Layers of User Expectations of Future Technologies: an Early Framework Thomas Olsson Abstract Tampere University of Technology User’s expectations are identified as a factor affecting the actual user experience in human-computer interaction. Considering the context of emerging and future technologies, users’ expectations can become increasingly diverse, especially in terms of where they stem from. This paper presents an early framework for understanding different layers of expectations that people might have of technologies in the near future: for example, ‘desires’ and ‘social and societal norms’. The framework provides understanding of the spectrum of user expectations and what different aspects of them could be identified in user inquiries and evaluations. For concretization and credibility of this work-in-progress framework, examples from recent research on user expectations of mobile augmented reality are provided. Department of Pervasive Computing P.O. Box 553 33101 Tampere, Finland thomas.olsson@tut.fi Author Keywords Expectation; Anticipation; User experience; Emerging technologies; User studies; Framework; Quality. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). Copyright is held by the author/owner(s). CHI 2014, April 26–May 1, 2014, Toronto, Ontario, Canada. ACM 978-1-4503-2474-8/14/04. http://dx.doi.org/10.1145/2559206.2581225 ACM Classification Keywords H.5.2. User Interfaces: User-centered design. Introduction Expectations in general can be considered as something that people anticipate or look forward to occur with high probability or certainty [9]. Wright et al. [16] Summary of user research that forms the basis of the framework (detailed report in [10]) · Focus on expectations of services based on mobile augmented reality, which can appear to users as a combination of various interaction techniques, new types of accessible information and aspects of ubiquitous computing · Methods: focus groups, contextual interviews, an online survey (mainly qualitative) · Altogether 231 participants in three different studies · Participants from various professions and nationalities; mostly early adopters · Visualized scenarios to catalyze discussion · Bottom-up analysis by categorizing the expectations in a group of 2-4 researchers consider anticipation as one of the central human sense making processes. Experience is always shaped by what has gone before; happening prior to any actual experience of use, the act of anticipating (or expecting) an experience is based on the prior events, encounters and interactions, and results in the formation of expectations. Considering HCI and user experience (UX), in fact, the ISO standard 9241-210 [6] seems to draw a parallel between “the use” and “anticipated use” as elements of UX. For example, familiarizing oneself with a new product and its reviews not only affects one’s perceptions of it, doing so also composes a central part of the overall product experience. A central premise for this work is the importance to know what people as potential customers and end users expect, and how to deliver according to the expectations [18]. Moreover, true innovations should exceed the expectations and address hidden, so far unaddressed needs [6, 11]. Consequently, inquiring people’s expectations of future and emerging technologies is particularly important to understand what successful innovations they could engender. Expectations can reveal how people conceptualize the novel technology [5], how the technology is expected to serve people and what kinds of features are expected of it [1]. This information can serve as an insightful guidance for developing technology, products and services. Unfortunately, the potential users’ expectations of future are challenging to study: they have limited experience of similar technologies and it is hard to gather detailed user responses based on scenarios or other non-functional demonstrations. This calls for theories and methods for eliciting rich expectation data from the participants and analyzing it in a way that reveals insightful information. Taking a small step towards theoretical clarification of user expectations, this paper presents a work-in-progress framework about different layers of expectations. The framework is intended to help researchers study and identify different types of expectations and be able to classify them in a meaningful and design-relevant way (e.g. as design goals). The perspective is on emerging technologies that people consider feasible in the near future (the next 5 years or so) and hence can comprehend. The framework is based on a theoretical consolidation from several disciplines (e.g. [4, 15, 16, 18]) as well as personal insights from the author’s recent empirical work on user expectations of mobile augmented reality as an emerging technology [10]. The concept of user expectations is closely related to concepts like ‘user requirements’, ‘user needs’, and ‘user values’. From the standpoint of this paper, the concept of user expectations is seen slightly broader than any of these. For example ‘user needs’ usually only cover things that the user actually looks forward to, wants or requires, whereas expectations can include positive as well as negative (undesired) assumptions. Here, the other concepts relate to sources of people’s expectations of what the technological future could (mainly values), should (mainly needs), or must (mainly requirements) be. For example, people’s values inherently entail a component of expectations towards the future: e.g. the human value of beauty can create an expectation of, ideally, also technology being pretty. Background and Related Work The topic of expectations has been mainly studied in consumer and marketing research. A large portion of the discussion is on societal level (e.g. [13]) but some address the topic from a consumer or individual level, which is more in focus here. Central topics are, e.g., the origins of expectations (e.g., how they are based on earlier experiences) and to what aspects in products and technology the expectations can be targeted at. Nevertheless, compared to the weight of the concept of expectations in various theories, rather little empirical research has been conducted to corroborate them. In the user experience literature, Arhippainen [1] remarks expectations to influence the user’s perceptions of the product’s capabilities and overall quality. Hiltunen et al. [5] discuss expectations as the basis of the user experience cycle: expectations direct human interpretation and information gathering and attention in using the product. Furthermore, according to the expectation confirmation theory by Bhattacherjee [2], expectations exist as a norm against which the actual experience is compared. Simplified, if a product outperforms the expectations, post-use satisfaction will result, whereas if it falls short of expectations, the user is likely to be dissatisfied. This general interplay between expectations and experience is often recognized in literature (e.g., [1,8,14]) and was also recently empirically consolidated [12]. Figure 1. Framework of user expectations. The layers can be placed on a dimension of value and quality, with E-BA and S&SN on the same level. Expectations highest on the scale are most demanding but create most pleasure if fulfilled. Origins and sources of expectations Regarding the origins of expectations, Zeithaml et al. [18] identify, for example, word-of-mouth, own past experience, personal needs, explicit service promises (statements about the service made by the company to customers) and implicit service promises (e.g., price, ranking, awards). In the context of emerging technologies, however, the latter two are irrelevant because of the lack of business and product context, allowing people assess only the technology per se, its applications, and its risks and possibilities. In addition, Dewey [4] mentions social factors, such as others’ opinions and experiences, traditions (e.g., norms, personal tendencies) and influence of education. In addition, considering theories of psychology, personal characteristics like personality (e.g., optimism [7]), values, attitudes towards technology and trust in future most probably play roles in what kind of expectations are formed and what are their relative weights. Targets of Expectations Considering HCI, users’ expectations could relate to, for example, the product or service features, the use of and interaction with it, its role in one’s life, or the situations it could be used in. People may expect a technology to offer certain possibilities for action or outcome (e.g., what new activities does a product allow) [16]. Yogasara et al. [17] report that users’ anticipations included various aspects related to the context, experiential knowledge, and anticipated emotion. Demir et al. [3] argue that the expectations may also be about an unexplored aspect of a product (e.g., performance prior to usage) and about the consequence of an action (e.g., shaking a device to reset it). Also these consolidate the breadth of user expectations as a concept: they can be seen as something that is not necessarily conscious or precisely thought-through by the user. Early Framework: Layers of Expectations Another relevant literature that this framework draws inspiration from is the levels of expectations by Teas [15], focusing on consumer research and service quality. On a dimension of quality from “desired service” in the highest end and “adequate service” in the lowest, the author distinguishes between “ideal expectations”, “normative ‘should’ expectations”, User quotes about Desires: “On a sad day the service could cheer me up with an indulgence mode” (male, 27 and female, 26) “Seeing through the walls would be great, so that I’d see an approaching bus upfront” (female, 23 and male, 23). “We’d want the service to provide us with information that cannot yet be found on the packaging” (male, 23 and female, 22) User quotes about Experience-Based Assumptions: “The service could automatically compare prices between your favorite shops and tell where to get for example the cheapest cheerios” (male, 27). “The augmented information in such a busy environment would mostly need to be visual” (female, 24). “[MAR] gaming applications would be nice! Such would work well in my group of friends” (female, 24). “experience-based norms”, “acceptable expectations”, and, in the lower end, “minimum tolerance expectations”. The presented framework (Figure 1) adapts these levels and contextualizes the discussion to HCI by introducing layers of expectations that can help eliciting and analyzing user expectations. The layers are termed here as (1) desires, (2) experience-based assumptions, (3) social & societal norms, and (4) mustbe expectations. In addition to allowing placement on the dimension of quality similarly as in the work by Teas [15] (see Figure 1), the layers describe different origins where user expectations can stem from. The following sections describe the four layers in more detail and discuss the possible origins and targets of the expectations on each layer. To empirically consolidate the framework, example user quotes are provided (see margin) from recent studies on user expectations of mobile augmented reality (MAR) [10]. Desires Desires, aspirations and wants of people reflect what they would truly value technology to offer and what its role should be in the future. Desires are based on inherent, underlying human needs, values, attitudes and personality (technology-orientation or openness, e.g.). Hence, desires are not necessarily specific to certain technologies or based on personal experience with any prior related technology. Overall, desires evolve rather slowly and satisfying the desires can help identifying long-lasting application areas for new technology. Such, however, are challenging to gather from participants and often too vague as design goals. Examples of desire expectations include general values like convenience, aesthetics, advancement of technology and society, and life getting easier and more efficient. In addition, common desires and values across cultures like welfare and democratization, and human needs like relatedness, self-actualization, and competence can be general desires for technology – something that people expect also technology to foster and support. Examples from [10] include desire expectations of MAR providing truly mind-augmenting tools, proactive services, and feeling of increased awareness of one’s surroundings. Experience -based assumptions Such expectations reflect what people are habituated to and how their conceptual models see technology to perform, behave and evolve, based on experiences of their own and other significant people. Being experience-based, these stem from interaction with and use of earlier similar products and technologies (e.g. WIMP as a starting point for learning new interface metaphors like MAR). The expectations can be targeted at, for example, how and with which modalities the interaction takes place, the role of technology (which is currently reactive rather than proactive), in what kind of situations it might fail, look & feel and terminology, types of content, information visualization solutions etc. Examples of such include assumptions about where specific information can be found on a web site or preference of interaction techniques based on personal experience. In addition, whereas desires can be mostly regarded as positive aspects, experience-based assumptions can include also negative expectations, e.g. related to assumed limitations and weaknesses. An example from MAR is the much-expected (or -feared) information overflow, most probably based on experiences on current information browsing interfaces like the WWW. Such expectations are easily and often User quotes about Social and Societal Norms: “I would leave tags and comments with the service” (male, 32). “Getting additional information should be based on touching, e.g., products with the device” (female, 26 and male, 27). “The application would probably slow people down as they stop to wonder the new information” (male, 27 and female, 26). User quotes about MustBe Expectations “The information about user that has been saved on the device must not spread anywhere” (female, 23). “I would definitely like to interact with such a device in an unnoticeable way” (female, 24). “There should not be too much information on the device screen so that the user’s attention can be focused on the real world as well” (female, 24). “The information should be up to date with accuracy of at least one day” (male, 27) brought out in user studies and seem to heavily affect people’s capabilities to foresee what technology can be used for and how it is interacted with. Social and societal norms These describe what people assume technology to allow and to feature, based on what phenomena and trends currently hold – but regardless of what their inherent desires or prior experiences are. Social and societal norms are based on opinions of relevant other people as well as broader cultural and societal factors like fashion and trends, stereotypes, media and public discourse about technology. Such expectations are targeted at general aspects like usability, aesthetics, social acceptability – in other words, norms about what quality attributes and features technology currently includes in a specific field or in general. For example, a large touch screen has for several years been a normative expectation for new and prime-quality mobile phones, despite its challenges as the main input technology. Other present-day examples include privacy and user control (often brought out due to extensive public discussion), look & feel (e.g. onepager WWW sites), and ever-enhancing ease of use. Examples from MAR include the expectations of content being user created and reliable, interaction following the most recent advances in interaction techniques, and the service feeling lively because of active service community [10]. All in all, such expectations seem to be often brought up in user-based studies. As common and public issues they are easy to talk about. Must-be expectations Such expectations represent requirements that any new technology should consider and take as minimum requirements for user acceptance. These are based on personal long-term experience of different types of technologies and products; the distinction from Experience-based assumptions is that these reflect negative prior experiences – something that the user would not want to experience again. For example, low battery time as a bad experience of mobile computers has, for many, set the limit of minimum acceptable battery time to one day. In MAR and many other emerging technologies, especially usability and trusting the service content are something that people expect to be “well taken care of”. Other examples of Must-be expectations include ‘traditional’ quality attributes that people have got used to being mostly well designed, such as robust functionality, physical endurance, appropriate price-quality ratio, and ergonomics. These are often referred to as ‘hygiene factors’, i.e., something that can be taken for granted and noticed by the user only if missing. Therefore, it is critical also to understand how and what kind of expectations from the other layers can become like these over time. Discussion and Conclusions This work-in-progress framework helps (1) researchers plan user inquiries to elicit a rich diversity of user expectations, and (2) both researchers and designers analyze gathered expectations with better granularity, possibly also prioritize the data according to the dimension of quality as well as set design goals. The framework describes, on one hand, different sources and examples of expectations of especially emerging technologies and, on the other hand, different target levels on the dimension of quality. Simply following the expectations mentioned by users does not necessarily guarantee a successful product or technology, as often discussed in UCD-critical literature. Therefore, to guide and inspire design of new technology, it is important to understand the expectation components holistically and gather information on multiple layers. [8] Karapanos, E., Zimmerman, J., Forlizzi, J., Martens, J.-B. User experience over time: An initial framework. Proc. 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