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Quality of Experience Versus User Experience

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Quality of Experience

Part of the book series: T-Labs Series in Telecommunication Services ((TLABS))

Abstract

The current chapter discusses the concepts Quality of Experience and User Experience. As Quality of Experience is introduced in the previous chapter, this chapter starts with an introduction to the User Experience concept at the level of theory and practice. First its origins, definitions, and key attributes are discussed. This is followed by an overview of methods and approaches to evaluate User Experience in practice. Thereupon, we discuss both concepts in comparison. While a number of similarities are identified, these are exceeded by the number of differences, which are situated at the theoretical-conceptual level and the methodological-practical level. It is concluded that User Experience is the more mature concept, both at the level of theory and practice. Thus the literature within the User Experience domain can be of great value for the Quality of Experience-community, especially if the latter intends to really put the recently proposed more holistic definition of Quality of Experience into practice.

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Notes

  1. 1.

    The multidisciplinary field of HCI is around 30 years old and can be considered as ‘an amalgam’ of several fields, such as computer science, sociology, communication, human factors and ergonomics, engineering [17].

  2. 2.

    Not only from QoS and Usability, but also from other concepts such as Customer Experience and User Acceptance.

  3. 3.

    See also Chap. 6, in which the evolution from QoS to QoE is discussed in detail and in which a comparison of both concepts is made.

  4. 4.

    Note that in the years after the introduction of the QoE concept in the literature, similarly, a lot of research presented under the ‘QoE flag’, was actually much closer to traditional QoS research.

  5. 5.

    Note that Bevan referred to a draft version of the ISO 9241-210, which was already available in 2008.

  6. 6.

    Note that in [37], the positive nature of UX is not explicitly discussed, but rather the first three key characteristics mentioned above. However, it is implied to some extent through the emphasis on emotions and affect.

  7. 7.

    The valence of valuable experiences can be positive or negative (cf. Sect. 2.1) hence valuable experiences can be linked to both, positive and/or negative emotions.

  8. 8.

    Note, that psychological needs do not match biological-physiological needs such as hunger or thirst. The most salient needs in the context of human-computer-interaction have been identified as the needs for stimulation, relatedness, competence, and popularity [41]. Examples of other psychological needs are e.g., autonomy and security.

  9. 9.

    Hassenzahl et al. [41] adopted the terminology of Herzberg’s Two Factor Theory of Job Satisfaction [45] to describe the different characters of pragmatic and hedonic qualities. In this theory, ‘hygiene factors’ and ‘motivators’ are distinguished: Hygiene factors (i.e., job context factors such as the environmental conditions) can in the best case just prevent dissatisfaction with the job, but cannot lead to satisfaction. However, their absence will results in dissatisfaction. The absence of motivators (job content factors, such as acknowledgment) on the other hand does not result in dissatisfaction, but their presence will facilitate satisfaction and motivation.

  10. 10.

    Including amongst others psychology, product design, social sciences, and anthropology.

  11. 11.

    On the UX community-driven platform http://www.allaboutux.org, an interesting repository of UX evaluation methods (with a short description) can be found.

  12. 12.

    For instance, rooted in social sciences (sociology, anthropology, economics, etc.) and behavioral sciences (psychology, cognitive sciences, etc.).

  13. 13.

    See e.g., the work of Kilkki [71] and Reichl et al. [72].

  14. 14.

    For a thorough introduction to the literature on Customer Experience, see e.g. Palmer [73].

  15. 15.

    Obrist et al. [74] conducted a survey on the theoretical roots of UX, which indicated 56 different theoretical perspectives stemming from nine disciplines. These activities illustrate not only the inherent multi-disciplinarity of the research field, but also its ongoing efforts to get a deeper understanding of UX beyond the somewhat agreed key attributes explained before.

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Acknowledgments

Katrien De Moor’s work was carried out during the tenure of an ERCIM “Alain Bensoussan” Fellowship Programme and received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement no 246016.

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Appendix to Chapter 3

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Quality of Experience

User Experience

Origins

Telecommunications

HCI

Driving force

Primarily technology-driven, technology-centered

Primarily human-driven, human-centered

Theoretical basis

Limited (more emphasis on practical applications)

Strong and diverse theoretical basis

Disciplinary nature of the research field

Multidisciplinary, increasingly also in practice

Multidisciplinary from the beginning, in theory and practice

Main focus

Evaluate (technical) quality perception, gather input to guide optimization of technical parameters at different layers

Evaluate and understand the User Experience / process of experiencing, gather input for designing and creating products and services that enable users to have valuable, pleasurable experiences, enable the fulfillment of be-goals

Main research ‘objects’

Multimedia communication systems

Products, services, and artifacts that a person can interact with through a user interface

Perspective on use

Use of application or service

Encounter with a system (active or passive), anticipated use

Measurement and instrumentation

Standardized measurement and relatively rigid instrumentation (recommendations), predominantly operationalised in terms of MOS ratings

Not translated into standards and official recommendations, large range of methods and tools originating from wide range of disciplines

Research designs

Predominantly quantitative, increasingly also mixed-methods approaches

Both quanti- and qualitative, with strong emphasis on qualitative research

Research environment

Mostly controlled, laboratory research, but growing interest in field and online studies

Laboratory, field and online studies

Research aims

Quantifying, modeling

Understanding, modeling

Main focus

By definition: both pragmatic, utilitarian and hedonic aspects, in (measurement) practice: emphasis on the former

In theory and practice: both instrumental and non-instrumental aspect, strong emphasis on the latter (hedonic dimensions)

Research approach

Isolation of specific factors

Holistic approach

Temporal perspective

Growing emphasis on temporal QoE features and influencing factors, very little empirical work on how QoE changes over longer time

Different time spans of UX are considered, in theory and practice

Business perspective

Importance of and interest in monetary dimension (user as customer), willingness to pay

Little direct attention to monetary dimension

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Wechsung, I., De Moor, K. (2014). Quality of Experience Versus User Experience. In: Möller, S., Raake, A. (eds) Quality of Experience. T-Labs Series in Telecommunication Services. Springer, Cham. https://doi.org/10.1007/978-3-319-02681-7_3

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