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Evaluation of the usefulness of path of long-term user experience model in design process

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Evaluation of the usefulness of path of long-term user experience model in design process. / Karahanoğlu, Armağan; Bakırlıoğlu, Yekta.
In: Behaviour and Information Technology, Vol. 41, No. 4, 01.10.2022, p. 777-795.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

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Karahanoğlu A, Bakırlıoğlu Y. Evaluation of the usefulness of path of long-term user experience model in design process. Behaviour and Information Technology. 2022 Oct 1;41(4):777-795. Epub 2020 Oct 24. doi: 10.1080/0144929X.2020.1836256

Author

Karahanoğlu, Armağan ; Bakırlıoğlu, Yekta. / Evaluation of the usefulness of path of long-term user experience model in design process. In: Behaviour and Information Technology. 2022 ; Vol. 41, No. 4. pp. 777-795.

Bibtex

@article{09ba3bc3df974368a41d69f228a80ae4,
title = "Evaluation of the usefulness of path of long-term user experience model in design process",
abstract = "User experience evolves in accordance with users{\textquoteright} attitudes, habits, and personality, as well as their prior experiences. Even though there are attempts to holistically frame the long-term experience of interactive products, there is still debate on how to guide designers in the design process of those products. To tackle this issue, this paper proposes the usage of Path of Long-Term User Experience (PLUX) model in design process. To interrogate the usefulness of the model, we conducted two studies. First, we adopted, adapted and tested the applicability of the backcasting approach, together with the visual materials that could be used in the design process. Following this, we tested the effectiveness of using the PLUX model as a guidance tool in designing interactive products. The PLUX model together with the backcasting approach helps designers to better ground their decisions in the design process and to find ways to enrich long-term user experience. The stages of user experience as well as the human and product-related qualities of the PLUX model facilitated in-depth reflection, and espoused creative interpretations of these qualities for ideation. However, the high level of detail is found limiting at times, depending on the ways the model is utilised.",
keywords = "backcasting, design for long-term experience, Interactive products, user experience",
author = "Armağan Karahanoğlu and Yekta Bakırlıoğlu",
year = "2022",
month = oct,
day = "1",
doi = "10.1080/0144929X.2020.1836256",
language = "English",
volume = "41",
pages = "777--795",
journal = "Behaviour and Information Technology",
issn = "0144-929X",
publisher = "Taylor and Francis Ltd.",
number = "4",

}

RIS

TY - JOUR

T1 - Evaluation of the usefulness of path of long-term user experience model in design process

AU - Karahanoğlu, Armağan

AU - Bakırlıoğlu, Yekta

PY - 2022/10/1

Y1 - 2022/10/1

N2 - User experience evolves in accordance with users’ attitudes, habits, and personality, as well as their prior experiences. Even though there are attempts to holistically frame the long-term experience of interactive products, there is still debate on how to guide designers in the design process of those products. To tackle this issue, this paper proposes the usage of Path of Long-Term User Experience (PLUX) model in design process. To interrogate the usefulness of the model, we conducted two studies. First, we adopted, adapted and tested the applicability of the backcasting approach, together with the visual materials that could be used in the design process. Following this, we tested the effectiveness of using the PLUX model as a guidance tool in designing interactive products. The PLUX model together with the backcasting approach helps designers to better ground their decisions in the design process and to find ways to enrich long-term user experience. The stages of user experience as well as the human and product-related qualities of the PLUX model facilitated in-depth reflection, and espoused creative interpretations of these qualities for ideation. However, the high level of detail is found limiting at times, depending on the ways the model is utilised.

AB - User experience evolves in accordance with users’ attitudes, habits, and personality, as well as their prior experiences. Even though there are attempts to holistically frame the long-term experience of interactive products, there is still debate on how to guide designers in the design process of those products. To tackle this issue, this paper proposes the usage of Path of Long-Term User Experience (PLUX) model in design process. To interrogate the usefulness of the model, we conducted two studies. First, we adopted, adapted and tested the applicability of the backcasting approach, together with the visual materials that could be used in the design process. Following this, we tested the effectiveness of using the PLUX model as a guidance tool in designing interactive products. The PLUX model together with the backcasting approach helps designers to better ground their decisions in the design process and to find ways to enrich long-term user experience. The stages of user experience as well as the human and product-related qualities of the PLUX model facilitated in-depth reflection, and espoused creative interpretations of these qualities for ideation. However, the high level of detail is found limiting at times, depending on the ways the model is utilised.

KW - backcasting

KW - design for long-term experience

KW - Interactive products

KW - user experience

U2 - 10.1080/0144929X.2020.1836256

DO - 10.1080/0144929X.2020.1836256

M3 - Journal article

AN - SCOPUS:85094139974

VL - 41

SP - 777

EP - 795

JO - Behaviour and Information Technology

JF - Behaviour and Information Technology

SN - 0144-929X

IS - 4

ER -