Natural User Experience Research
Natural User Experience Research
Presentation
Decision
Motivation
Motivation
Decision
Presentation
Perception of Natural
Contextual Actions
Visual Perception
Effortless learning
Learnt Naturalness
Confirmation Enablers
Incentivized Routine
Borrowed Experiences
Factors of Unnatural
Comfort Influencers
Appropriate combination of comfort influencers in a
relevant situation improves natural experience
Objective 2: To interpret real life encounters related to naturalness and create design directions for Natural User
Interface.
Method used: Semi-structured interview
Start of
the project
4 pilot sessions
Method
finalization
Main sessions
with 12 users
(both methods)
analysis
and insight
generation
Phased
presentation
of design
directions
Final
presentation
of design
directions
User Segmentation
comfort
despair
aesthetics
reflex
behavior
routine
joy
frequency
less time
instincts
man-like
achievement nostalgia
familiarity
sensory input
not man-made
interest
calmness
past experience
habit
inter-personal
curiosity
observe
control
adapt
conditioned
explore
capability
spontaneous
effortless
context
intuitiveness
childhood
memories
Perception of Natural
Scale of Cognition
Response time
Cognition load
least
high
hide
break
Perception of Natural
Scale of Action
Learning
Incentive
least
high
Perception of Natural
State
Easiness state is a stage where user doesnt need any training.
Sense of control brings comfort and peace (control is like a bell curve)
Provide sense of achievement and appreciation, this induces pleasure
Scale of State
Control
least
high
Perception of Natural
Low
high
Cognition
Uncertain
Conditioned
Contended
Effortless
Thoughtless
Action
Random
Forced
Addiction
Playful
Imitation
Intuitive
Instincts
Boundless
State
Stressful
Laziness
Constrained
Relaxed
Comfort
Peaceful
Freedom
Translate Incrementers
Pain, Thrill
Voice tone, Gestures
and Facial expression
For co-located communication
Shopping
Sensorial Immersion
Imperfection/ Randomness
Rich Sensorial Information
Immediate communication
Helps improve muscle memory
Human driven encouragement
and competition
Exact match of expectations
Physical activity
Physical
Digital
Unforgiving
Forced routine
Non co-located communication
is time-taking
Avoid Cons
Maintain Pros
Reduce Decrementers
Hidden intentions
and miscommunications
Provide richer sensorial information to the users for instances where user lacks trust
E.g. interactions for making transactions should engage a user [Plan Man] with richer
feedback (say, haptic, voice)
Learnt Naturalness
Initiate
Behavior
Relative to a context
Object: Acquiring
Repetition
Habit
Automatic
Controlled
Physical
Motivators
Motor
Uncontrolled
Physical
Habit
of self
Emotion: Happy
Way of communication: Appraisal
Controlled
Cognitive
Situation: Separation
Goal Met | Situation: Togetherness
Way of communication: Not
acknowledging, Appraisal
Intellectual
Uncontrolled
cognitive
Self
(Control)
Habit of
Character
Self (Control)
Learnt Naturalness
Motivators
Sensation: Pleasure, Pain
Self
(Growth)
Self (Mastery)
Hunt
Pleasure
Belongingness/Tribe:
Social Acceptance, Social Rejection
Efficiency
Hunt: Information, Material Resources
Self
(Control +
Growth)
Fear
Social
Acceptance
Social
Acceptance
Anticipation
(Belief, Fear)
Hunt
Controlled
Physical
Behavior
Un- Controlled
Physical
Behavior
Controlled
Cognitive
Behavior
Un- Controlled
Cognitive
Behavior
Intellectual
habit
Incentive
Incentivized Routine
Repetition
Freedom
Natural
Action
Unnatural
Factors of Unnatural
Extremely Unnatural
Extra-ordinary
human
capabilities
Human
Interventions
A shift to unknown
Forced Routine
Slightly Unnatural
Avoid
Adapt
Repetitive
Imitation
Temporal
Fun &
Satisfactory
Implicit Stimuli
Need
Physiological, Safety,
Belongingness, Esteem,
