-Concept: A Social Cognitive Theory of Group Behavior. In E. J. Lawler (Ed.), Advances in Group Processes: Theory and Research (Vol. 2, pp. 77–121). Greenwich , CT: JAI Press." target="_self">[131]</a>. Our product choices  are influenced by the preferences of our group [<a title="Bearden, W. O., &amp; Etzel, M. J. (1982). Reference Group Influence on Product and Brand Purchase Decisions. Journal of Consumer Research, 9(2), 183-195." target="_self">7</a>; <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> and we use product  preferences to communicate our group affiliation and self-identity both to  others and ourselves. Even those who specifically reject making a fashion  statement make the statement (to themselves and perhaps to others) that they  are too practical to be influenced by the whims of fashion.</p>
<p>Tapping into group identification may be as basic as the  Betty Crocker Company appealing to a &ldquo;good homemaker&rdquo; identity, or it can reach  extremes. Schouten and McAlexander described the Harley-Davidson brand as &ldquo;in  effect, a religious icon, around which an entire ideology of consumption is  articulated&rdquo; <a title="Schouten, J. W., &amp; McAlexander, J. (1995). Subcultures of Consumption: An Ethnography of the New Bikers. Journal of Consumer Research, 22 (June), 43-61." target="_self">[119, p. 50]</a>. In the words of one owner, &ldquo;I can tell you that  owning a Harley is like being in a brotherhood. Everyone that has one feels a  sense of kinship with other Harley owners&rdquo; <a title="Pimentel, R. W., &amp; Reynolds, K. E. (2004). A Model for Consumer Devotion: Affective Commitment with Proactive Sustaining Behaviors. Academy of Marketing Science Review, 2004." target="_self">[103, p. 21]</a>. Perhaps it is not  surprising that 94% of Harley-Davidson owners would buy one again <a title="Peter, J. P., &amp; Olson, J. C. (1993). Consumer Behavior and Marketing Strategy. Homewood, IL: Richard D. Irwin." target="_self">[99]</a>.  Harley-Davidson consumer loyalty illustrates that group identity influences are  &ldquo;sticky,&rdquo; meaning once they are established they are very difficult to change  with feature-based analysis or counterfactual reasoning <a title="Bolton, L. E., &amp; Reed, A. (2004). Sticky Priors: The Perseverance of Identity Effects on Judgment. Journal of Marketing Research, 41(4), 397-410." target="_self">[11]</a>.</p>
<p>The applications of group and self-identity principles have  been considered by marketing professionals <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>. Additionally, human-computer  interaction researchers have shown that when we interact with cognitively  complex products like computers, group identity dynamics can make us feel like  the computer is part of our team. In one study, participants who interacted  with a computer designed to evoke group affiliation responses &ldquo;perceived the  computer to be more similar to themselves, saw themselves as more cooperative,  were more open to influence from the computer, thought the information from the  computer was of higher quality, found the information from the computer  friendlier&rdquo; <a title="Nass, C., Fogg, B. J., &amp; Moon, Y. (1996). Can Computers Be Teammates? International Journal of Human-Computer Studies, 45(6), 669-678." target="_self">[83, p. 669]</a> when compared to participants in the control condition.</p>
<p>Group affiliation is only one social psychological principle  that humans demonstrate when interacting with computers [<a title="Fogg, B. J. (2003). Persuasive Technology: Using Computers to Change What We Think and Do. Amsterdam: Morgan Kaufmann." target="_self">39</a>; <a title="Reeves, B., &amp; Nass, C. I. (1996). The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. New York: Cambridge University Press." target="_self">109</a>]. When  computers flatter us, we feel better about ourselves and our performance, and  we like the computer more <a title="Fogg, B. J., &amp; Nass, C. I. (1997). Silicon Sycophants: The Effects of Computers That Flatter. International Journal of Human-Computer Studies, 46, 551-561." target="_self">[40]</a>. When computers help us, we are willing to help  them back, a principle referred to as reciprocity <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>. When a computer listens  empathetically, programmed with active listening skills, we feel less  frustrated <a title="Klein, J., Moon, Y., &amp; Pieard, R. W. (1999, May 15-20). This Computer Responds to User Frustration. Paper presented at the SIGCHI conference on Human factors in computing systems (CHI 99), Pittsburgh, Pennsylvania." target="_self">[63]</a>. And when we interact with a computer that is designed to  establish and maintain long-term social-emotional relationships, we respect it  more, like it more, trust it more, and want to continue interacting with it  more than the ordinary model <a title="Bickmore, T. W., &amp; Picard, R. W. (2005 ). Establishing and Maintaining Long-Term Human-Computer Relationships. ACM Transactions on Computer-Human Interaction (TOCHI), 12(2)." target="_self">[9]</a>. We do this because our brains have not  evolved to deal with cognitively complex technology like computers, so we treat  computers like what they resemble most from our evolutionary history, another  person. And we do this even if our only interaction is through text, even if we  are computer savvy, and even if we do not think we will <a title="Reeves, B., &amp; Nass, C. I. (1996). The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. New York: Cambridge University Press." target="_self">[109]</a>.</p>
<p>In human-human interactions, developing long-term social relationships  has many benefits. In helping professions&mdash;like counseling and coaching&mdash;it is  associated with successful outcomes <a title="Okun, B. F. (2002). Effective Helping: Interviewing and Counseling Techniques (6th ed.). Pacific Grove, CA: Brooks/Cole-Thomson Learning." target="_self">[94]</a>. In education, it predicts students&rsquo;  cognitive, behavioral, and emotional engagement <a title="Stipek, D. (1996). Motivation and Instruction. In Berliner &amp; Calfee (Eds.), Handbook of Educational Psychology (pp. 85–113). New York: Macmillan." target="_self">[123]</a>. In business, it  correlates with managerial effectiveness, employee productivity <a title="Gabarro, J. (1990). The Development of Working Relationships. In J. Galegher, R. Kraut &amp; C. Egido (Eds.), Intellectual Teamwork: Social and Technological Foundations of Cooperative Work (pp. 79–110). Hillsdale, N.J.: Lawrence Erlbaum Associates." target="_self">[41]</a>, and  marketing persuasiveness <a title="Petty, R., &amp; Wegener, D. (1998). Attitude Change: Multiple Roles for Persuasion Variables. In D. T. Gilbert, S. T. Fiske &amp; G. Lindzey (Eds.), The Handbook of Social Psychology (4th ed., pp. 323–390). New York: McGraw-Hill." target="_self">[102]</a>. Therefore, it is likely that attending to the  social aspects of interactive technology will yield similar benefits.</p>
<p>Visceral appeal creates a product experience that is  attractive on first impression. Good behavioral experience ensures it remains  enjoyable over time. Sociocultural experience reinforces the first two levels:  it influences product preferences, adding to any product appeal generated at  the visceral level, and it enhances the ongoing product experience by providing  a rewarding social dimension.</p>
<p>Now that we have reviewed the nature of user experience,  let&rsquo;s consider how it can be engineered.</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><a href="http://test.howardkiewe.com/the-behavioral-level/" title="The Behavioral Level">The Behavioral Level</a></li>
<li>The Sociocultural Level</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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