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Beyond Task Completion:
Evaluation of Affective Components of Use
John Karat
- Introduction
- Focus of almost all evaluation is on how well someone can complete
a task
- Specified user, task, context
- Newer uses of technology call for how "satisfied" people are with
an artifact
- Why do people like a game when it is hard?
- When will people buy something because of its image?
- How can we measure the social value of "chat"?
- Not all value to a user is use-based.
- Survey of work measuring satisfaction
- Satisfaction is clearly an element of "usability"
- considered "soft" - a second class citizen
- there is data, but it is less objective
- Work in HCI evaluation
- Questionnaire as the main tool
- Work in consumer product evaluation
- Measures of arousal
- Measures of consumer behavior
- Work in entertainment evaluation
- Challenges in adopting affective evaluation to technology design
- Identifying important values beyond efficiency
- Value of skill-in-use (e.g., games, musical instrument)
- Value of aesthetics (role of design and design evaluation)
- Value of contributions to quality of life (e.g., value of
community)
- Is it a question of either/or?
- Creating the balance between different qualities
- Can word processing be entertaining and productive?
- Do we care if games are easy to use?
- not one or the other, but mater of degree of importance
- organizations tend to focus on one aspect or the other (e.g.,
Disney vs. IBM)
- Tools for the HCI evaluator
- Evaluation techniques and skills are different
- Measuring enjoyment and engagement
- Measuring aesthetic appeal
- Measuring quality of life issues
- Conclusions
- Challenges and unsolved problems
- Measuring affect: can we do it at all?
- Where to go for more information
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