Self Actualization
Drives
Action
Becomes
natural in a
Contextual Actions
Context
When, Where, What,
Who, Whom
Self-Actualization
Aesthetic
Cognitive
Esteem
Desire for
beauty
Know/
understand
things
Relaxation,
Pleasure
What other
thinks of you
Self -Percept:
What you think
of yourself
Safety
Physiological
Digital Actions
External-Self
Inner-Self
Public
Private
Large social
group
Belongingness
Physical Actions
Meet aesthetic needs by decorating
home/workplace, going in the nature,
Create Music/ Photography
Small Clsoe
Connections
Contextual Actions
Context
When, Where, What,
Who, Whom
When
Where
What
Who
Whom
Time
Place
Activity
Self
People
Purpose
Availability of
resources
Harmony
Visual (physical
attributes)
Occasion
Priority of the
activity
Urgency
Age
Gender
Personality
Emotion
Number
Relation
Kind
Need
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Safety Inner Self
Physiological-Public
Physiological-Private
When (Time)
Where (Place)
What
(Activity)
Whom Who
(People) (Oneself)
Contextual Actions
Contextual Actions
Example 1:
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Diabetes Patient
Need
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
Schedule
Place
Postpones
/Prepones
Belongingness- Close
Safety- External Self
Safety Inner Self
Physiological-Public
Physiological-Private
When (Time)
Where (Place)
What
(Activity)
Whom Who
(People) (Oneself)
Contextual Actions
Example 2:
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Need
Esteem- Confidence
Achievement
Self
Esteem - Reputation
Belongingness-Group
Belongingness- Close
Safety- External Self
Recommendations natural
to user
When (Time)
Where (Place)
What
(Activity)
Whom Who
(People) (Oneself)
Contextual Actions
Personal Identity
Cognitive-Pleasure
Need
Esteem- Confidence
Social Identity
Esteem - Reputation
Belongingness-Group
Collective Identity
Belongingness- Close
Relational Identity
When (Time)
Where (Place)
What
(Activity)
Whom Who
(People) (Oneself)
Contextual Actions
Aesthetic
Cognitive-Knowledge
Cognitive-Pleasure
Need
Esteem- Confidence
Power distance index
Esteem - Reputation
Belongingness-Group
Collective Identity
Belongingness- Close
Relational Identity
When (Time)
Where (Place)
What
(Activity)
Whom Who
(People) (Oneself)
Contextual Actions
Need
Esteem- Confidence
Esteem - Reputation
Belongingness-Group
1.
Physiological: Time
Belongingness- Close
2.
3.
When (Time)
Where (Place)
What
(Activity)
Whom Who
(People) (Oneself)
Contextual Actions
Flexibility
Cognitive-Knowledge
(for designers to
change the context)
Cognitive-Pleasure
Time
Intervene/
Suggest here
Esteem - Reputation
People
Belongingness-Group
Contexts
Need
Esteem- Confidence
Belongingness- Close
Place
Availability of
resources, Harmony
Purpose,
Occasion
Activity
Safety Inner Self
Self
Physiological-Public
Physiological-Private
When (Time)
Where (Place)
What
(Activity)
Whom Who
(People) (Oneself)
Understand/
Capture these
Effortless learning
Effort
Interest
Confirmation
Reduced
Effort
Increased
Familiarity
Frequent
Encounters
Paucity
of time
Constant
Motivation
Reduced
Exploration
Observed
Experience
Guidance
Presence
of colearner
Association
of visual
cues
Borrowed
Familiar
Experience
Association
of real
encounter
Personalized
Routes
Association
to learned
experience
Realized
needs
Effortless learning
Design Direction
Provide guidance till confirmation to avoid diversions from intended path. It will be eventually
disappeared after confirmation phase:
e.g. novice users should be initially directed towards correct usage of advanced interactions of
rotating bezel in Gear Watch.
Provide user with personalized route through modified interaction flow and reorganized
information on the basis of users identified need and goals.
e.g. Voice Assistant, S-Health, Mix Radio etc.
