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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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10 <strong>Evaluat<strong>in</strong>g</strong> <strong>User</strong> <strong>Experience</strong> Factors Us<strong>in</strong>g Experiments 167<br />

<strong>and</strong> third, we present some related work on how emotions are <strong>in</strong>tegrated <strong>in</strong>to ECAs<br />

<strong>and</strong> how we measure the user experienc<strong>in</strong>g <strong>in</strong> regard to the emotional expressions<br />

performed by ECAs <strong>in</strong> conjunction with emotion-elicit<strong>in</strong>g situations.<br />

10.2.1 General Description on Emotion<br />

The implementation of emotional factors <strong>in</strong> systems received an <strong>in</strong>creased <strong>in</strong>terest<br />

by the human–computer <strong>in</strong>teraction (HCI) community as researchers with<strong>in</strong> this<br />

field aim to develop mach<strong>in</strong>es that are focused on human needs (Branco 2003).<br />

Emotions play a crucial role <strong>in</strong> our everyday life with computers (Crane et al. 2007)<br />

<strong>and</strong> have a significant impact on user experience as they <strong>in</strong>fluence actions, expectations,<br />

<strong>and</strong> future evaluations (Picard 1997). Technological advancements enable<br />

mach<strong>in</strong>es to perceive, <strong>in</strong>terpret, express, <strong>and</strong> respond to emotional <strong>in</strong>formation.<br />

Traditionally, emotional factors were neglected as designers focused on usability<br />

aspects <strong>and</strong> developed systems with the aim to <strong>in</strong>crease efficiency of required tasks<br />

(Picard et al. 2002). Although it might be argued that mach<strong>in</strong>es should be treated<br />

as mere tools that do not (or should not) require any emotions, results of Reeves<br />

<strong>and</strong> Nass (2003) showed that people tend to exhibit social <strong>and</strong> emotional behaviors<br />

toward mach<strong>in</strong>es. Picard et al. (2002) also note that <strong>in</strong>teraction with mach<strong>in</strong>es is<br />

emotional even if the system was not designed to <strong>in</strong>corporate emotional aspects.<br />

<strong>User</strong>s should be enabled to utilize familiar communication mechanisms when <strong>in</strong>teract<strong>in</strong>g<br />

with computational systems. The human–mach<strong>in</strong>e <strong>in</strong>teraction process should<br />

be designed to resemble human <strong>in</strong>terpersonal <strong>in</strong>teractions, <strong>in</strong> order to rely on skills<br />

obta<strong>in</strong>ed from human–human communication. Systems get easier to use if the <strong>in</strong>teraction<br />

between human–mach<strong>in</strong>e is similar to human–human <strong>in</strong>teraction (Bernhaupt<br />

et al. 2007a).<br />

When deal<strong>in</strong>g with the various objectives with<strong>in</strong> HCI research <strong>in</strong> the field of<br />

emotion, we can choose from a tremendous amount of research approaches. Mahlke<br />

(2005) provides a taxonomy divid<strong>in</strong>g emotion <strong>in</strong> HCI <strong>in</strong>to affective comput<strong>in</strong>g <strong>and</strong><br />

emotional design. The concept of affective comput<strong>in</strong>g postulates to develop systems<br />

that are able to perceive the emotional state of the user, <strong>in</strong>terpret the affective<br />

state, adapt to the user’s state, <strong>and</strong> generate an expressed emotion (M<strong>in</strong>ge 2005).<br />

Emotional design claims that emotion is considered as an important factor of the<br />

user’s experience with <strong>in</strong>teractive systems <strong>and</strong> it is aimed to <strong>in</strong>corporate emotional<br />

aspects <strong>in</strong> the <strong>in</strong>teractive system design process (Norman 2002). From the perspective<br />

of <strong>User</strong> <strong>Experience</strong> (UX) research, emotions are <strong>in</strong>vestigated to underst<strong>and</strong> their<br />

role as antecedent, as a consequence <strong>and</strong> a mediator of technology use (Hassenzahl<br />

<strong>and</strong> Tract<strong>in</strong>sky 2006). Researchers <strong>in</strong> the field of user experience evaluation thus<br />

try to concentrate on <strong>in</strong>tegrat<strong>in</strong>g emotional processes of the user experience <strong>in</strong>to the<br />

evaluation procedure of the <strong>in</strong>teractive systems.<br />

Our experiment addresses the factor emotion concern<strong>in</strong>g user experience by<br />

rais<strong>in</strong>g the questions how emotional stimuli (facial expressions by ECAs <strong>and</strong><br />

emotion-elicit<strong>in</strong>g situations) <strong>in</strong> <strong>in</strong>teractive system affect the (more general) user<br />

experience?

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