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User Interface Evaluation of Interactive TV: A Media
Studies Perspective
1Imperial College London, Department
of Electrical and Electronic Engineering, London SW7 2BT, UK
2Athens University of Economics and
Business, Department of Management Science and Technology, Patision 76, GR-104
34 Athens, Greece
Email: k.chorian@imperial.ac.uk, dds@aueb.gr
Abstract
A diverse
user population employs interactive TV (ITV) applications in a leisure context
for entertainment purposes. The traditional user interface evaluation paradigm
involving efficiency and task completion may not be adequate for the assessment
of such applications. In this paper, we argue that unless ITV applications are
evaluated with consideration for the ordinary TV viewer, they are going to be
appropriate only for the computer literate user, thus excluding the TV audience
from easy access to information society services. The field of media studies
has accumulated an extensive theory of TV and associated methods. We applied the corresponding findings
in the domain of ITV to examine how the universal access to ITV applications
can be obtained. By combining these results with emerging affective quality
theories for interactive products, we propose a user interface (UI) evaluation
framework for ITV applications.
Keywords:
interactive television, user interface, affective quality, media studies,
evaluation, methodology
1
Introduction
Despite the
rapid growth and wide adoption of the personal computer (PC), the Internet and
the mobile phone, TV remains the most popular and the most widespread
electronic medium. The diffusion of TV in some countries is reaching the
majority of the households, while TV watching consumes the largest share of
leisure time [52]. Lately, the transition towards Digital TV (DTV) has
transferred the information technology features of the PC and the Internet into
the digital set-top box (STB), which is used to introduce various interactive
applications through the TV set. It has been argued that the promise of
interactive services for all members of the society may remain unfulfilled,
unless the usability of the new medium is adapted to the diverse
characteristics of the population [14] [41]. In addition, Monk [28] argued that there is a need to adapt the traditional
UI design and evaluation methods to the home environment. Since ITV
applications serve entertainment goals and domestic leisure activities for a
diverse user population [23], there is a need to re-examine the traditional
usability engineering concepts and evaluation methods, under the light of
existing results from the field of media studies. Indeed, the intersection
between human-computer interaction (HCI) and the mass communication disciplines
has been highlighted as a significant area for further research [25]. In this paper, we argue that universal access can
easily be extended with the proposed methods and techniques, since it is ¾by definition¾ receptive to the diversity in the
user population, application domain, and context of use.
Most
previous HCI research about ITV has focused on the design of the Electronic
Program Guide (EPG), which can be described as an information retrieval and
navigation system. Accordingly, the majority of previous evaluations of ITV applications
have employed an efficiency conceptualization of the UI, without any
consideration of the entertainment needs of TV viewers. At the same time, the
affective dimension of the UI is gaining ground in contemporary HCI research.
Previous work has addressed the affective quality of Web sites [22], automatic teller machines [44], PC applications [17] and ITV applications [3], but currently there is no methodological framework
for defining and evaluating the quality of an ITV UI. For this purpose, we
integrated research from affective HCI with media studies, in order to devise a
conceptualization for UI evaluation that facilitates universal access to ITV
applications. In addition, we employed the three-level model of affect [33] and used it to organize a collection of relevant
constructs and measuring instruments for ITV applications.
The
findings of media studies and advertising research relate to the present work
in various ways. Mass communication has explored the effects of broadcast
electronic media messages to the TV audience. It has developed several
important concepts, such as the Òuses and gratificationsÓ theory [39], which describes the motivations for watching TV.
Such theory does not assume an attentive user like the traditional usability
engineering methods do, but measures explicitly a continuum of viewer
involvement with a TV program [36]. Moreover, the Òselective exposureÓ paradigm [53] regards the viewer as an active receiver of the media
messages, who changes TV channels and actively selects TV contents to be exposed
to. The selective exposure concept contrasts with the traditional usability
conception of a specific task to be performed by a user. Overall, we collected
a relevant set of methods and concepts and used them to guide the development
of an affective UI evaluation methodology for ITV applications.
