Abstract
The science of HCI in the third wave is intended to understand user experiences through the filter of the values and contexts of individuals using systems and moreover as filtered through the values and contexts of individual researchers. This is not to neglect the importance of measurement to science and the challenges of measuring user experience (UX). This chapter will discuss how HCI can draw on the methods of modern psychometrics to provide tools for measuring user experiences. In particular, we will introduce bifactor analysis as a way to examine both the conceptual coherence of a questionnaire for measuring UX and also the distinct influences of different facets of the core concept. Further, through looking at modern methods of analysis, in particular treatment of outliers, we also consider how modern statistics are not to be treated as black boxes but require researchers to think more deeply about the people behind the data. Drawing on our work in player experiences, we make the case that psychometrics used well as a tool in UX has an important role to play in HCI as a successor science.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Bakker M, Wicherts JM (2014) Outlier removal, sum scores, and the inflation of the type i error rate in independent samples t tests: the power of alternatives and recommendations. Psychol Methods 19(3):409
Baumer EP, Silberman M (2011) When the implication is not to design (technology). In: Proceedings of the SIGCHI Conference on human factors in computing systems, ACM, pp 2271–2274
Bødker S (2006) When second wave HCI meets third wave challenges. In: Proceedings of the 4th Nordic conference on human-computer interaction: changing roles, ACM, pp 1–8
Brockmyer JH, Fox CM, Curtiss KA, McBroom E, Burkhart KM, Pidruzny JN (2009) The development of the game engagement questionnaire: a measure of engagement in video game-playing. J Exp Soc Psychol 45(4):624–634
Brown E, Cairns P (2004) A grounded investigation of game immersion. In: CHI’04 extended abstracts on human factors in computing systems, ACM, pp 1297–1300
Cairns P (2016) Engagement in digital games. In: O’Brien H, Cairns P (eds) Why engagement matters. Springer, Cham, pp 81–104
Cairns P (2018) Being less wrong: essays on statistical methods in HCI. Cambridge University Press, Cambridge
Cairns P, Cox AL, Day M, Martin H, Perryman T (2013) Who but not where: the effect of social play on immersion in digital games. Int J Hum Comput Stud 71(11):1069–1077
Cairns P, Cox A, Nordin AI (2014) Immersion in digital games: review of gaming experience research. In: Handbook of digital games. Wiley, Hoboken, pp 339–361
Calvillo-Gamez EH, Cairns P, Cox AL (2015) Assessing the core elements of the gaming experience. In: Bernhaupt R (ed) Game user experience evaluation. Springer, Cham, pp 37–62
Chang H (2004) Inventing temperature: measurement and scientific progress. Oxford University Press, Oxford
Charmaz K (2014) Constructing grounded theory. Sage, Thousand Oaks
Chen J (2007) Flow in games (and everything else). Commun ACM 50(4):31–34
Clarke RI, Lee JH, Clark N (2015) Why video game genres fail: a classificatory analysis. Games Cult 12:445–465
Costikyan G (2013) Uncertainty in games. MIT Press, Cambridge, MA
Cox AL, Cairns PA, Walton A, Lee S (2008) Tlk or txt? using voice input for SMS composition. Pers Ubiquit Comput 12(8):567–588
Denisova A, Cairns P (2015) The placebo effect in digital games: phantom perception of adaptive artificial intelligence. In: Proceedings of the 2015 annual symposium on computer-human interaction in play, ACM, pp 23–33
Denisova A, Guckelsberger C, Zendle D (2017) Challenge in digital games: towards developing a measurement tool. In: Proceedings of the 2017 CHI conference extended abstracts on human factors in computing systems, ACM, pp 2511–2519
Dowell J, Long J (1998) Conception of the cognitive engineering design problem. Ergonomics 41(2):126–139
Fox CR, Ülkümen G (2011) Distinguishing two dimensions of uncertainty. In: Brun W, Keren G, Kirkebøen G, Montgomery H (eds) Perspectives on thinking, judging, and decision making. Universitetsforlaget, Oslo, pp 21–35
Gould SJ (1996) The mismeasure of man. WW Norton, London
Hacking I (1983) Representing and intervening: introductory topics in the philosophy of natural science. Cambridge University Press, Cambridge
Hair JF, Anderson RE, Tatham RL, Black WC (1998) Multivariate data analysis, 5th edn. Prentice Hall, Upper Saddle River
Harrison S, Tatar D, Sengers P (2007) The three paradigms of HCI. In: Alt. Chi. Session at the SIGCHI Conference on human factors in computing systems San Jose, California, USA, pp 1–18
Harrison S, Sengers P, Tatar D (2011) Making epistemological trouble: third- paradigm HCI as successor science. Interact Comput 23(5):385–392
Hassenzahl M (2004) The interplay of beauty, goodness, and usability in interactive products. Hum Comput Interact 19(4):319–349
Hudson M, Cairns P (2014) Measuring social presence in team based digital games. In: Riva G, Waterworth J, Murray D (eds) Interacting with presence. de Gruyter, Warsaw, pp 83–101
Hudson M, Cairns P (2016) The effects of winning and losing on social presence in team-based digital games. Comput Hum Behav 60:1–12