Confirmation Enablers
Absolute
General
Difficulty
Extrinsic Motivation
Improvement
Intrinsic Motivation
Failure
Achievement
Relative
Partial
Positive
Feedback
Observing
other/
Comparison
Frequency (Repetitive)
Negative
Objects
(Quality)
People
Not
Available
Habit(Unaware)
State
Confirmation Enablers
Feedback
Achievement
Partial
Final
Observing
other/
Comparison
Confirmation Enablers
Frequency
One time
Repetitive
Amount
Positive
Objects (Quality)
Confidence
People
Capability
Expertise
Negative
Power Index
Not confident
Closeness
Look for improvement
Not
Available
Failure
Not Capable
Borrowed Experiences
Attributes
Source
Task
Reading
Target
Task
Mental Visualization
Gaming Experience
Picture
Smart
Internal
Aspects
Internal
+External
Detail
Oriente
d
Logical
&
Structur
ed
mental
visualization/
imagination
fineness,
detailing
structured/
defined pattern
Selection from
multiple options
External
Aspects
Social
Goal
Orient
ed
Time
sense of spatial
arrangement
Sense of
aesthetics
Focus on goal
logic and
reasoning
analyzing from
neutral
perspective
Internal
Target
Entertainmentmusic, videos
NotificationsHow much?,
Icons, order
Customization
Visual Feedback
Composing
depth or detailing
of study
Organizing
according to
utility
Efficient
decision
making
proportion,
depth, length
thinking in Execution on
multiple
the right
perspectives moment
Involvement/Encourage
ment (Among people)
Collective
Living/Team
Maps- Routes
Booking
Search
External
Target
IM,SMS
Reminders
Notifications-What
content?
Utilitarian creating
Docs
Sharing
EntertainmentGaming, quizzing
Borrowed
NaturalExperiences
Mapping
Design Direction
Given:
Target
Track:
Source
Mapping:
Appropriate Attributes
Natural UX Solution Design
Borrowed
NaturalExperiences
Mapping
Types of Source tasks
Internal
Aspects
I+E
External
Aspects
Internal Aspects
self gain,
self improvisation,
ADAPTIVENESS BASED,
Target tasks
Target
Target
Comfort
Unknown
Public
Known
Public
Unknown
Private
Comfort Influencers
1. ENVIRONMENT
Known
Private
Environment + People
Comfort
>1
Unknown
1
Unknown
>1
Known
1
Known
Alone
2. PEOPLE
Number Relation Kind
0
Unknown Similar Interest
1
Known
>1
Different Interest
Natural
Naturalness
3. MEDIUM
Involvement
Uniformly
Mobility
Control
Response Time
Comfort Influencers
Familiarity of an object:
(i) Type of familiarity
Familiarity
Non-pleasurable
naturalness
Fearful
(phobia)
Intuitive
naturalness
+ ve
- ve
Comfort Influencers
Desirable
Repetitive usage
Limited/single usage in the past
Mere visual exposure
Awareness (by reading/listening from others)
Cultural Relation with the object
Desirability of an object:
Non-Familiarity
Usefulness: Functional/Profitable/Efficiency
Pleasure Experience
Pleasure Visual : Attraction
Pride/Status
Comfort Influencers
5. TASKS TYPE
Money
related tasks
Checking bank
account, Money
transfer,
Investment etc.
Personal
communication
Texting/chatting
with close friends;
watching personal
video or images etc.
Professional and
Utilitarian
Composing or viewing emails,
Creating and presenting work
related documents; Booking
tickets (flight/movie), Booking
cab etc.
6. INFORMATION
Privacy
Info access
& Browsing
Accessing or posting
social media platforms;
Reading articles on
Wikipedia, NYTimes,
Mashable etc.
Entertainment &
Achievement sharing
Gaming, Listening to music,
Watching videos; Sharing
Leaderboard rank or points gain,
Sharing distance
walked/cycled etc.
Comfort Influencers
MEDIUM
Money
related tasks
Personal
communication
Control
Amount of
Output(sensory)
Amount of
Output(info)
Mobility
Involvement
ENVIRONMENT
+ PEOPLE
Known
Private
1
Known
OBJECTS
Alone
Usefulness
Familiarity:
Identity & Behavior
Known
Private
Unknown
Private
Alone
Pleasure-Experience
Familiarity: Functions
Professional and
Utilitarian
Info access
& Browsing
Entertainment &
Achievement sharing
Amount of
Output (Info)
Uniformly Distributed
Amount of Output
(sensory)
Mobility
Control
Response Time
Involvement
Known
Public
Unknown
Public
>1
Known
1
Known
Usefulness
Familiarity:
Behavior & Function
Known
Public
Alone
Pride/Status
Familiarity: Features
Unknown
Public
Known
Public
>1
Known
Pleasure-Experience
Pride/Status
Familiarity: Features
Situation 1:
Peter is a new marketing manager who joined an advertising company which deals with offering services.
He is going to present a product proposal/ advertisement in mall lobby area in front of hundreds of people.
He is now confused how to make this scene comfortable for him.
He should use more familiar Objects in an involved and controlled Medium having quick response time accordingly to make it
more towards naturalness.