The rest of
this paper is structured as follows. In the next section, we establish the need
to re-examine the traditional usability engineering conceptualization in the
context of ITV applications, we present the shortcomings of previous usability
evaluation studies for ITV applications and we give definitions of the
affective quality of the UI. In Section 3, we develop an affective
conceptualization of the UI for ITV applications, which is based on theories of
mass communication and of affective quality. In Section 4, we discuss the
suitability of alternative UI evaluation techniques. In Section 5, we present a
set of constructs and instruments, which are appropriate for the evaluation of
ITV UIs. In section 6, we put the usability framework for ITV in the broader
context of HCI, universal access and ITV research. Finally, we give
recommendations for further research.
2
Universal
Access and Interactive TV
To find the
issues that should be addressed in the evaluation methodology of an ITV UI, we
will review research findings from: 1) usability engineering and universal
access, 2) affective quality theories, and 3) ITV evaluation studies.
From Usability Engineering to Universal Access
Usability
is defined as ease of use, and it is associated with the efficient use of an
interactive product [31]. One basic element in the conceptualization of
usability is the notion of user task. A user task consists of a finite number
of steps and has an exact ending. Accordingly, a usability evaluation session
includes a few tasks that should be performed by a user. The objectives of a
usability evaluation session have been classified into five broad categories:
1) learnability, 2) memorability, 3) efficiency, 4) effectiveness and 5) user
satisfaction [31]. Each one of the above objectives could be
deconstructed into more concrete and measurable goals. For example,
effectiveness is inferred by counting the number of errors, or the number of
successful task completions, while efficiency is inferred by measuring the time
required to complete a task. User satisfaction is usually measured by eliciting
the usersÕ opinions about specific issues and may also include the subjective
(perceived) usefulness and ease of use.
Previous
research has established that the perceived ease-of-use and the perceived
usefulness correlate positively with the user acceptance of a new technology [5]. The objective and the subjective usability measures
are positively correlated [32], which means that a UI that is enabling fast task
completion is also perceived as more usable. Accordingly, most research in the
domain of PC software productivity and of Web usability has focused on
improving the user performance. Nevertheless, more recent research has
addressed the limitations of the above correlations and suggested that the
application domain, the user's experience, and the context of use should also be
justified [13]. In brief, the traditional usability engineering
methodology is appropriate for the office environment, but the diffusion of
computers targeting entertainment outside the typical office context has
created the need for alternative conceptions.
Universal access is often seen as providing everybody with the means to get information and to perform tasks within a reasonable timespan and with a reasonable amount of effort. Compared to the traditional usability definition, universal access emphasizes the diversity in the user population, in the application domain and in the context of use [41]. Universal access methods have been applied to facilitate the accessibility of information society services for the disabled, aged, and children. Interactive TV is an information society technology that is employed in a leisure context of use, is targeted to the majority of the population, and might provide a terminal for diverse activities, such as e-commerce, e-learning, and games. At first sight, contemporary universal access techniques seem to be appropriate for the evaluation of ITV applications. Still, the TV audience has been accustomed to expect much more than ease of use. In particular, the TV audience receives information and expects to be entertained, in a layed-back posture and through an emotionally loaded visual language. The universal access paradigm has not yet considered this affective dimension of the interactive TV experience, and thus lacks the methods and techniques to serve the needs of ITV users. It could be argued that the current definition of universal access is not sufficient and that we need to regard universal access as an inclusive affective experience. In this way, having satisfied the basic usability requirement, everybody should be receiving a reasonable level of entertainment.
Affective Quality of Interactive Products
The
explicit distinction between the hedonic and the utilitarian experience is
anything but novel in the academic literature. Previous works in consumer
research have addressed the differences between information processing and
experiential consumption [19]. Similarly, in HCI research, there is growing
evidence that the traditional desktop usability concepts do not account for the
pleasure of the user experience [17] [45]. In particular, Tractinsky [44] found that the perceived ease of use correlated
positively with the aesthetics, but not with the actual efficiency in task
completion. In other words, the usability of the most aesthetically pleasing UI
was considered better than the usability of the most efficient one.
In recent years, an increasing number of HCI researchers have investigated the role of emotions in the design and evaluation of a UI [7] [33]. Contemporary research [16] [51] suggests that the quality of interactive products consists of three elements: utility (usefulness), ease of use (usability), and enjoyment (affective quality). These elements should be regarded independently, although there is evidence that perceived usability depends on affective quality [44] [45]. Anyhow, the affective quality is very relevant for the UI evaluation of ITV applications, and the respective methodology could benefit by applying concepts of media studies, the established field of TV research.
