a difficult data collection setting due to partnership
constraints, we were able to identify various personas
that can help designers improve this interactive trail.
In the context of this experiment, we can observe
a significant drop in self-reported arousal from the
beginning to the end of the experience end can also
be indicative of a lower overall satisfaction level.
Cluster 4 was the only subgroup with a self-reported
arousal increase from the beginning to the end of the
experience. This subgroup also has the highest self-
reported and calculated overall satisfaction. This
cannot be said of valence.
One of the main challenge of the data collection
was the environment itself. The experience occurred
entirely outdoors in a forest, on a leveled but non-
asphalted trail. This caused movement artefact.
Furthermore, the effects of ambient and skin
temperatures fluctuations on EDA have long been
proven (Edelberg, 1972). These environmental
limitations explain in large part the small number of
participants included in the physiological data
analysis, as many subjects were rejected due to poor
quality signal. However, using both qualitative and
quantitative not only added depth to our analysis, but
also allowed us to recover important participant data.
Therefore, this method should be even more efficient
under better conditions.
3 CONCLUSION
This novel approach illustrates the potential of
physiological measures in the identification of
personas based on one or more experiential aspect.
Although neither personas nor physiological
measures are new to HCI or UX, the combination of
the two could help user profiling by bringing groups
of archetypal users to life, in order to support user-
centred design practice. This novel approach also
responds to a need for more data-driven personas,
based directly on user data, as we can see even here
the discrepancies between experienced and self-
reported arousal. This method should be particularly
useful to HCI researchers, practitioners and
designers, especially in the context of interactive and
immersive environments, or any other circumstances
where it may be difficult to accurately observe and
assess user experience.
4 FUTURE WORKS
The next step is to further develop this method in a
more controlled environment, for example a business
conference or concert, which will allow us to collect
quality data on a much bigger sample size. This will
also enable us to include other physiological signals,
such as heart rate and mobile eyetracking.
ACKNOWLEDGEMENTS
Authors want to thank the research assistants who
administered the study. This work was supported by
the Natural Sciences and Engineering Research
Council.
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