Jennett C, Cox AL, Cairns P, Dhoparee S, Epps A, Tijs T, Walton A (2008) Measuring and defining the experience of immersion in games. Int J Hum Comput Stud 66(9):641–661
Kahneman D, Tversky A (1982) Variants of uncertainty. Cognition 11(2):143–157
Kline P (1994) An easy guide to factor analysis. Routledge, London
Kline P (1998) The new psychometrics: science, psychology and measurement. Routledge, London
Kuhlthau CC, Heinström J, Todd RJ (2008) The ‘information search process’ revisited: is the model still useful. Inf Res 13(4):13–14
Kumari S, Power C, Cairns P (2017) Investigating uncertainty in digital games and its impact on player immersion. In: Extended abstracts publication of the annual symposium on computer-human interaction in play, ACM, CHI PLAY ‘17 Extended abstracts, pp 503–509
Kuutti K, Bannon LJ (2014) The turn to practice in HCI: towards a research agenda. In: Proceedings of the 32nd annual ACM conference on human factors in computing systems, ACM, pp 3543–3552
Lazzaro N (2009) Why we play: affect and the fun of games, entertainment interfaces and interactive products. In: Sears A, Jacko JA (eds) Human-computer interaction: designing for diverse users and domains. CRC Press, Boca Raton, pp 155–176
Likert R (1932) A technique for the measurement of attitudes. Arch Psychol 22(140):55
Long J, Dowell J (1989) Conceptions of the discipline of HCI: craft, applied science, and engineering. In: People and Computers V: proceedings of the fifth conference of the British Computer Society, Cambridge University Press, vol 5, p 9
Müller H, Sedley A, Ferrall-Nunge E (2014) Survey research in HCI. In: Ways of knowing in HCI. Springer, New York, pp 229–266
Nordin A (2014) Immersion and players’ time perception in digital games. PhD thesis, University of York
O’Brien HL, Toms EG (2010) The development and evaluation of a survey to measure user engagement. J Am Soc Inf Sci Technol 61(1):50–69
Oppenheim AN (2000) Questionnaire design, interviewing and attitude measurement. Bloomsbury Publishing, London
Osborne JW (2010) Data cleaning basics: best practices in dealing with extreme scores. Newborn Infant Nurs Rev 10(1):37–43
Poels K, De Kort Y, Ijsselsteijn W (2007) It is always a lot of fun!: exploring dimensions of digital game experience using focus group methodology. In: Proceedings of the 2007 conference on future play, ACM, pp 83–89
Power C, Denisova A, Papaioannou T, Cairns P (2017) Measuring uncertainty in games: Design and preliminary validation. In: Proceedings of the 2017 CHI conference extended abstracts on human factors in computing systems, ACM, pp 2839–2845
Power C, Cairns P, Denisova A, Papaioannou T (to appear) Player uncertainty in games: measuring when players gets stuck. Under review
Pugh J, Power C (2015) Swimming the channels: an analysis of online archival reference enquiries. In: Abascal J, Barbosa S, Fetter M, Gross T, Palanque P, Winckler M (eds) Human-computer interaction. Springer, Cham, pp 99–115
Reeves S (2015) Human-computer interaction as science. In: Proceedings of the fifth decennial aarhus conference on critical alternatives, Aarhus University Press, pp 73–84
Reise SP (2012) The rediscovery of bifactor measurement models. Multivar Behav Res 47(5):667–696
Ryu YS, Smith-Jackson TL (2006) Reliability and validity of the mobile phone usability questionnaire (mpuq). J Usability Stud 2(1):39–53
Salen K, Zimmerman E (2004) Rules of play: game design fundamentals. MIT Press, Cambridge, MA
Sawilowsky SS, Blair RC (1992) A more realistic look at the robustness and type II error properties of the t test to departures from population normality. Psychol Bull 111(2):352
Schiller J, Cairns P (2008) There’s always one!: modelling outlying user performance. In: CHI’08 extended abstracts on human factors in computing systems, ACM, pp 3513–3518
Ülkümen G, Fox CR, Malle BF (2016) Two dimensions of subjective uncertainty: clues from natural language. J Exp Psychol Gen 145(10):1280–1297
Vieweg S, Hughes AL, Starbird K, Palen L (2010) Microblogging during two natural hazards events: what twitter may contribute to situational awareness. In: Proceedings of the SIGCHI conference on human factors in computing systems, ACM, pp 1079–1088
Wilcox RR (2017) Introduction to robust estimation and hypothesis testing, 4th edn. Academic Press, London
Witmer BG, Singer MJ (1998) Measuring presence in virtual environments: a presence questionnaire. Presence Teleop Virt 7(3):225–240
Wright P, McCarthy J (2004) Technology as experience. MIT Press, Cambridge, MA
Wright P, McCarthy J, Meekison L (2003) Making sense of experience. In: Blythe MA, Overbeeke K, Monk AF, Wright PC (eds) Funology. Kluwer Academic Publishers, London, pp 43–53
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this chapter
Cite this chapter
Cairns, P., Power, C. (2018). Measuring Experiences. In: Filimowicz, M., Tzankova, V. (eds) New Directions in Third Wave Human-Computer Interaction: Volume 2 - Methodologies . Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-73374-6_5
Download citation
DOI: https://doi.org/10.1007/978-3-319-73374-6_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-73373-9
Online ISBN: 978-3-319-73374-6
eBook Packages: Computer ScienceComputer Science (R0)