The Case of ITV Applications
The
evaluation of ITV UIs is an important factor for the adoption of new services [26]. HCI researchers have recognized the significance of
this emerging application domain and have performed numerous evaluations of ITV
UIs. Previous usability tests of the EPG and the video navigation [1] [8] [10] [49] have employed the traditional usability engineering
concepts, such as task efficiency and effectiveness. Indeed, EPG usability
aspects are very similar to those of productivity software, because the
interface involves more information processing than enjoyment of ITV content.
Several aspects of EPG navigation can be modelled after traditional HCI tasks
and goals. Nevertheless, there are some aspects of EPG design, and many other
types of ITV applications that would benefit by a consideration of the
affective dimension of the UI.
Most
notable among the recent findings for ITV applications is the realization that
usersÕ subjective satisfaction is at odds with the established metrics of
efficiency. For example, a usability test of three video skipping UIs revealed
that user satisfaction was higher for the UI that required more time, more
clicks and had the highest error rate [8]. In other words, the most efficient UI was not the
most favoured one. This result contravenes the assumptions of the efficiency
usability paradigm, which conceives efficiency as equivalent of usable and
satisfying. The satisfaction questionnaires exposed that the users regarded
their preferred UI as more fun and relaxing compared to the most efficient one [8]. Accordingly, in another experiment, we let our
subjects use a video skipping application without specifying any task, besides
the suggestion to Ôwatch TV for a period of timeÕ. Moreover, we employed the hedonic quality construct [17], and the results confirmed that users liked a video
skipping UI, although it was coupled with a dynamic advertisement insertion
feature that increased the total number of advertisements shown.
Summary of Issues and Approach
The
majority of previous studies of ITV applications have considered only the
efficient aspect of the UI. Because ITV applications serve entertainment
aspirations in a leisure context and for a wide diversity of users, there is a
need to extend the universal access toolset so that it considers the affective
quality of an ITV UI. Table 1 summarizes the relationship between
usability and affective qualities for four different UI evaluation dimensions.
Table 1. Methodological issues in the evaluation
of ITV UIs
UI evaluation |
Usability |
Affective quality |
User, task, context |
PC user, productivity, work |
Viewer, entertainment, leisure |
Concepts |
Task,
effectiveness, efficiency |
Entertainment, relaxation |
Procedure |
Task
execution |
Free
exploration |
Constructs |
Task completion, errors, efficiency |
Affective
state, emotions |
Existing work in media studies and advertising research presents techniques for measuring emotional responses to TV content. Furthermore, previous work in the HCI domain has addressed techniques for assessing the affective quality of a UI. In the following sections, we combine the latter two, to develop a UI evaluation framework for ITV applications (Figure 1).
Figure 1 Emotional response to the ITV UI
may be assessed either with the affective UI, or with the TV content techniques
3
The
Quality of Interactive TV User Interfaces
It has been
argued that people spend most of their leisure time trying to moderate their
moods. Daniel Goleman [15] writes: Òmanaging our emotions is something of a
full-time job: much of what we do Ñespecially in our free timeÑ is an attempt
to manage mood. Everything from reading a novel or watching television to the
activities and the companions we choose can be a way to make ourselves feel
better. The art of soothing ourselves is a fundamental life skill.Ó Thus,
television entertainment could be conceptualized as mood management [46]. Actually, television entertainment is a
multidimensional construct that cannot be measured as a whole, but consists of
several parameters that could be measured [47]. For example, Reeves and Nass [38] assert that a mediated experience elicits an
emotional response, which is partly valence (pleasure) and partly arousal.
There are also additional elaborate models of the uses and gratifications when
watching TV [23] [39]. Therefore, the UI of an ITV application could be
used as an additional Ñto channel changing and program selectionÑ means to
moderate the mood of the TV viewer.
In this
paper, it is assumed that a user controls an ITV application for the purpose of
regulating mood. Then, the evaluation could exploit those constructs that have
been employed to assess viewersÕ emotional responses to TV content. Still,
there is also a need to consider the interactive part of ITV, for which there
is no extensive research in the mass communication discipline [46]. For this purpose, we employ concepts for measuring
emotional responses to a UI from the area of affective UI research. Overall,
measuring the ITV entertainment could be organized into two parts: 1) measuring
emotional responses to TV content and 2) measuring emotional responses to a UI
(Figure 1). The decomposition of the ITV UI evaluation into two
parts is not meant to measure independently the parts. In other words, the
decomposition of ITV in the UI and the TV component is merely an operational
arrangement, which is employed to structure the presentation of the related
research. Indeed, we argue that an ITV UI should ideally be designed to be an
integral part of the audiovisual content. Next, we consider a classification
for emotional responses.
