User Experience Evaluation Through The Brain’s Electrical Activity Akshay Aggarwal, Gerrit Niezen, and Harold Thimbleby Swansea University Swansea, Wales, United Kingdom 666532@swansea.ac.uk, g.niezen@swansea.ac.uk, harold@thimbleby.net ABSTRACT A novel system for measuring the user experience of any user interface by measuring the feedback directly from the brain through Electroencephalography (EEG) is described. We developed an application that records data for different emotions of the user while using any interface and visualises the data for any interval during the task, as well as presenting various statistics and insight about the data. The application also provides the points of mouse movement on any interface as different coloured dots, where the colour represents the mental load at those points. This makes it easier to identify the user experience based on emotions at exact points on the user interface. In experiments, the brain activity of participants was recorded while they performed tasks on both a well-designed and poorly designed user interface. Screen and mouse cursor position were recorded, along with the values of several facial expressions and emotions extracted from the EEG. Users were interviewed after the study to share their experiences. For each study session analysis was done by comparing EEG, screen recording and interview data. Results showed that frustration, furrow and excitement values reflect user experience. Author Keywords Electroencephalography; EEG; Brain Computer Interface; User Interface; User Experience (UX). ACM Classification Keywords H.5.m. Information Interfaces and Presentation (e.g., HCI): Miscellaneous General Terms Human Factors; Design; Measurement. INTRODUCTION The design of any user interface is important for the effective interaction between the user and the service it links to. There Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org. NordiCHI ’14, October 26 - 30 2014, Helsinki, Finland. Copyright 2014 ACM 978-1-4503-2542-4/14/10. . . $15.00. http://dx.doi.org/10.1145/2639189.2639236 are different rules and principles that guide the designers to make the system easy to use, and several methods are used to measure the user experience of a User Interface (UI) [1, 3]. One way is to run a usability test with some target users to observe actual behaviour in some form of controlled environment [1]. Users perform a series of tasks, describing what they are doing while doing it, and complete pre-test and posttest questionnaires. This method is useful as the pre-task questionnaire provides the information about the user’s previous experience and familiarity with the interfaces and the post-task questionnaire provides details on their experience related to the design. By asking users to explain how to perform a specific task, insight is gained in how well they understood the necessary steps involved in achieving their goal. For accurate results the questionnaires have to be designed very carefully, which takes a great deal of skill. Another problem with this method is that the users might not remember the details of what happened during the task and may not address all the issues related to the interface that were experienced during the test. Eye-tracking during testing provides information on what people look at and gives researchers more insight into how people think, based on the eye-mind hypothesis that states that people look at what they are thinking about [3]. This assumption means that researchers need be careful about their conclusions about the cognition behind behaviour and requires careful study design. Another evaluation method is the semi-structured interview, which is a semi-formal discussion about the experience of the user. This method gives good insight, as the interviewer can deviate where necessary to order to obtain the needed information [3]. There are some limitations to this method, for example the user might feel the pressure of answering questions quickly and avoid taking a long pause. If the interview is less structured, it also becomes harder to analyse afterwards. A number of inaccuracies that occur during user testing can be overcome with the use of “emotional markers”. One of the most efficient and easy to use techniques to record emotional markers is the use of Electroencephalography (EEG) — EEG technology records the voltage fluctuations from the ionic current flowing due to neuron activity. The emotional marker technique involves recording the user’s brain waves while they are using the interface and then analyse their experiences. This technique traces the actual mental state of the user, which resolves issues with users not remembering their feelings during the test, as in the case of post-task questionnaires or interviews. With this method we can get a better estimate of the cognitive values of a user’s brain, with more nuanced data such as cognitive load and focus. This paper describes how EEG technology can be used to implement a user experience evaluation method and a validation of its effectiveness and accuracy. This paper describes the use of EEG technology along with existing methods to improve user experience evaluation. This approach overcomes the limitations and utilises the strengths of the existing evaluation methods. It precisely identifies how many and when various emotional events occurred while a user uses an interface, thereby overcoming the limitations discussed above. Semi-structured interviews and/or post-task questionnaires are used to obtain the reasons behind these events. RELATED WORK There is an abundance of literature on using EEG to determine and classify different emotions and mental states and try to co-relate different variables responsible for the cognition process in the