Skip to main content
Log in

User interface evaluation of interactive TV: a media studies perspective

  • LONG PAPER
  • Published:
Universal Access in the Information Society Aims and scope Submit manuscript

Abstract

A diverse user population employs interactive TV (ITV) applications in a leisure context for entertainment purposes. The traditional user interface (UI) evaluation paradigm involving efficiency and task completion may not be adequate for the assessment of such applications. In this paper, we argue that unless ITV applications are evaluated with consideration for the ordinary TV viewer, they are going to be appropriate only for the computer literate user, thus excluding the TV audience from easy access to information society services. The field of media studies has accumulated an extensive theory of TV and associated methods. We applied the corresponding findings in the domain of ITV to examine how universal access to ITV applications can be obtained. By combining these results with emerging affective quality theories for interactive products, we propose a UI evaluation framework for ITV applications.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4

Similar content being viewed by others

References

  1. Berglund A, Johansson P (2004) Using speech and dialogue for interactive TV navigation. Universal Access Inf Soc 3(3–4):224–238

    Article  Google Scholar 

  2. Bradley M, Lang P (1994) Measuring emotion: the self-assessment manikin and the semantic differential. J Behav Ther Exp Psychiatry 25(1):49–59

    Article  PubMed  Google Scholar 

  3. Chorianopoulos K, Spinellis D (2004) Affective usability evaluation for an interactive music television channel. Comput Entertain 2(3):14

    Article  Google Scholar 

  4. Csikszentmihalyi M (1991) Flow: the psychology of optimal experience. Perennial, New York

    Google Scholar 

  5. Davis F (1989) Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q 13(3):319–340

    Article  Google Scholar 

  6. Desmet PM (2003) Measuring emotions: development and application of an instrument to measure emotional responses to products. In: Blythe M, Monk A, Overbeeke K, Wright P (eds) Funology: from usability to enjoyment. Kluwer Academic Publishers, Dordrecht

  7. Draper SW (1999) Analysing fun as a candidate software requirement. Pers Ubiquitous Comput 3(3):117–122

    Google Scholar 

  8. Drucker SM, Glatzer A, Mar SD, Wong C (2002) Smartskip: consumer level browsing and skipping of digital video content. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp. 219–226

  9. Eronen L (2001) Combining quantitative and qualitative data in user research on digital television. In: Proceedings of PC HCI 2001, Typorama, Athens

  10. Eronen L, Vuorimaa P (2000) User interfaces for digital television: a navigator case study. In: Proceedings of the working conference on advanced visual interfaces, pp. 276–279

  11. Fogg B (2002) Persuasive technologies: using computer power to change attitudes and behaviors. Morgan Kaufmann, San Francisco

    Google Scholar 

  12. Freeman J, Lessiter J (2003) Using attitude based segmentation to better understand viewers’ usability issues with digital and interactive TV. In: Proceedings of the 1st European conference on interactive television: from viewers to actors? pp. 19–27

  13. Frokjer E, Hertzu M, Hornb K (2000) Measuring usability: are effectiveness, efficiency, and satisfaction really correlated? In: Proceedings of the SIGCHI conference on human factors in computing systems, pp. 345–352

  14. Gill J, Perera S (2003) Accessible universal design of interactive digital television. In: Proceedings of the 1st European conference on interactive television: from viewers to actors? pp. 83–89

  15. Goleman D (1995) Emotional intelligence. Bantam, New York

    Google Scholar 

  16. Hassenzahl M (2005) The quality of interactive products: hedonic needs, emotions and experience. In: Ghaoui C (ed) Encyclopedia of human–computer interaction. Idea Group, London

  17. Hassenzahl M, Beu A, Burmester M (2001) Engineering joy. IEEE Softw 18(1):70–76

    Article  Google Scholar 

  18. Hassenzahl M, Platz A, Burmester M, Lehner K (2000) Hedonic and ergonomic quality aspects determine a software’s appeal. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp. 201–208

  19. Holbroock MB, Hirschman EC (1982) The experiential aspects of consumption: consumer fantasies, feelings, and fun. J Consum Res 9:132–140

    Article  Google Scholar 

  20. Knobloch S, Zillmann D (2002) Mood management via the digital jukebox. J Commun 52(2):351–366

    Article  Google Scholar 

  21. Kubey R, Csikszentmihalyi M (1990) Television and the quality of life: how viewing shapes everyday experiences. Lawrence Erlbaum, New Jersey

    Google Scholar 

  22. Lavie T, Tractinsky N (2004) Assessing dimensions of perceived visual aesthetics of web sites. Int J Hum Comput Stud 60(3):269–298

    Article  Google Scholar 

  23. Lee B, Lee RS (1995) How and why people watch TV: implications for the future of interactive television. J Advert Res 35(6):9–18

    Google Scholar 

  24. Livaditi J, Vassilopoulou K, Lougos C, Chorianopoulos K (2003) Needs and gratifications for interactive TV applications: implications for designers. In: Proceedings of the HICSS 2003 conference, p. 100b