Figure 2. The ITV entertainment experience elicits three types of emotional
responses (attitude, activity, affect), which correspond to the three level
model of affect Ñadapted from Norman et al. (2004)
According
to Norman [33], there are three distinct levels of brain mechanism:
1) the visceral level, which is the pre-wired part of the brain and acts
automatically to external stimuli, 2) the behavioural level, which contains the
brain processes that control everyday behaviour and 3) the reflective level,
which is the contemplative part of the brain. Each level could be associated to
a different class of constructs, which could then be employed to evaluate the
differences between the emotional responses to alternative UI designs (Figure 2). For example, an ITV application may elicit
enjoyment (e.g., pleasure, or arousal) at the visceral level. Then, the user
may continue using the ITV application for a long time and become emotionally
absorbed (e.g., involvement and engagement). Finally, the user may decide that
she likes the specific ITV application, which leads to the formation of an
attitude (e.g., program liking).
Before
presenting a collection of constructs and the respective measuring instruments,
in the next section, we discuss UI evaluation methods and techniques for ITV
applications.
The choice
of a specific UI evaluation method depends on the type of research problem to
be addressed. For example, an ethnographic study may provide in-depth insights
about the uses of TV in everyday domestic life [34]. Then, a survey may reveal relationships between the
uses and the type of the family or the viewersÕ profile, and to provide
quantitative results [12]. Previous findings demonstrate that the consumersÕ
perceptions and especially the mental models that they form for new domestic
technologies are very elastic and prone to change with time [37]. Therefore, a longitudinal study could also be used to study the evolution of important
variables for longer periods of time [21]. In addition, ITV UI research has employed focus
groups and interviews [9]. The latter methods are useful for requirements
collection and for investigating the long-term effects of ITV applications,
while usability tests are more suitable during the development process.
The
majority of UI evaluation studies have been conducted in the laboratory with
experimental methods. Mass communication research employs large (compared to
HCI experiments) samples of people, in order to study the effects of TV content
on viewers. On the other hand, HCI research focuses on informing product
development and employs small numbers of subjects iteratively with discount usability
engineering techniques [31]. Maguire [26] raised the research question of whether tasks should
be fixed, or users should be allowed to use the service as freely as they wish.
It has been argued that the users should be allowed to use the service for a
predefined, but flexible duration of time (e.g., 15Ð30 minutes), without any
particular task to complete [3]. In this way, the traditional usability test reflects
the tradition of the selective exposure paradigm [53], which has been also used to study the media effects
of interactive products in contemporary mass communication research [20]. Because viewers select TV channels and watch TV
programs in order to regulate their mood, the evaluation of an ITV UI should
facilitate free exploration and enjoyment of the ITV application.
Every
evaluation method employs one or more qualitative or quantitative data collection
techniques. Many evaluation studies employ qualitative techniques (e.g.,
observation, thinking aloud, interview, focus group), but some techniques
(e.g., thinking aloud) may not be suitable for ITV [26]. Quantitative techniques provide explicit results for
formulated hypotheses and concrete UI issues, while qualitative methods are
used to reveal UI issues that have not been identified by the designers.
Ideally, the qualitative measurement techniques should be used to complement
the quantitative ones [9].
In the next
section, we focus on quantitative measurement techniques, which could be
employed in affective UI evaluation.
4
Data
Collection Techniques
Previous
research has developed a number of techniques for measuring emotion, which
range from physiological measures to iconographic scales [6]. The emotional response at the visceral level (Figure 2) may be inferred by a physiological measure (e.g.,
EEG, skin conductance, heart rate, and facial expressions), language, and
behaviour, but the most popular technique for UI evaluation is self-report. The
emotional response at the behavioural level may be detected by the analysis of
the interactivity logs, and self-reports that convey the attention,
involvement, and engagement of the user. Finally, the attitudes can be measured
straightforwardly through retrospective questionnaires.
The rest of
this section provides a critical overview of the constructs and the instruments
that have been used to measure emotional responses to TV content or to a UI.
The underlying objective is to develop a usability evaluation framework that is
appropriate for measuring the affective dimension of a UI.