brain [6, 13, 14]. The literature underscores the challenges in formulating a model that accurately describes the relation and functioning between the variables responsible for human emotion. Horlings et al. [6] used EEG to capture the brain waves of 10 participants while they were looking at pictures with some emotional content. Participants rated their emotion on a SelfAssessment Manikin (SAM), a non-verbal pictorial assessment technique that directly measures the pleasure, arousal, and dominance associated with a person’s affective reaction to a wide variety of stimuli [2]. Positive, neutral and negative emotional states were classified, achieving a classification rate of 37% and 49% for the valence and arousal state respectively. Emotiv Systems Australia [5] developed a headset called EPOC that uses 14 electrodes to measure the brain’s electrical activity. Khushaba et al. [8] attempted to find out the nature of decision making using EEG through the Emotiv EPOC headset. Participants were showed 72 sets of images, each set having 3 images and for every set they had to click on the image they liked. The images used different colours and patterns to more precisely determine the contribution of colour and pattern to the decision making process. They found that in general participants preferred either a certain colour or a certain pattern. They also tabulated the frequencies of each colour and pattern selection. The data were visualised according to the mutual information between the four EEG band powers along different EEG channels. A study [13] done to differentiate between the high alert, normal alert and fatigue state of mind also used the Emotiv EPOC headset. 16 participants were given a computer-based task which was 180 minute long and involved mental arithmetic. The participant’s brain activity was recorded while they were performing the task. The data was divided into a 15 minute span for classification. The results of this study shows that for the first fifteen minutes of the study the participants were in a state of high alertness, then for the next 35–40 minutes the alertness levels came down, which the researchers called “normal alertness” and after this stage the participants experienced mental fatigue as classified according to the data. Vi and Subramanian [14] performed a study to detect the state of “confusion,” where “confusion” describes the state where the user is unsure about something he/she has done. To detect this state the users were shown a series of five arrows in a sequence for one second and they had to memorise the pointing direction of the middle arrow. After they answered, they were asked how sure they were about their recent choice, with four options: 1) Totally correct; 2) totally incorrect; 3) more towards correct side; and 4) more towards incorrect side. The process was repeated, where the participants’ brain waves were captured through the Emotiv EPOC headset. Datasets where the participants selected option 3 or option 4 were considered as a “confusion” state. After signal processing and analysis a system was trained to detect this “confusion” state. Another study [9] used EEG to determine change in brain activity during reading and non-reading states. A series of presentation slides, with some having text and some blank, were presented to participants for 30 seconds in the case of text slides and 20 seconds in the case of blank slides. The final results revealed that the “left hemisphere is dominant regarding reading tasks” [9]. They were able to clearly differentiate between brain activity during reading and non-reading states. Three researchers from the National University of Singapore measured sleep quality as a basis for making a music recommendation system, that analyses the quality of sleep and then suggests music to help the person sleep [15]. The researchers collected EEG data to classify it into three categories, that is, wakefulness, deep sleep or other sleep stages. Only the EEG recordings were used and achieved very high accuracy rates of between 87% and 99%. USER STUDY In order to design a system that can evaluate user interfaces based on the user experience of the users while using them, we needed to analyse the variables that reflect the user experience. Our user study was aimed at finding out two things: 1. Which expressions and emotions extracted through EEG values reflect user experience? 2. How does the data of the emotions and expressions from (1) vary according to the user interface design? Our aim was to find the specific actions or specific parts of the user interface that lead to the user experiencing negative or positive emotions. For this study we recorded the values for several emotions in order to find the ones that best reflects user experience and are sensitive enough to clearly differentiate between good and bad user interface design. Experimental setup For the acquisition of EEG data we wrote a program that uses some of the libraries provided by the “Research Edition” Emotiv SDK [11]. The program extracts the data values for emotions and facial expressions such as blink, left/right wink, look left/right, furrow/raise eyebrow, smile, clench, left/right smirk, short-term excitement, long-term excitement, meditation, engagement/boredom, frustration and laugh. For all these emotions a value 0 represents an absence of that expression, whereas the value 1 represents the maximum value for the expression. Values between 0 and 1 represent the strength of the emotion. The program code also tracks the mouse cursor position so as to find the screen location and relate it with the emotion at that time. • Home — for returning to the home page at any time from anywhere in the website According to [7], Emotiv’s emotion models were built using data gathered from more than 100 participants. To induce emotions, activities such as playing games and watching videos or still images were used. Videos of the participants were recorded together with respiration, skin conductance, heart rate and blood volume flow measurements as well as EEG data collected using the Emotiv EPOC. Subjects completed questionnaires about their experience, after which the data were analysed and labelled. Features known to be specific to particular emotions were then used to create the emotion models. • Contact us — link to the page which does not show any information but displays the text “please contact the site administrator for further information” The software application calculates and saves the values for the emotions and expressions, as well as recording the time and mouse cursor position for each entry. The application is written in C++ using the Qt framework [10]. Screen recording software “Camtasia Studio” [4] was used to record the screen while the participant was using the interface. All screen movements were stored as video, allowing us to relate the activities of the user with the headset values at the time of those activities. The “EPOC Control Panel” software was used to set up the headset on the scalp of the participant. This ensured the proper placement and connection of the sensors. User interface used in study To test the user experience of a user interface we created two websites, one based on Shneiderman’s eight golden rules of interface design [12], and another design where some of these eight golden rules were clearly violated. For designing a bad interface an ad hoc survey was performed in which users were asked that what are the things they find bad about a user interface. In general two things were reported: • Difficulty in finding something for which the user is looking for • No proper feedback for the user and the waiting time for a process not shown In addition to the things highlighted in the survey we also decided to focus in more detail on two of the eight golden rules[12]: • Improper feedback to the user in case an error occurs • Confusing design where the user cannot decide which option to choose in order to proceed towards their desired goal • About — link to the page displaying information about the bands • Schedule — link to the page showing the date and place of the performances during summer The link to book the tickets is not provided on the home page as a menu button. Instead the link to the tickets is a hyperlink which is being provided at the bottom of the “About” page as it is the least probable page to find a link for ticket booking. After the user finds the link to the tickets they are directed to the registration page, where they have to fill their primary details to register before payment. Four buttons are displayed which all appear to redirect to the payment page after filling in the registration details. The buttons have the text “yes,” “go,” “continue” and “proceed” respectively and only the button with the text “Go” leads to the payment page, whereas the other three buttons just refresh the page. The user’s confusion state and disappointed state when the button will not respond as the user expects was recorded. After the users click the “Go” button they are redirected to the payment page where, after entering their card details, they click the “Pay” button at the bottom of a confirmation screen. A bank payment screen appears, which displays text indicating to wait for four seconds while payment is being processed, while actually programmed to wait for eight seconds, so as to make the user impatient. Eight seconds after the payment gateway, an error screen appears displaying a message that the server has crashed and then displays a long message of the technical details of the system failure, with a link at the end which says, “click here for an attempt to regenerate ticket.” When the user clicks on this link the ticket is generated. This page is designed to violate the design rule which says if an error occurs it should be friendly and should not display the technical details, but should only display the error correction or recovery method. Good design variant In the good design variant most of the screens were kept the same. The home page was changed to include a link for tickets as one of the menu bar options. The link to the ticket was also provided as an image button with the text “Tickets.” On the registration page there is only one button to proceed. After the users fill in the card details on the payment page, they click on a Pay button. A confirmation screen appears which shows the text “Wait for 4 seconds” and after four seconds the ticket is generated. Bad design variant Method The website is for a rock band concert. The design has a home page consisting of four menu buttons: Ten participants were recruited for the study. All participants were university students with experience in booking tickets online. Sessions were conducted with each participant individually. The task for each participant was to book and generate an e-ticket for a rock concert. The headset was set up on the participant’s scalp, and screen and mouse cursor position were recorded. First, the participants used the badly designed website. They were given a credit card to book the tickets, so as to make the whole process seem more authentic. After each participant finished his/her task we conducted semi-structured interviews, where their experiences on the interface and the things they felt were incorrect and hard to use were discussed. These interviews were audio recorded for a later analysis together with handwritten notes. After the semi-structured interview for the bad design variant the participant was asked to do the same task on the good design variant. Their screen and mouse cursor movement were recorded, and at the end of the task another semi-structured interview was conducted to discuss their experiences. Figure 1. Frustration values for a participant during event 1 Six out of ten participants attempted both the bad and good design. Two of the remaining participants only attempted the good design and the other two only attempted the bad design. The reason for this distribution was to see the changes in the emotion values for the same person while using the good design and the bad design. For example: • A participant using the good design variant after the bad design variant can change his/her normal response towards that interface as he/she becomes familiar with the task. • As participants were not told which design variant is good or bad, they might start expecting error in the good design as well based on their previous experience with the bad design. For each session data were recorded in three forms: 1) A CSV file having the values for the emotion and expression of the participant; 2) a video clip that shows the complete screen activity of the user while doing the task; and 3) the audio clip and notes that were made while doing the semi-structured interviews. Visualising the facial expression data showed that except for furrow and smirk, the facial expression values hardly changed, and even if they do change once or twice in a data set of 3000 data values, it does not tell us anything about the user experience. Before moving to further analysis we removed the facial expression values blink, wink left, wink right, look left, look right, eyebrow, laugh and clench. A visualisation of emotional values showed that meditation, boredom and long-term excitement did not show any variations after the tasks started, so these emotion values were also removed from further analysis. Table 1 shows how data analysis was performed for each participant. The events for which the analysis was done consist of all the important design scenarios, and also some extra events for participants based on the variation in the data values. These were useful in finding other reasons for fluctuation of the user’s emotion. Clip time, file time and spreadsheet data row number for all events are included to simplify the Figure 2. Frustration values for a participant during event 2 analysis of specific events. Reasons for furrow, frustration and excitement values during the task were tabulated according to the user’s experience1 , and also by relating the recorded video clip to the data values. Data values were separated into specific intervals of interest. Another analysis was performed where the data of all the participants for a specific emotion during a specific interval were collected. This enabled us to analyse the change in an emotion during a specific interval and determine the general trend of the each emotion during every interval. Results The results show that the value of “frustration” as taken from the headset reflects the user’s mental load, which gives us more information about the user experience. We have presented the results for the frustration value during three important events in figures 1, 2, 4 for the bad design variant. The results show consistent high values for this emotional response during the three events by each participant. Event 1: Finding the ticket link The first event occurs between the start of the task and the time when the user finds the link which is placed at the bottom of the “About” page. The results show that the frustration levels of all the participants were high in user interface designs 1 as described by the user in the semi-structured interviews Events Spreadsheet Row No Recording 2 started Task 65 started Seen 612 ticket link Clicked 650 on ticket link Started 832 writing name Finished 1072 filling details Click go 1317 Finished 1746 filling pay details Clip File time time Click pay Click yes Error message appear 1755 1817 1928 3.28 11:53:23 3.35 11:53:30 3.47 11:53:42 Click link Ticket 2159 2227 4.17 11:54:12 Fell to 0.3 4.24 11:54:19 0.5 Frustration Reason for value Frustration Furrow value Reason for furrow 1 Reading S.T.E Reasons S.T.E for 11:49:59 0.15 11:50:09 over 0.8 During ticket link search 1.17 11:51:11 Reached Found link 1 1.21 11:51:15 1.40 11:51:34 Value 1 Filling basic details 1 Filling details 1 Small dropdown list year 2.08 11:52:02 Around 0.9 2.35 11:52:29 3.27 11:53:22 1 over 0.8 Finding the correct button Filling payment details During bank screen and error message phase Reading Value 1 small four times font error message After finding recovery link Table 1. shows the table used for analysing the user study data From 17851900, value 1 Excitement about payment, filling details, bank screen, completing the task Figure 3. Maximum frustration level during event 2 Figure 5. Maximum frustration values during event 3 Figure 4. Frustration values for a participant during event 3 Figure 6. Frustration values for participant who only attempted good design variant where the information is not organized or easily accessible by the user. Event 2: Correct button The second event starts after the user fills in their primary details to the time when they click the “Go” button. This event shows the emotional response of the user during the time they were confused about finding the correct button to proceed. Figure 2 shows the line graph for the frustration values of a participant during this event. The results also show a participant’s data who got stuck after filling the primary information and could not find the “go button” link, asked for help and we had to guide this participant to click on the correct link, who then proceeded and completed the task. The participant’s frustration level value reached the maximum as shown in figure 3 and was constant until the end of the task due to built-up frustration during this failure. Our results for the frustration level during the second event show that in the user interfaces where there is no clear navigation for the user, frustration levels raise. The continuous rise and fall of the frustration values occurs due to every time they clicked on the button, the participants expected it will work similar to the “proceed” and “continue” buttons. With those buttons the page actually refreshes, giving them a feel of progress and lowers their frustration levels. As they realize that they are on the same page their frustration levels rise again. Event 3: Error message The third event of interest is the point when the error message comes after the bank payment screen until the time the user clicks on the link to regenerate ticket. Figure 4 shows a line graph of the frustration levels of a participant during this event. During our study one participant was unable to find the correct link after filling in the primary details, and was assisted in finishing the task. Due to the failure in finding the link, the participant’s frustration level value shown in figure 5 was at the maximum throughout the rest of the task. Participants who only attempted good design As described in the Method section, some participants only attempted the good design, as we wanted to differentiate between the results of a user who has already experienced the bad design variant. After using the bad design variant, the response to the good design variant was affected by the bad design experience. Users reported that they were not confident whether their selection would work or not, and they also built some negative expectations based on their previous experience. The study where the participants who attempted only the good design variant were not familiar with the design of the website and they did not have expectations about the functioning of the website. The results for a participant who only attempted the good design variant is shown in figure 6. The rest of the results show that the frustration levels of the participants who only attempted the task on the good design did not go over 0.6. Other reasons for frustration 1. During filling in basic and payment details: The results show high values of frustration of participants while entering their basic information on the registration page and filling in the payment details from the credit card. Participants explained that because they were asked not to move their head and body (to make the data noise-free), it was difficult for them to read and enter the credit card details. 2. Participants wanted to finish very quickly. Figure 7. Eyebrow furrow values for a participant with weak eyesight 3. Waiting time: The results also show that high levels of frustration were seen when the participant had to wait because of a slow browser; also when the payment was being made they had to wait a few seconds for the bank payment screen. Although all these results have nothing to do with the interface design, they show that the higher levels of frustration can also be achieved due to the other factors and should not be confused with the interface design itself. Furrow The values for eyebrow furrow were also analysed. It was found that the furrow value is not related to the emotional response, but that it reflects the points where the user made a furrow expression, either because of difficulty in reading or understanding something. The furrow values were also shown when the participants were searching, in our case for the link to book the tickets. Furrow value entries for the participants whose eye sight is weak was quite frequent and for the participants with normal eye sight was less frequent. Figures 7 and 8 show the furrow values for a participant with weak eyes and normal eyes respectively. The value of the furrow depends on the extent of the actual furrow made by the user. The results show that the higher furrow values were seen when the participant had to read text which was in a smaller font size. The furrow expression also depends on the type of expression a person gives for a certain situation. The high furrow values show that the participant had a problem in reading something, which could be due to a design where the text font is small and not clearly visible to the user. It was also found that the furrow value entries were less frequent in the good design variant, where participants did not have to search for links or read error messages. Short-term excitement The analysis of the short term excitement values show that this emotion is not necessarily related to the interface design, but related to the task that the user is doing. High values for this emotion were seen when the user was excited about the next step in the task. In our case it happened during the payment procedure as the participants were excited about the ticket generation. All the high peaks in the graph were seen during the payment option or after completing the registration. Figure 8. Eyebrow furrow values for a participant with normal eyesight Users reported excitement when they finished filling in payment details, as they were excited about completing task. The short-term excitement values are higher when interface is new for the user, as the user is excited about next screen and the process. the the the the Conclusion One aim of the study was to explore and evaluate the expressions and emotions extracted through the headset whose values best reflect the user experience on any user interface. Another aim of the study was to study the variation produced in the short-listed expressions and emotions, according to the user interface design. It was found that frustration is the key feature to measure user experience and the furrow expression and short term excitement also reflect the mental states of the user, which is helpful in relating the user’s progress on the interface with the user experience. The conclusion drawn from this study is that the value of frustration increases with the increase in confusion, nervousness, focus, and concentration. It was found in the bad design variant that the frustration levels rose and reached the maximum value in all the three important bad design scenarios. The frustration values were also raised because of factors like having a slow browser and the waiting time during ticket generation. The rush to finish the task quickly also increased the values of frustration. The frustration levels of the user were quite low when performing the same task on the good design variant, indicating that the frustration value is a sensitive and Figure 9. A screenshot of the software application, showing frustration, furrow and excitement values for a specific time interval reliable measure. In the study all the high and low levels of frustration were justified and there was no case where the rise and fall in the values did not match with the user’s explanation about their experience. The frequent value for the furrow expression is either because of the user’s eyesight or from focusing on something specific. The high furrow values can tell us that the user was either unable to read something, unable to understand something or was trying to search for something in order to progress. The excitement values reflect the sense of achievement or curiosity about the outcome of the current action. The excitement values are generally high when the user is either new to the interface or the user is close to completing the task. The results obtained showed quite consistent variation for every participant in all the scenarios. The results of the study helped us to determine the values that reflect user experience. This classification was used to develop a software application, described in the next section, that can be used to evaluate user experience in order to improve user interface design. CASE STUDY This section discusses the use of our system to evaluate a university website. This case study shows how the results, that depict the user experience of the participants, can be used to evaluate the design and usability of the website. Figure 10. The navigation report generated by the software application for the registration page of the “bad design” Figure 11. The user experience report generated by the software application 1. the CSV (Comma-Separated Values) format file containing the recorded values from the headset together with timestamps and mouse cursor positions; 2. the recorded video clip that is created using screen capture software while the user is using the interface; and 3. the notes and audio clip from the semi-structured interviews that explains the reasons for the values described in the CSV file. We used a test scenario where the user was asked to use a particular option of the website, and to use it the user must be able to find the location of that option. This kind of test scenario was helpful in evaluating the design and structure of the website. The task was to find the tuition fees for the computer science postgraduate course for an international student. The setup used was identical to that of the user study, that is, recording the values of ’frustration’, ’furrow’ and excitement through the Emotiv EPOC headset along with the screen recording and tracking of their mouse cursor position. The user interface of the application is shown in figure 9, with a graph indicating the three values i.e. excitement, furrow and frustration for a specified time interval (0.05 seconds to 4 minutes 10 seconds). The application also provides the ability to see the user’s mouse navigation points on the web page being tested, including the frustration level at those points, as shown on the navigation report in figure 10. Red points indicate high frustration, yellow points indicate medium frustration and green points indicate a relaxed state. A user experience report, shown in figure 11, is generated by the application that gives the minimum, maximum and average values for all three emotions, together with the percentage of time for the values of ’high mental load’, ’engagement’ and ’relaxed’ during the selected interval. Software application Method We developed a software application that records and saves data from the headset, as well as providing a number of different visualisations of the recorded data. Three types of data are used by the application: Two university students participated in the case study. The participants started from the home page of the website and had to navigate to the page where the fees structure for the international postgraduate computer science student was Experimental setup shown. They were interviewed immediately after they completed their respective tasks. The data were visualised as soon as the test session ended and the participants were asked to describe their experiences. The reasons for all the important points of interest were confirmed through semi-structured interviews. Evaluation The initial analysis of the data was done by splitting the screen recording time into several intervals, and then for every interval relating the events during those intervals with the graph generated for that interval. The reasons given by the user were also related to the graph for the respective events. By using this method we could identify the intervals where the participant was relaxed, engaged or highly frustrated. Results and discussion The pathways selected by both the participants were different. One participant started navigating through the menu bar options and the second participant used the search box to reach the required page. We discuss the user experience of both the participants separately. Participant 1 The participant, when asked about high frustration values, reported confusion to decide whether to click on “postgraduate” or “international” as the postgraduate international student fees had to be found. The participant then clicked on “Fees and funding,” and after searching for the “Tuition fees” link they clicked on “Tuition Fees for International Students.” A small piece of text appeared guiding the user to click if they want to see international student fees. This link was very small and the participant’s furrow levels were found to be at the maximum value during this stage. The frustration level of the participant also rose to the maximum value when, after clicking on that link, a page appeared where the fees structure was written for all courses in alphabetised order. The participant failed to notice the course listing for computer science and then clicked away from this page. Later they entered the computer science department page but could not find the fee structure there. This participant was unable to finish the task. The design of the course listings page could be improved by using text spacing and size to create a visual hierarchy. The structure of the data in the website could be revised as the user had to follow too many links to reach the required page. A well-designed information architecture makes a site easier and more enjoyable to use [1]. Participant 2 The second participant started the study by directly searching for the query “computer science postgraduate international fee”, and from the results page clicking on the entry for the computer science department. The participant then selected the option “Postgraduate” from the sidebar menu. No direct link for the fee was found there, but there was a small link for the “postgraduate taught admissions” brochure. The participant clicked on it and a PDF document appeared that did not have the fee details. The participant again searched for international postgraduate fees and from the results he navigated to the page where another click on the “postgraduate taught course page” displayed the list of fees for all the courses. High furrow values were seen when: 1) the brochure was being read; 2) where the text is very small; and when computer science is being searched for in the list of subjects. The frustration was seen to reach the highest level when the participant could not find the fee in the brochure. The participant reported the user experience of the website to be challenging. The average frustration value was 0.6, which is not very high. The participant found the link by using the search box, but it was disappointing for the participant not to find a fee link on the computer science department’s page. Discussion The system was able to effectively measure the user experience of participants on the university’s website using the values of “frustration” and “furrow” values at all the important points of interest, and based on the user experience we were able to find some structural and design inconsistencies on the website. It was found that the pages on the website were not properly linked to all the necessary related pages. The participants were supposed to find tuition fees for international postgraduates in computer science. According to the interface the user can start by clicking on any of the words present in the requirement, that is, postgraduate, international, fee, and computer science. All the pages should be effectively linked, so that the user will be able to proceed to navigate in the correct direction irrespective of which keyword was used at the start. CONCLUSIONS AND FURTHER WORK We designed and developed a novel method to measure user experience on any user interface by measuring EEG feedback. The results showed variation in three emotional and facial expression values for a specific design, and the other reasons that could cause fluctuation in the values. By comparing: • the expression values with the respective action or part of the interface used at the same time, • and the reason for the emotion as reported by the participant in the semi-structured interview after attempting the task, we were able to find patterns like the emotion value of the participant was x when he/she was using y part of the interface and the reason reported was z. The “frustration” values show the mental load and the “furrow” values show the condition when the options are not clearly visible, usually due to small font size and/or suboptimal positioning. One advantage of the system is that it is capable of highlighting the user experience on any specific part of the interface. As the measurements are taken directly from the brain’s electrical activity, the system can detect events experienced by the user during the test which they forget to share using any other methods. This helps to overcome drawbacks of some of the existing methods, like post-task questionnaires or interviews, when used independently. The system combines EEG technology with the existing methods to improve the accuracy and precision of user experience evaluation. The system can be improved by automatically identifying points of interest and presenting questions to the user about their mental state and the reason for the fluctuation in values, using the screenshots or video of those events. The system could also be trained to detect more emotions and expressions which reflects the user experience in a more accurate way. REFERENCES 1. Jesmond Allen and James Chudley. 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