User experience is gained in the
course of interacting with a technical device
(Thuring and Mahlke, 2007). As
the user interacts with a device for the first time, an amount of learning
occurs on the part of the user
to become acquainted to the interface of the
device. If the user has interacted with the same device before or other similar
devices,
then recognition and recall from memory occurs to use past experiences
to determine how to interact with this device, however learning will
most
likely still occur. Attributes of the user - such as knowledge or skills - as well
as features of the system - such as functionality
and interface design - affect
the interaction and determine its major characteristics (Thuring and Mahlke,
2007).
Affective computing is described
as techniques for enabling computers to recognize, model,
understand, express,
and respond to emotion effectively (McQuiggan, Lee, and Lester, 2006). Affect
plays a leading role in a user's
emotions during decision making, perception,
and learning. Experts believe that since affect can greatly contribute to a
user's
performance of computational tasks, it should be taken into
consideration when developing systems, such as for entertainment
and/or
educational purposes to enable the system to provide users with a more effective,
interesting, and engaging experience (McQuiggan,
Lee, and Lester, 2006).
In determining if an interface has
a low learning curve for its
target audience of users, accessibility and usability
tests should be performed from the initial stages of development of the
interactive
multimedia system. The usability test should include a means to
measure efficiency, effectiveness and user satisfaction (Frokjaer, Herzum,
and
Hornbaek, 2000). Analyzing these three values in addition to taking into
consideration the context of use for the system, will
provide developers insight
into critical areas of importance to the user-experience for their specific
system.
To summarize in simple terms, the
user-experience is arguably the most important component to a system. A user
should
be able deem interface elements as recognizable to require a low learning curve
for that particular interactive multimedia
system.
References:
Frokjaer, E.,
Hertzum, M., & Hornbaek, K. (2000). Measuring Usability: Are Effectiveness,
Efficiency and
Satisfaction Really Correlated?. CHI Letters - SIGCHI 2000.
McQuiggan, S.,
Lee, S., & Lester, J. (2006). Predicting User Physiological Response for
Interactive Environments: An
Inductive Approach. American ociation for
Artificial Intelligence.
Thuring, M.
& Mahlke, S. (2007). Usability, aesthetics and emotions in human-technology
interaction. International
Journal of Psychology, 2007, 42 (4), 253-264.