Emotional Responses in Media Studies and
Advertising
A review of
the literature in advertising and media studies revealed a number of concepts
and their respective measurement instruments (Figure 3). The most relevant have been selected and are presented
bellow: 1) Affect and activation, 2) involvement, and 3) program liking.
Figure 3. Three indicative constructs and the respective measuring instruments
for evaluation of the emotional responses to TV content
Pleasure and Arousal
Most of the
theories agree that there are three distinct dimensions of affect: 1) Pleasure
(also called valence), 2) Arousal and 3) Dominance [40], called the PAD model of affect. According to the PAD
model, all emotions can be accurately described in terms of three independent
and bipolar dimensions: pleasure-displeasure, degree of arousal (runs from
aroused to asleep), and dominance-submissiveness. These elements are autonomous
as differing values along any of these three dimensions can occur concurrently
without affecting each other.
These
dimensions can be used to roughly describe the affective state of a person,
although they do not give any information about the specific emotion being
felt. The above constructs correspond to the visceral part of the brain (Figure 2), which is the source of the instinctive responses to
external stimuli. One popular and easy to administer iconographic instrument
for the PAD model is the Self Assessment Manikin (SAM) [2]. In the past, the SAM has been widely used in
consumer and advertising research to record human affect for a variety of
stimuli, such as mediated experiences, products, and service encounters. The
SAM consists of three iconographic scales, each one corresponding to one of the
three dimensions of the PAD model of affect (Pleasure, Arousal, Dominance). In
this way, users indicate their emotional status by checking below or between
the icons, along a 9-point scale.
Besides the
PAD model, the ThayerÕs [42] Activation Deactivation Adjective Check-List (AD ACL)
could be employed, which is a more elaborated model of a personÕs arousal,
since it regards two possible dimensions of arousal. The subscale adjectives
are as follows: Energetic (active, energetic, vigorous, lively, full-of-pep);
Tired (sleepy, tired, drowsy, wide-awake, wakeful); Tension (jittery, intense,
fearful, clutched-up, tense); Calmness (placid, calm, at-rest, still, quiet).
The AD ACL employs a four-point self-rating system for each adjective in the
list (Table 2).
Table 2. An explanation of the rating scale of
ThayerÕs [42]
Activation Deactivation Adjective Check-List (AD ACL)
relaxed: ŸŸ Ÿ ?
no |
If you
circle the double check (ŸŸ) it means that you definitely
feel relaxed at the moment. |
relaxed: ŸŸ Ÿ ?
no |
If you
circle the single check (Ÿ))
it means that you feel slightly relaxed at the moment. |
relaxed: ŸŸ Ÿ ?
no |
If you
circled the question mark (?) it means that the word does not apply or you
cannot decide if you feel relaxed at the moment. |
relaxed: ŸŸ Ÿ ?
no |
If you
circled the no it means that you are definitely not relaxed at the moment. |
Involvement
According
to Park and Young [35], most researchers agree that the level of involvement
can be understood by the degree of the personal relevance or importance. The
involvement construct may be refined for the assessment of particular ITV
content. For example, Vorderer et al [48] evaluated an interactive story by employing
questionnaires measuring the empathy towards the protagonist and the suspense.
The involvement construct corresponds to the behavioural part of the brain
structure, because the degree of personal relevance is formed while watching a
TV program. Zaichkowsky [50] has developed a widely used scale that measures the
involvement with products or advertisements, called the Personal Involvement
Inventory (PII). The instrument consists of 20 semantic differential items,
such as: Ômeans a lot to me/means nothing to me,Õ Ôboring/interestingÕ, and
undesirable/desirable.Õ Mass communication research has devised alternative
scales for measuring involvement with TV content, but those scales are usually
developed in an ad-hoc fashion to measure specific types of TV content, such as
news [36] and storytelling [48]. Therefore, a UI may be evaluated for general (e.g.,
PII) or for specific (e.g., suspense) involvement.
Program Liking
Previous
research has made a distinction between the feeling states and the program
liking [30]. This distinction is consistent with the contemporary
conceptualization of the brain structure, in the visceral, behavioral,and reflective parts. The Program Liking
(PL) construct corresponds to the reflective part of the brain, because an
attitude toward an experience is built after watching specific TV content and
deliberately thinking about it. Murry et al. [30] assert that, in contrast to feeling states, program
liking is a summary evaluation of the experience of viewing a television
program. For example, viewers may enjoy a movie that elicits negative feelings,
because they know that it is not actually true. Accordingly, the UI may be
designed and evaluated in a way that enhances the emotion of fear. A generic
instrument for measuring program liking consists of the following items on a
7-point scale [30]: ÔIÕm glad I had a chance to see this program,Õ ÔI
would never watch a rerun of this program on television,Õ ÔI liked watching
this program,Õ If I knew this program was going to be on television, I would
look forward to watching it,Õ ÔI disliked watching this program more than I do
most other TV programs,Õ and ÔThere is something about this program that
appeals to me.Õ The program-liking construct should be refined for the
assessment of particular ITV content. For example, Vorderer et al [48] evaluated an interactive story by employing
questionnaires that measured several aspects of movie liking that are specific
to storytelling (e.g., ÒOverall, the movie was suspensefulÓ).
Emotional Responses in User Interface Research
A review of
the HCI literature revealed some constructs that are associated with emotional
responses. The most relevant have been selected and are presented below,
together with their respective measurement instruments (Figure
4): 1) feeling states, 2) engagement, and 3) hedonic
quality.
Figure 4. Three indicative constructs and the respective measuring instruments
for the evaluation of emotional responses to a UI
Feeling States
Desmet [6] has developed an interactive animated pictorial
questionnaire that is very similar to SAM, but it is not openly available
(Desmet, personal communication). Therefore, the emotional response at the
visceral level could be measured with the instruments from psychology research
that were presented in the previous section.
Engagement
The
involvement construct discussed in the previous section reflects the personal
relevance and attention that a user pays to a mediated experience, but does not
reveal the quantity of personal resources that the user is actually devoting to
the ITV application. For example, a user may spend a few minutes attentively watching
a broadcast TV programme, or a few hours of sparse use of an ITV application.
For this reason, the engagement construct could be employed to capture how much
interest is created by a mediated experience. The engagement construct
corresponds to the behavioural level of the emotional brain model. Malone [27] measured the time spent using alternative UI
manipulations, to get an insight about the interest of players in different
versions of a video game. Correspondingly, if users spend more time with a
specific ITV UI, it can be argued that it is more engaging. In addition, video
skipping and other ITV navigation activities could be tracked to infer whether
the user is attentive to the ITV application.
Hedonic Quality
After the
users have interacted with a system for a certain period of time, the
reflective level of the brain will be able to evaluate their affective state
and their performance. As a consequence, an opinion will be formed regarding
the appeal of the system. Indeed, studies in the field of affective UI
evaluation have validated that users may form different opinions about the
ergonomic and hedonic quality of a software product [18]. Previous research for a TV UI has included in the evaluation
a single question, such as ÔHow much fun was the user interfaceÕ [8]. The hedonic quality construct corresponds to the
reflective part of the brain structure, because it assumes a rational judgement
for a given UI. HassenzahlÕs et al [17] instrument could be used to measure hedonic quality,
because it is a validated, freely available, short, and easy-to-understand
verbal scale. The instrument is a seven point semantic differential scale (outstanding-second
rate, standard-exclusive, impressive-nondescript, ordinary-unique,
innovative-conservative, dull-exciting, interesting-boring).
5
Discussion
The main
contribution of media studies to the universal access paradigm is a detailed
consideration for: 1) an important class of users (the TV audience), 2) the
domestic leisure time and 3) the uses and gratifications of TV and audiovisual
content. Universal access has been evolving from users with disabilities and
Health Telematics to children and learning in order to address the diversity of
the user populations reached by contemporary computer applications.
Accordingly, the universal access toolset could be further extended with the
contribution of media studies (Table 3). Although media studies theory offers significant
contributions and ideas, it could not form the basis for the UI evaluation
methodology itself, because its research methods are not focused on improving
interactive media during the development phase. In addition, media studies
methods are not relevant to the design part of universal access research,
although they were helpful in the conceptualization of the affective quality of
an ITV UI.
Table 3. Media studies contribution to the universal access toolset
Universal Access |
Traditional focus |
Media studies contribution |
Users |
Disabled, Aged, Children |
TV viewers |
Application domain |
Health, Learning |
Entertainment |
Context of use |
Organization, Domestic (shopping, health) |
Domestic (leisure time) |
In this
paper, we identified and suggested constructs that are relevant to the
contemporary issues in ITV UI design and we presented respective measurement
instruments that are easy to administer and compatible with the contemporary UI
evaluation methods. These data collection techniques are based on self reports
and have been validated either in the context of computer applications or TV
studies. In this way, the affective quality of an ITV UI could be measured
cost-effectively in the context of the usability engineering lifecycle [31]. Affective quality concepts could also be employed in
quantitative evaluation during the adoption of ITV applications from the
audience, with surveys and longitudinal studies such as the ÒExperience
Sampling MethodÓ [21].
The
emphasis on an affective methodology for ITV applications does not entail a
complete abandonment of the efficient usability paradigm. For example, an ITV
news application used in the morning before leaving home for work should afford
efficient information retrieval and navigation. The same application, used in
the evening after returning home from a long day at work, should be more
automated and encourage relaxed use (Steve Draper, personal communication). In
general, the UI evaluation should be regarded to have both an affective and an
efficiency dimension. In the ITV case, the leisure context of use and the need
for gratifying entertainment goals might push the balance towards the affective
dimension of the UI. UI developers should explicitly set the goals of each UI
depending on the nature of the ITV application, and then they should employ the
appropriate assortment of efficient usability and affective quality methods for
evaluation.
Besides
media studies, there might be alternative approaches for conceptualizing the
affective dimension of an ITV UI. In this paper, we employed concepts from mass
communication, in order to facilitate the universal access to ITV applications.
However, ITV applications are supposed to offer more than just an improved
version of the traditional TV experience. One potential benefit of ITV
applications would be the creation of optimal experiences through flow [4], which requires the establishment of a match between
the viewer skills and the challenge posed by the ITV application. There are also a few additional HCI
paradigms that should be investigated in the context of ITV applications. For example,
HCI research is gradually diversifying its focus in areas such as: 1)
influencing the user through persuasion [11], which offers concepts related to the trust in
advertising and commerce ITV applications, and 2) video-games and fun [7], which offers concepts related to the game-play
dimension of ITV usability. Depending on the application domain (e.g.,
entertainment, learning, e-commerce, game-play, information) the design and
evaluation of ITV applications should employ the most suitable concepts.
6
Conclusion
and Further Research
The
introduction of digital TV (DTV) brings the promise to enhance the TV
experience and to bring the Information Society services to the majority of
consumers [26]. Nevertheless, the adoption rate of DTV has been slow
and the viewersÕ attitude indifferent towards the interactive services [43]. The success of a new technology obviously depends on
many factors [29]; here we examined the role of the UI in ITV
applications. Instead of adopting the traditional usability concepts and
techniques, we examined the theory and the methods from media studies. In this
way, the proposed affective UI evaluation methodology takes into account the
unique characteristics of the TV medium, TV audience, and context of use.
Moreover, we provided a generic set of appropriate constructs and instruments
for evaluating the ITV applications. Thus, the proposed affective evaluation
methodology for ITV ensures that the ITV application is not only accessible and
usable, but can also successfully compete with the established TV experience.
In further
research, ITV applications should be assessed against the established
benchmarks of the TV experience that have been described in this paper. In this
way, new applications will support familiarity and acceptability for all TV
viewers. In addition, the emotional responses at the visceral, behavioural, and
reflective levels could be transferred to other affective UI evaluation
studies, beyond ITV applications. Besides evaluation methods, further
theoretical research should consider the development of UI design methods and
techniques based on the affective conceptualization of an ITV UI. The ultimate
objective of this work is to achieve a shift in the mentality of ITV
application design and evaluation, so that the ITV user is regarded firstly as
a viewer and then as a user.
We are
grateful to Jens Riegelsberger and Mina Vasalou for their suggestions on early
drafts of this paper.
7
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In this
section, we provide a brief overview of an example application for one of the
proposed user interface evaluation concepts [3].
The
objective of the study was to evaluate user preferences for an ITV application
that offers clip skipping for music video television and an animated character
for presenting information. We chose to use the affective quality instrument of
Hassenzahl et al [17], because it is validated, freely available, short,
and features an easy-to-understand verbal scale*.
Furthermore, a fulfilling television experience depends on the subjective
evaluations of the entertaining value of the content, a characteristic that is
partially captured by the construct of hedonic quality. The experiment was
designed to address two of the main issues that have been identified in ITV
user interface design: (a) local storage navigation through simple video clip
skipping and (b) presentation of related information through alternative presentation
styles. We formulated the objectives of the study as research hypotheses.
á
Hypothesis
1: Hedonic quality will be greater for a clip-skipping music TV channel
compared with a fixed one.
á
Hypothesis
2: Hedonic quality will be greater for an animated character compared with a
transparent information box for the presentation of related information.
Each
participant received two experimental treatments (within groups) of the user
interface for interactive music video television: 1) The animated character and
2) the transparent box, while both of setups offered video clip skipping with
ad insertion. After the end of each session, participants evaluated separately
the hedonic quality of (a) traditional music video television (all participants
were selected to be frequent viewers of music TV), (b) music video television
with clip skipping, (c) information presentation with the transparent box and
(d) information presentation with the animated character. We ran tests with 21
users (recruited from the postgraduate and undergraduate departments of our
university). Ages were between 22 and 35 (13 men and 8 women). Users were
assigned with a random order to each treatment and the order of the music video
clips was also randomized for each session. The video clip related information
and the remote control were the same for all sessions.
The study
was performed in a relaxed setting, using a traditional TV set and a remote
control. The testing session contained 16 video-clips and advertising breaks
with three ads every 4 songs (approximately every 15 minutes), just like a
commercial music video television channel. The study followed the
selective-exposure paradigm. Users were free to choose the music video clip
they preferred to watch, like they would do if the experiment was not running.
In order to ensure selective-exposure, the users were allowed a maximum of 1/3
of watching time, out of the total session duration, that is a maximum of
approximately 20 minutes out of the 1-hour program duration. Users could press
the power-off button on the remote to end the testing session and they were
told to watch as much as they liked, between 10 and 20 minutes.
We found (Table 4) that the hedonic quality score (scale is from 0 to
10; scores less/more than 5 represent negative/positive attitude) for the
traditional setup is close to neutral (average 5.1/10). This finding can be explained by the
fact that music video television is a pervasive experience and feels familiar
to consumers, irrespective of its delivery format. In contrast, video
clip-skipping (average 7.5/10) allowed experimental subjects to watch favourite
music video clips and despite the dynamic insertion of ads the hedonic quality
score was significantly higher (two tailed tÐtest, p=0.002, n=21). Therefore,
we argue that simple video clip skipping, similar to the track-skipping
facility available in audio CD players, enhances the perceived television
entertainment value, when compared with same fixed TV channel.
Table 4. Mean hedonic quality scores for the
clip-skipping music video television are significantly higher
Hedonic
Quality (p=0.002, n=21) |
Average |
Std Dev |
Music TV
(traditional) |
5.1 |
2.1 |
Clip-skip |
7.5 |
1.6 |
Consistent
with the selective exposure theory, users actively sought for the video clips
and songs they preferred. This kind of interactive behaviour may be due to the
experimental setting and may not have external validity; users may have been
more engaged than normal because the application was novel to them and because
they were specifically asked to use the new system. They reported that they
used the skip functionality mainly to skip a music video that they disliked and
to a lesser extent to get to a favourite one. Either way, the clip-skipping
feature was liked, despite the ad insertion, and provided a relaxed way to
control the interactive music TV application.
We also
found that the hedonic quality (scale is from 0 to 10; scores less/more than 5
represent negative/positive attitude) for a music video television channel is
significantly higher (two tailed tÐtest, p=0.0002, n=21) when using an animated
character for presenting dynamic video overlays (average 7.0/10) compared with
the traditional transparent information box (average 4.4/10). Again, the experimental
subjects were neutral toward the traditional information box, since it is a
widely used and familiar presentation style for information related to music
video clips (Table 5). Therefore, we argue that the animated character
could be used to enhance the consumersÕ entertainment experience with
television.
Table 5. Mean hedonic quality scores for the
animated character compared to the traditional overlay box
Hedonic
Quality (p=0.0002, n=21) |
Average |
Std Dev |
Animated
Char. |
7.0 |
1.5 |
Box
(traditional) |
4.4 |
2.0 |
* We used a seven-point semantic differential scale and reversed the polarity of every other pair: outstanding-second rate, standard-exclusive, impressive-nondescript, ordinary-unique, innovative-conservative, dull-exciting, interesting-boring. Scores were summed and then scaled from 0 to 10.