  25. Macdonald N (2004) Can HCI shape the future of mass communications? Interactions 11(2):44–47

    Article  MathSciNet  Google Scholar 

  26. Maguire M (2002) Applying evaluation methods to future digital TV services. In: Green W, Jordan P (eds) Pleasure with products beyond usability. Taylor and Francis, London, pp. 353–366

    Google Scholar 

  27. Malone TW (1982) Heuristics for designing enjoyable user interfaces: lessons from computer games. In: Proceedings of the 1982 conference on human factors in computing systems, pp. 63–68

  28. Monk A (2000) User-centred design: the home use challenge. In: Sloane A, van Rijn F (eds) Home informatics and telematics: information technology and society. Kluwer, Boston, pp. 181–190

    Google Scholar 

  29. Moore GA (1991) Crossing the chasm. HarperColins, New York

    Google Scholar 

  30. Murry JP, Lastovicka JL, Singh SN (1992) Feeling and liking responses to television programs: an examination of two explanations for media-context effects. J Consum Res 18(3):441–451

    Article  Google Scholar 

  31. Nielsen J (1994) Usability engineering. Morgan Kaufmann, San Francisco

    Google Scholar 

  32. Nielsen J, Levy J (1994) Measuring usability: preference vs. performance. Commun ACM 37(4):66–75

    Article  Google Scholar 

  33. Norman DA (2004) Emotional design: why we love (or hate) everyday things. Basic Books, New York

    Google Scholar 

  34. O’Brien J, Rodden T, Rouncefield M, Hughes J (1999) At home with the technology: an ethnographic study of a set-top-box trial. ACM Trans Comput Hum Interact (TOCHI) 6(3):282–308

    Article  Google Scholar 

  35. Park CW, Young SM (1986) Consumer responses to television commercials: the impact of involvement and background music on brand attitude formation. J Mark Res 23(2):11–24

    Article  Google Scholar 

  36. Perse EM (1990) Media involvement and local news effects. J Broadcast Electron Media 34(1):17–36

    Google Scholar 

  37. Petersen MG, Madsen KH, Kjaer A (2002) The usability of everyday technology: emerging and fading opportunities. ACM Transact Comput Hum Interact (TOCHI) 9(2):74–105

    Article  Google Scholar 

  38. Reeves B, Naas C (1996) The media equation: how people treat computers, television and new media like real people and places. Cambridge University Press/CLSI, New York

    Google Scholar 

  39. Rubin A (1983) Television uses and gratifications: the interaction of viewing patterns and motivations. J Broadcast 27(1):37–51

    Google Scholar 

  40. Russell JA, Mehrabian A (1977) Evidence for a three-factor theory of emotions. J Res Pers 11(3):273–294

    Article  Google Scholar 

  41. Stephanidis C, Akoumianakis D (2001) Universal design: towards universal access in the information society. In: CHI ‘01: CHI ‘01 extended abstracts on human factors in computing systems, pp. 499–500

  42. Thayer RE (1986) Activation-deactivation adjective check list (AD ACL): current overview and structural analysis. Psychol Rep 58:607–614

    Google Scholar 

  43. Theodoropoulou V (2002) The rise or the fall of interactivity? Digital television and the “first generation” of the digital audience in the UK. In: Proceedings of the RIPE@2002 conference—broadcasting and convergence: articulating a new remit, Finland

  44. Tractinsky N (1997) Aesthetics and apparent usability: empirically assessing cultural and methodological issues. In: CHI ‘97: proceedings of the SIGCHI conference on human factors in computing systems, pp. 115–122

  45. Tractinsky N, Katz A, Ikar D (2000) What is beautiful is usable. Interact Comput 13:127–145

    Article  Google Scholar 

  46. Vorderer P (2000) Interactive entertainment and beyond. In: Zillmann D, Vorderer P (eds) Media entertainment: the psychology of its appeal. Lawrence Erlbaum Associates, Mahwah, pp 21–36

    Google Scholar 

  47. Vorderer P (2001) It’s all entertainment—sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences. Poetics 29:247–261

    Article  Google Scholar 

  48. Vorderer P, Knobloch S, Schramm H (2001) Does entertainment suffer from interactivity? The impact of watching an interactive TV movie on viewers’ experience of entertainment. Media Psychol 3(4):343–363

    Article  Google Scholar 

  49. Wittenburg K, Forlines C, Lanning T, Esenther A, Harada S, Miyachi T (2003) Rapid serial visual presentation techniques for consumer digital video devices. In: UIST ‘03: proceedings of the 16th annual ACM symposium on user interface software and technology, pp. 115–124

  50. Zaichkowsky JL (1985) Measuring the involvement construct. J Consum Res 12:341–352

    Article  Google Scholar 

  51. Zhang P, Li N (2005) The importance of affective quality. Commun ACM 48(9):105–108

    Article  Google Scholar 

  52. Zillmann D (2000) The coming of media entertainment. In: Zillmann D, Vorderer P (eds) Media entertainment: the psychology of its appeal. Lawrence Erlbaum Associates, Mahwah, pp 1–20

    Google Scholar 

  53. Zillmann D, Bryant J (1985) Selective exposure to communication. Lawrence Erlbaum Associates, Hillsdale

    Google Scholar 

Download references

Acknowledgements

We are grateful to Jens Riegelsberger and Mina Vasalou for their suggestions on early drafts of this paper.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Konstantinos Chorianopoulos.