Situation 2:
Alex is a person who is very shy to go shopping or buy anything with people along with her. She generally does online shopping
alone in her room. One day, she had to place some order in her office due to time crunch. She was using her desk screens to do
the same with her 3-4 colleagues sitting at their desks around her. She had to select the item and give her card details for the
order.
How should the task of selecting and giving credentials be to make it comfortable for her?
How should the medium be to make it very comfortable for her?
What should the objects be in the scenario to make it more comfortable?
Use live digital Medium, involve familiar objects in different stages of the task accordingly to make it more towards naturalness.
Comfort Influencers
Situation 1: T-E-P
Example: Making a Presentation
Task
Info.
Sharing
Environment
Known
Public
People
Number Relation
>1
Kind
Comfort Influencers
Situation 2: I-E-P
Example: E-Shopping
Information
Personal
Secured/Money
Chat
Public
Environment
Public Unknown Known
private
private
People
Number
0
Motivation | Decision |
Presentation
Visual Perception
Color
energetic, progressive and complementary
Action
Material
Visual Perception
of Natural
Form
supportive, continuity, connection and binding
Emotions
singularity, involved and content
Process followed
Visual Perception
Color
The natural color perceived are energetic, progressive and complementary
Material
The natural attribute of material are protective, flexible, light and accommodating.
Visual Perception
Form
The perceived attributes of natural form are supportive, continuity, connection and binding
Form perceived are spherical and bulgy, to show continuity and repetitive cycle
Repetitiveness triggers learned habits
Visual Perception
Continuity also gives rise to open interpretation and story creation in mind
One point perspective to show depth and movement
User perceives one directional depth
Upper view and normal eye view are mostly seen
Visual Perception
Visual Perception
Visual Perception
Actions
The natural attribute perceived are relaxed, anticipation and playful
progression
Users feel relaxed, rejuvenated when they are in their controlled environment
Controlled environment is sense of possession
Control is exercised when user feel he/she can change or shape the course
Users look for anticipated progression
Goal
Patterns
Possession
shaping
rejuvenation
Emotions
Perceived emotions are singularity, involved and content
Visual Perception
Appendix
Summary
Perception of Natural
Confirmation Enablers
Contextual Actions
Visual Perception
Incentivized Routine
Incentive forces user to adapt new routine; and
repetition of these routine becomes a natural habit
Effortless learning
Reduce the effort to initiate the naturalness of
an interest.
Learnt Naturalness
Natural User
Experience
Borrowed Experiences
Users borrow attributes of one activity/habit into
similar parts of another activity making it natural.
Comfort Influencers
Factors of Unnatural
15-30
30-50
>50
Male
Female
Phase 1
Phase 2
Semi-Structured Interview
Interest
Context
Situation
experience
Frequency
Routine
Habits
Familiarity
Past experience
Sensory input
Curiosity
confirmation
Explore
Observe
Capability
Comfort
Triggers:
Achievement
Aesthetics
Inter-personal
Emotions
(Joy, Despair,
Calmness)
Emotions
Naturalness
Comfort
Instincts
If less
then
fake
Intra-personal
Comfort
If more
then
natural
Inter-personal
Less time
Activities
Experience
Objects
Physical
world
association
Intuitive
Effortless
(Without any
thought)
Natural
What are their interests? How did they get curious about it?
What are the instincts that people get for certain emotions in a situation?
How is their association with physical world? What are the characteristics of physical world that they associate
well/more with?
18-30
Male
Female
A B
C
A B
C
2
2
2
2
2
2
Target: 30 Users
31-50
Male
Female
A B
C
A B
C
2
2
2
2
2
2
Above 50
Male
Female
A B
C
A B
C
2
2
2
2
2
2
(Note: Two type of questionnaire were created with different question and pilot was conducted. Based on the pilot result, one
of the questionnaire was finalized and final editing was done.)
