Positive User Experience over Product Usage Life Cycle and the Influence of Demographic Factors

Amassing reliable and detailed data about intended users has become increasingly critical to design practitioners as consumer markets increasingly ask for the development of products and services that ensures personal fit, both physical and psychological (Kramer et al., 2000; Spinuzzi, 2005). One challenge is that many user research approaches tend to focus on identifying users’ needs at hand while being limited in drawing a holistic picture of how their experiences in relation to the products are influenced by and associated with different user characteristics (e.g., prior knowledge, physical capability, and personal values). To overcome the challenge, recently the relationship between user experience and user characteristics has been explored in design research. For example, Kim and Christiaans (2012) and Kim (2014) developed an empirical framework through a cross-cultural study that explained the influence of user characteristics and product types on users’ negative experiences. For instance, complaints related to tactual qualities (e.g., the roughness and friction of materials) are more evident for South Koreans than American and Dutch people when they use a simple product such as an alarm clock. These frameworks are of value in foreseeing and reducing unwanted negative experiences, as they provide a structured overview of when and how users with particular characteristics would be hindered. While useful in avoiding or mitigating negative experiences, in our view they would not be particularly helpful for designers in their endeavour to facilitate positive experiences; minimising negative experiences, that is, the absence of a problem or pain is not necessarily equal to addressing what makes the experience positive (Hassenzahl, 2010). Therefore, this paper aims to extend the current understanding of the influence of user characteristics on user experience by shedding light on people’s positive experiences with products. In recent years, several initiatives to design for positive experiences have gained attention and momentum in design research and human-computer interaction (HCI). Examples of such initiatives are positive design (Desmet & Pohlmeyer, 2013), experience design (Hassenzahl, 2010), positive computing (Calvo & Peters, 2014) and positive technologies (Riva et al., 2012; for an overview of the initiatives, see Peters et al., 2018; Zeiner et al., 2018). The aforementioned initiatives support designers in being aware of the key factors that contribute to positive experiences (e.g., pleasure, virtue, personal significance, autonomy, competence and relatedness). ORIGINAL ARTICLE

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