Appendix: example application

Appendix: example application

In this section, we provide a brief overview of an example application for one of the proposed UI evaluation concepts [3].

The objective of the study was to evaluate user preferences for an ITV application that offers clip skipping for music video television and an animated character for presenting information. We chose to use the affective quality instrument of Hassenzahl et al. [17], because it is validated, freely available, short and features an easy-to-understand verbal scale. Furthermore, a fulfilling television experience depends on the subjective evaluations of the entertaining value of the content, a characteristic that is partially captured by the construct of hedonic quality. The experiment was designed to address two of the main issues that have been identified in ITV UI design: (a) local storage navigation through simple video clip skipping and (b) presentation of related information through alternative presentation styles. We formulated the objectives of the study as research hypotheses.

  • Hypothesis 1: Hedonic quality will be greater for a clip-skipping music TV channel compared with a fixed one.

  • Hypothesis 2: Hedonic quality will be greater for an animated character compared with a transparent information box for the presentation of related information.

Each participant received two experimental treatments (within groups) of the UI for interactive music video television: (1) the animated character and (2) the transparent box, while both setups offered video clip skipping with ad insertion. After the end of each session, participants evaluated separately the hedonic quality of (a) traditional music video television (all participants selected were frequent viewers of music TV), (b) music video television with clip skipping, (c) information presentation with the transparent box and (d) information presentation with the animated character. We ran tests with 21 users (recruited from the postgraduate and undergraduate departments of our university). Ages were between 22 and 35 (13 men and 8 women). Users were assigned with a random order to each treatment and the order of the music video clips was also randomized for each session. The video clip related information and the remote control were the same for all sessions.

The study was performed in a relaxed setting, using a traditional TV set and a remote control. The testing session contained 16 video clips and advertising breaks with three ads for every four songs (approximately every 15 min), just like a commercial music video television channel. The study followed the selective exposure paradigm. Users were free to choose the music video clip they preferred to watch, like they would do if the experiment was not running. In order to ensure selective exposure, the users were allowed a maximum of 1/3 of watching time, out of the total session duration, that is a maximum of approximately 20 min out of the 1-h program duration. Users could press the power-off button on the remote to end the testing session and they were told to watch as much as they liked, between 10 and 20 min.

We found (Table 4) that the hedonic quality score (scale is from 0 to 10; scores less/more than 5 represent negative/positive attitude) for the traditional setup is close to neutral (average 5.1/10). This finding can be explained by the fact that music video television is a pervasive experience and feels familiar to consumers, irrespective of its delivery format. In contrast, video clip skipping (average 7.5/10) allowed experimental subjects to watch favourite music video clips and despite the dynamic insertion of ads, the hedonic quality score was significantly higher (two-tailed t-test, p=0.002, n=21). Therefore, we argue that simple video clip skipping, similar to the track-skipping facility available in audio CD players, enhances the perceived television entertainment value, when compared with the fixed TV channel.

Table 4 Mean hedonic quality scores for the clip-skipping music video television are significantly higher

Consistent with the selective exposure theory, users actively sought for the video clips and songs they preferred. This kind of interactive behaviour may be due to the experimental setting and may not have external validity; users may have been more engaged than normal because the application was novel to them and because they were specifically asked to use the new system. They reported that they used the skip functionality mainly to skip a music video that they disliked and to a lesser extent to get to a favourite one. Either way, the clip-skipping feature was liked, despite the ad insertion, and provided a relaxed way to control the interactive music TV application.

We also found that the hedonic quality (scale is from 0 to 10; scores less/more than 5 represent negative/positive attitude) for a music video television channel is significantly higher (two-tailed t-test, p=0.0002, n=21) when using an animated character for presenting dynamic video overlays (average 7.0/10) compared with the traditional transparent information box (average 4.4/10). Again, the experimental subjects were neutral towards the traditional information box, as it is a widely used and familiar presentation style for information related to music video clips (Table 5). Therefore, we argue that the animated character could be used to enhance the consumers’ entertainment experience with television.

Table 5 Mean hedonic quality scores for the animated character compared to the traditional overlay box

Rights and permissions

Reprints and permissions

About this article

Cite this article

Chorianopoulos, K., Spinellis, D. User interface evaluation of interactive TV: a media studies perspective. Univ Access Inf Soc 5, 209–218 (2006). https://doi.org/10.1007/s10209-006-0032-1

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10209-006-0032-1

Keywords

Navigation