User Segmentation
Age
Gender
SEC
Number of Users
18-30
A
2
Male
B
C
2
2
A
2
31-50
Female
B
C
2
2
A
2
Male
B
C
2
2
A
2
Female
B
C
2
2
Above 50
Male
Female
A B
C
A B
C
2
2
2
2
2
2
SEC classification
SEC A
SEC B
SEC C
Education
Graduate
Post Graduate
Graduate
Some college but not
graduate
SSC / HSC
Profession
Officer / Executive
Junior / Mid / Senior
Self employed
professional
Business with 0-9
employees
Business with 10+
employees
Clerical / Salesman
Supervisory level
Shop owners
Business with no
employees
Skilled worker
Petty traders
Business with no
employees
Officer / Executive Junior
Household Durables
8 & above
57
4-6
Household Durables: Electricity Connection, Ceiling Fan, LPG Stove, Two Wheeler, ColourTV,
Refrigerator, Washing Machine, Personal Computer/ Laptop, Car/Jeep/Van, AirConditioner
Note: This SEC table is based on education of chief wage earner & number of consumer
durables owned by a family
Perception of Natural
Behavior
Experience
Intuitive
Effortless
Continuity
Thoughtless
Independent
Interest
Control
Spontaneous
Actions
Exploration
Incentivized
Involuntary
Perception of Natural
Behavior
Intuitive
Thoughtless
Independent Being oneself (oneself here means bound with no rules and
restrictions, let it be social or contextual)
Control power to change, power to do things alone without support, any habit
that a user has control becomes natural, experiencing magic under their control
Perception of Natural
Action
Exploration Where they can pass their time or change their mind
Incentivized
Involuntary Conditioned
Perception of Natural
Experience
Routine
Habit
General
Specific to a person
Doesnt change
Forced
Related to an interest
Comfort Influencers
Situation 3: T-I-P
Example: Proposing
Task
Communication
Information
Personal
Chat
People
Number Relation
1
Known
Kind
Unusual
Consequences
Perception of Natural
Cognition
Response time
Cognition load
least
high
break
hide
Perception of Natural
State
least
high
Action
least
high
Perception of Unnatural
Comfort Influencers
Example 1:
Peter is going to present a proposal to client in office. In order to make
presentation comfortable, henceforth natural, objects and medium can be
intervened.
He should use more familiar Objects in an involved and controlled Medium
having quick response time accordingly to make it more towards naturalness.
In this study users had picked minimum 5 images representing their perception of what natural to do
is?
Out of all the images selected, 10 images were segregated based on frequency of choice by all users.
Those 10 images were analyzed using semiotic study approach by Ferdinand de Saussure
Visual elements
Signifier
Signified
Themes
Listed it down as
signifier
Image 1 -Man
Sleeping
Image 2 Trekking
Categories
Signifiers
Signified
Color
Blue, white
Material
Cotton
Composition
Centered, close-up
Form
Soft, continuity
Action
Sleeping
Rest, relieved
Expression
smiling
Color
Material
Composition
Form
Obstructing, flexible
Action
Expression
Cautious, excitement
Needs
Physiological
Safety
Parts
Private
Public
Inner-Self
External-Self
Belongigness/
Love
Esteem
Cognitive
Aeshetic
Small Clsoe
Connections
Details
Rest, homeostasis
Food, Water, Air
Physical Activity
Sleeping, Sex, Excretion
Breathing, Eating, Drinking
Brushing teeth, Bathing, Exercising, Cutting
of morality, health and body
Nails
Staying in jobs, Maintainance of House or
Employment, Property, Resources Vehicles, Insurance
family members, intimate
partners, mentors, close
colleagues
Going out on date/movie
clubs, office culture, religious
groups, professional
Interaction with other people, Inviting on
organizations, sports teams
events, Discussion/Planning at workplace
New purchases (Car/luxury items), Posting
Reputation, Status, Respect
Achievement, Celebration
Large social
group
What other
thinks of you
Self -Percept:
What you think
of yourself
Self-Confidence, Self-Esteem
Desire or need
to know/
understand
things
Knowledge, Meaning
Desire for
beauty
Digital Relation
Alarm, Housing, AirBnB
Zomato, Foodpanda
Practo, S-health
LinkedIn, Monster, Policybazzaar, Walnut,
Splitwise
WhatsApp, Facebook, Hangout,
Bookmyshow, Tinder
Facebook, Twitter, Quora, Google+,
Meetup
Foursquare, LinkedIn, Facebook, Flipkart,
Pinterest, 500px, Instagram
Medium, S-Heath, Lumosity, Walnut,
GoogleFit,
Learnt Naturalness
EFFECT
Intentional-Personality
Personality
UnintentionalPersonality
Intentional-Habit
Unintentional-Habit
Intentional-Move
Unintentional-Action
Habit
Behavior
Unconscious
Conscious
Naturalness
Intentional
Habit
Comfort
Behavior
Unintentional
Action
Intentional
Action
Learnt Naturalness
Learnt Naturalness
Design Directions: