Specification of a UX Process Reference Model towards the Strategic
Planning of UX Activities
Suzanne Kieffer
1
, Luka Rukonic
1
, Vincent Kervyn de Meerendré
1
and Jean Vanderdonckt
2
1
Institute for Language and Communication, Université Catholique de Louvain, Louvain-la-Neuve, Belgium
2
Louvain Research Institute in Management and Organizations, Université Catholique de Louvain,
Louvain-la-Neuve, Belgium
Keywords: User Experience (UX), UX Process Reference Model, UX Methods, UX Artifacts.
Abstract: In this conceptual paper, we present a UX process reference model (UXPRM), explain how it builds on the
related work and report our experience using it. The UXPRM includes a description of primary UX lifecycle
processes, and a classification of UX methods and artifacts. This work draws an accurate picture of UX base
practices and allows the reader to compare and select methods for different purposes. Building on that basis,
our future work consists of developing a UX Capability/Maturity Model (UXCMM) intended for UX activity
planning according to the organization’s UX capabilities. Ultimately, the UXCMM aims to facilitate the in-
tegration of UX processes in software engineering, which should contribute to reducing the gap between UX
research and UX practice.
1 INTRODUCTION
To date there is no consensual definition of User Ex-
perience (UX). While the origin of the term is gener-
ally attributed to Norman et al. (1995), the relevant
literature reports numerous perspectives on and defi-
nitions of UX (Hassenzahl, 2003, 2008; Hassenzahl
and Tractinsky, 2006; ISO 9241-210, 2008; Law et
al., 2009). The International Organization for Stand-
ardization (ISO) defines UX as “a person’s percep-
tions and responses that result from the use or antici-
pated use of a product, system or service“ (ISO 9241-
210, 2008). Law et al. (2009) surveyed the views of
275 UX researchers and practitioners on their under-
standing of UX and its key characteristics. Respond-
ents not only reported varying opinions about the na-
ture and scope of UX but they also expressed mixed
reactions to the ISO UX definition: according to re-
spondents, although the definition integrates well the
aspects of subjectivity and usage, the concepts of ob-
ject (e.g. ‘product‘) and context (e.g. social context
and temporality) need clarifications. A recent analy-
sis of the ISO UX definition based on formal logic
illustrates similar inconsistencies and ambiguities in
its formulation and structure (Mirnig et al., 2015).
The lack of consensus on the definition of UX has
led to confusion over UX measurement and UX
evaluation methods. Whether UX measures should
integrate usability is a question that divides the UX
community (Law et al., 2008, 2014). As pointed out
by Bargas-Avila and Hornbæk (2011), UX research
has become dichotomic between those who focus on
the hedonic aspects of UX such as visual aesthetics,
beauty, joy of use or personal growth, and those who
focus on the pragmatic characteristics of the
interactive product such as usability, utility or safety.
The relevant Human-Computer Interaction (HCI)
literature reports two approaches for UX
measurement: either as a variation of the satisfaction
construct of usability within a ‘traditional‘ HCI
approach focused on task-oriented, instrumental
goals (Bevan, 2008; Grandi et al., 2017; ISO 13407,
1999; Albert and Tullis, 2013) or as a set of hedonic
qualities different from usability within a ‘new
paradigm‘ in HCI focused on non-task oriented, non-
instrumental goals (Hassenzahl, 2003, 2008;
Hassenzahl and Tractinsky, 2006). Furthermore,
whether UX measurement should follow a qualitative
or a quantitative approach is another question that
divides the UX community. Bargas-Avila and
Hornbæk (2011) showed in their review of 66
empirical UX studies that 50% were qualitative, 33%
quantitative and 17% combined both approaches.
Lallemand et al. (2015) conducted a replication of the
survey of Law et al. (2009) amongst 758 practitioners
74
Kieffer, S., Rukonic, L., Kervyn de Meerendré, V. and Vanderdonckt, J.
Specification of a UX Process Reference Model towards the Strategic Planning of UX Activities.
DOI: 10.5220/0007693600740085
In Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2019), pages 74-85
ISBN: 978-989-758-354-4
Copyright
c
2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
and researchers. The authors found no clear answer
on respondents’ attitude towards UX measurement
although they reported a higher preference for
qualitative approaches in industry, which seems to be
consistent with the UX trend depicted in (Bargas-
Avila and Hornbæk, 2011). Interestingly, despite the
aforementioned division between traditional and new
HCI paradigm, the UX community employs mostly
traditional HCI/usability evaluation methods such as
survey research, interview, observation and
experimentation (Bargas-Avila and Hornbæk, 2011;
Daae and Boks, 2015; Gray, 2016; Roedl and
Stolterman, 2013; Vermeeren et al., 2010).
Questionnaire is the prevailing technique supporting
UX data collection (Bargas-Avila and Hornbæk,
2011; Law et al., 2014; Venturi et al., 2006). The
questionnaires used are either validated (e.g.
AttrakDiff, Flow State Scales, Game Experience
Questionnaire, Self-assessment Manikin, CSUQ,
SUS) or self-developed. Bargas-Avila and Hornbæk
(2011) also report the emergence of constructive
methods such as probes, collage/drawings, or
photographs, and express concerns about the validity
of such new methods.
Nevertheless, from a buzzword in the late 90‘s
UX has become a core concept of HCI, leading to the
proliferation of UX methods intended to support and
improve both UX activities and system development
(Venturi et al., 2006). Yet, the relevant literature
consistently highlights contrasting perspectives on
UX methods between academia and industry
(Lallemand et al., 2015; Law et al., 2009, 2014).
While the academia mainly focuses on the
development and the testing of new UX methods, the
industry documents recommendations for their use in
industrial context promoting design thinking as a
strategy for innovation. Gray (2016) interviewed 13
UX practitioners about their use of UX methods.
Participants reported adapting and combining UX
methods according to the design situation, revealing
a UX practice that is rather ad hoc than based on
codified, deterministic procedures. According to
earlier findings (Roedl and Stolterman, 2013), this
pattern in UX practice results from issues with
research outputs such as the over-generalization of
design situations, the disregard for the complexity of
group decision-making or for time and resources
constraints at the workplace.
In this conceptual paper, we present a UX process
reference model (UXPRM), explain how it builds on
the related work and report our experience using it.
The UXPRM includes a description of primary UX
lifecycle processes, and a classification of UX
methods and artifacts. This work draws an accurate
picture of UX base practices and allows the reader to
compare and select methods for different purposes.
Building on that basis, our future work consists of
developing a UX Capability/Maturity Model
(UXCMM) intended for UX activity planning
according to the organization’s UX capabilities.
Ultimately, the UXCMM aims to facilitate the
integration of UX processes in software engineering,
which should contribute to reducing the gap between
UX research and UX practice.
2 RELATED WORK
In this section, we define the concept of process ref-
erence model and discuss three methodologies related
to UX practice: Usability Engineering (UE), User-
Centered Design (UCD) and Agile User-Centered
Design Integration (AUCDI). We have selected these
three methodologies as they involve UCD methods
articulated across a lifecycle, which fits the definition
of UX of Law et al. (2009): “UX must be part of HCI
and grounded in UCD practice“.
2.1 Process Reference Model
A process reference model describes a set of pro-
cesses and their interrelations within a process lifecy-
cle (ISO 15504-1, 2004, 2012). The description of
each process includes its objectives and its outcomes.
Outcomes, also referred to as work products, are the
artifacts associated with the execution of a process.
Process reference models are refined into base prac-
tices that contribute to the production of work prod-
ucts (ISO 15504-1, 2012). A primary process is a
group of processes that belong to the same category
and are associated with the same objectives. Usually,
a process reference model is associated with a process
assessment model, which is a measurement structure
for the assessment of the capability or performance of
organizations to implement processes (ISO 15504-1,
2004, 2012). Together, a process reference model and
a process assessment model constitute a capabil-
ity/maturity model (CMM). Typically, CMMs in-
cludes five maturity levels that describe the level of
maturity of a process: initial (level 1), repeatable
(level 2), defined (level 3), managed (level 4) and op-
timized (level 5). The purpose of such models is to
support organizations moving from lower to higher
maturity levels. In a CMM, both base practices and
work products serve as indicators of the capabil-
ity/maturity of processes.
For the record, this conceptual paper focuses on
the specification of a UX process reference model and
Specification of a UX Process Reference Model towards the Strategic Planning of UX Activities
75
not on that of a UX process assessment model. To
date, there is, to the best of our knowledge, no process
reference model for the UX process. Lacerda and
Gresse van Wangenheim (2016) recently conducted a
systematic literature review of usability capabil-
ity/maturity models. Out of the 15 relevant models
they identified, five were UXCMM. None of the five
UXCMM explicitly defined a UXPRM.
2.2 Usability Engineering
UE is a set of activities that take place throughout a
product lifecycle and focus on assessing and improv-
ing the usability of interactive systems (Mayhew,
1999; Nielsen, 1993). There are small differences be-
tween Mayhew and Nielsen‘s product lifecycle. May-
hew groups the methods into three phases: require-
ments analysis; design, development, testing; instal-
lation. Nielsen advocates 11 stages in the UE lifecycle
ranging from the achievement of process objectives
(e.g. know the user or collect feedback from field use)
to the use of methods (e.g. prototyping or empirical
testing). Yet, both authors argue for conducting anal-
ysis activities as early as possible in the UE lifecycle,
before design activities, in order to specify User Re-
quirements (UR). In line with this recommendation,
additional references demonstrate the significance of
such early stages activities (Bias and Mayhew, 2005;
Force, 2011).
2.3 User-Centered Design
Also referred to as Human-Centered Design (HCD),
UCD aims to develop systems with high usability by
incorporating the user’s perspective into the software
development process (Jokela, 2002). There are five
processes in the UCD life cycle: plan UCD process,
understand and specify context of use, specify user
and organizational requirements, produce designs and
prototypes, and carry out user-based assessment (ISO
13407, 1999). The specification of User Require-
ments (UR) is critical to the success of interactive sys-
tems and is refined iteratively throughout the lifecy-
cle: most work products and findings from the five
UCD processes directly feed into the UR specifica-
tion (Maguire, 2001; Maguire and Bevan, 2002).
Many business and industrial sectors such as telecom-
munications, financial services, education or
healthcare have adopted UCD (Venturi et al., 2006).
Regarding the healthcare sector, a Healthcare Infor-
mation and Management Systems Society taskforce
developed a Health Usability Maturity Model (Force,
2011).
2.4 Agile User-Centered Design
Also referred to as User-Centered Agile Software De-
velopment (UCASD), AUCDI is concerned with the
integration of UCD/usability into agile software de-
velopment methods. Agile UCD is different from
non-agile UCD. Begnum and Thorkildsen (2015)
compared agile versus non-agile UCD and found sys-
tematic differences in methodological practices be-
tween the two approaches in terms of breath of meth-
ods used, degree of user contact and type of strategies
employed. The scientific consensus on AUCDI re-
ported in two recent, independent studies (Brhel et al.,
2015; Salah et al., 2014) is the following: UCD and
agile activities should be iterative and incremental,
organized in parallel tracks, and continuously involve
users. Both studies also report two main challenges
associated with AUCDI: the lack of time for carrying
out upfront UCD activities such as user research or
design, and the difficulty optimizing the work dynam-
ics between developers and UCD practitioners. Re-
garding the first challenge, da Silva et al. (2015) also
noticed that it is difficult for agile organizations to
perform usability testing due to the tight schedules
and the iterative nature inherent to agile. Regarding
the second challenge, Garcia et al. (2017) identified a
series of artifacts that can serve as facilitators in com-
munication between developers and designers. These
artifacts are prototypes, user stories and cards.
The first published works analyzing the possible
benefits associated with AUCDI appeared in the late
2000s. Since then, the number of publications about
AUCDI has steadily increased demonstrating a strong
interest of the agile community in this research topic
(Brhel et al., 2015). Several models have been pro-
posed for supporting the management of the AUCDI
process (Forbrig and Herczeg, 2015; Losada et al.,
2013).
In line with the aforementioned paradigm shift
from usability to UX, Peres et al. (2014) proposed a
reference model for integrating UX in agile method-
ologies in small companies willing to achieve level 2
maturity. The proposed model includes practices, rec-
ommendations, and UX techniques and artifacts in
four process areas: requirements management; pro-
ject planning; process and product quality assurance;
measuring and assessment. However, the proposed
model does not include any lifecycle describing the
interrelations between the four process areas, the
terms UX and usability are used in an interchangeable
way in the recommendations and base practices sec-
tions, and the suggested UX techniques and artifacts
are exclusively traditional HCI ones.
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2.5 Product Development Lifecycles
Figure 1 compares the product development lifecy-
cles found in the related work. The product develop-
ment lifecycles found in the related work include
(Mayhew, 1999; Nielsen, 1993) for UE, (ISO 13407,
1999; Maguire, 2001; Maguire and Bevan, 2002) for
HCD, (Jokela, 2002) for UCD, and (Begnum and
Thorkildsen, 2015; Forbrig and Herczeg, 2015; Salah
et al., 2014) for AUCDI.
Figure 1: Comparison between the lifecycles found in the
related work. Gray rectangles represent primary processes,
black arrows their temporal interrelations, and gray arrows
show how primary processes feed into process outcomes,
i.e., multilayered white rectangles.
As can be seen from Figure 1, product development
lifecycles are very similar:
They all are iterative (see for example the UE
lifecycle where Design/Testing/Development
is an iterative process or the AUCDI lifecycle
where the Agile-UCD sprint is also iterative);
They use a similar terminology: requirements,
analysis, design, testing or evaluation;
Except for the AUCDI lifecycle, they follow a
similar sequence of processes: analysis, design
and evaluation.
The main difference between these product devel-
opment lifecycles lies in the perspective on the re-
quirements. Requirements correspond to a primary
process in UE (see requirement analysis), HCD (see
requirements specification) and in UCD (see user re-
quirements). By contrast, requirements correspond in
AUCDI to a process outcome fed throughout the de-
velopment lifecycle by the primary processes.
3 PROPOSED UX LIFECYCLE
AND PRIMARY PROCESSES
Figure 2 depicts the proposed UX lifecycle and its pri-
mary processes. Based on the related work, the pro-
posed UX lifecycle is iterative and includes four pri-
mary processes (analysis, design, formative and sum-
mative evaluation) and produces two outcomes (user
requirements and product). We chose the name of pri-
mary processes and outcomes according to their fre-
quency in the related work. We aligned the four pri-
mary processes with the sequence (analysis, design
and evaluation) identified in the related work.
3.1 Analysis
The analysis process primarily aims to render a first
account of the UR. The objectives of this process are
to specify the context of use, to gather and analyze
information about the user needs, and to define UX
goals. Maguire (2001) proposes a set of five elements
to specify the context of use: user group, tasks, tech-
nical, physical and organizational environment. The
analysis of user needs consists of defining which key
functionalities users need to achieve their UX goals.
UX goals include pragmatic goals (success rate, exe-
cution time or pragmatic satisfaction) and hedonic
goals (pleasure, aesthetic or hedonic satisfaction)
(Bevan, 2008). The success of this process relies on
the early involvement of users, as it improves the
completeness and accuracy of UR specification (Bai-
ley et al., 2006).
3.2 Design
The design process primarily aims to turn design
ideas into testable prototypes. The objective of this
process is to provide the software development team
with a model to follow during coding.
Specification of a UX Process Reference Model towards the Strategic Planning of UX Activities
77
Figure 2: Primary UX lifecycle processes.
This model includes Information Architecture (IA)
design, Interaction Design (IxD), User Interface (UI)
design, visual and graphic design. Calvary et al.
(2003) recommend modeling the UI incrementally
according to three levels of abstraction (abstract, con-
crete and final), which correspond to similar levels
recommended by Mayhew (1999) (conceptual model
design, screen design standards and detailed UI). An-
other approach consists of reasoning according to the
level of fidelity (low, medium and high) of prototypes
(Lim et al., 2008; McCurdy et al., 2006; Walker et al.,
2002). At the end of the design process, work prod-
ucts such as conceptual models or screen design
standards directly feed into UR, while testable proto-
types become inputs of evaluation.
3.3 Evaluation
The evaluation process primarily aims to check
whether the design solution meets the UX goals doc-
umented in the UR. The objective of this process is to
measure the UX with the testable prototype and to
compare results against UX goals. The evaluation of
earlier design solutions relies on formative evalua-
tion, which refers to the iterative improvement of the
design solutions. On the other hand, the evaluation of
later design solutions typically involves summative
evaluation, which refers to finding out whether peo-
ple can use the product successfully. Together, form-
ative and summative evaluation form the evaluation
process. At the end of the evaluation process, design
solutions documented in the UR are updated, while
low- or high-fidelity prototypes become inputs of
coding/programming if they meet the UX goals doc-
umented in the UR.
3.4 Iterative and Incremental Release
of Product
Design and evaluation are intertwined within an iter-
ative and incremental test-and-refine process that
aims to improve the product. While formative evalu-
ation supports the detection of UX design flaws, the
design process supports the production of redesign
solutions that fix those UX flaws. The product devel-
opment team repeats this cycle until UX flaws are
fixed. Once they are fixed, the redesigned solution
passes through the summative evaluation process to
check whether users can use the product successfully
before programming. The relevant literature (Calvary
et al., 2003; Forbrig and Herczeg, 2015; Holtzblatt et
al., 2004; Mayhew, 1999; Peres et al., 2014) is con-
sistent regarding this iterative and incremental aspect
of the design process. In addition, formative evalua-
tion requires low investment in resources and effort,
which efficiently supports decision-making through-
out the design process and significantly helps reduc-
ing late design changes (Albert and Tullis, 2013; Ar-
nowitz et al., 2010; Bias and Mayhew, 2005; May-
hew, 1999; Nielsen, 1993).
3.5 Iterative and Incremental
Specification of UR
The cornerstone of the proposed UX lifecycle is the
iterative and incremental specification of UR. As can
be seen from Figure 2, the outcomes of each of the
four processes directly feed into UR. The work prod-
ucts resulting from the analysis process (typically,
summary information learned) document a first ver-
sion of the UR, which is later completed and/or re-
fined as the other process areas take place. In other
words, the specification of UR consists of concatenat-
ing UX work products and artifacts delivered and re-
fined by the product development team throughout
the UX lifecycle. The UR typically include the fol-
lowing sections: the specification of the context of
use, the specification of UX goals, the general design
principles, the screen design standards and strategies
for the prevention of user errors.
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Table 1: References collected through the TLR.
Field or discipline Books, proceedings, technical reports Papers
Agile and AUCDI (Patton and Economy, 2014) (Brhel et al., 2015; da Silva et al., 2015; Garcia
et al., 2017; Wautelet et al., 2016)
Cognitive science
and psychology
(Crandall et al., 2006; Fowler Jr, 2013; Hutton
et al., 1997; Lavrakas, 2008)
(Cooke, 1994; Trull and Ebner-Priemer, 2013)
HCI (Albert and Tullis, 2013; Arnowitz et al., 2010;
Bailey et al., 2006; Card et al., 1983; Carter and
Mankoff, 2005; Ghaoui, 2005; Holtzblatt et al.,
2004; Mayhew, 1999; McCurdy et al., 2006;
Nielsen, 1993; Theofanos, 2007)
(Calvary et al., 2003; Grandi et al., 2017; Khan
et al., 2008; Lim et al., 2008; Mackay et al.,
2000; Maguire, 2001; Maguire and Bevan,
2002; Markopoulos, 1992; Rieman, 1993; Tsai,
1996; Vanderdonckt, 2008, 2014; Walker et al.,
2002)
UX (Law et al., 2008, 2007) (Bargas-Avila and Hornbæk, 2011; Bevan,
2008; Law et al., 2014; Vermeeren et al., 2010)
4 SUPPORTING UX METHODS
AND ARTIFACTS
4.1 Identification
To identify the supporting UX methods, we ran a Tar-
geted Literature Review (TLR) instead of conducting a
Systematic Literature Review (SLR). A SLR usually
aims at addressing a predefined research question by
extensively and completely collecting all the refer-
ences related to this question by considering absolute
inclusion and exclusion criteria. Inclusion criteria re-
tain references that fall in scope of the research ques-
tion, while exclusion criteria reject irrelevant or non-
rigorous references. The TLR, which is a non-system-
atic, in-depth and informative literature review, is ex-
pected to guarantee keeping only the references max-
imizing rigorousness while minimizing selection bias.
We chose this method for the following four reasons:
1. Translating our research question into a repre-
sentative syntactical query to be applied on dig-
ital libraries is not straightforward and may lead
to many irrelevant references (Mallett et al.,
2012);
2. If applied, such a query may result into a very
large set of references that actually use a UX
method, but which do not define any UX
method or contribution to such a method;
3. The set of relevant references is quite limited
and stems for a knowledgeable selection of
high-quality, easy-to identify references on UX
method, as opposed to an all-encompassing list
of irrelevant references;
4. TLR is better suited at describing and under-
standing UX methods one by one, at comparing
them, and at understanding the trends of the
state of the art.
The TLR allowed us to collect 41 references listed
in Table 1 and the following on-line resources: http://
www.allaboutUX.org, http://www.nngroup.com and
http://UXpa.org.
4.2 Classification
To classify UX methods (Figure 3), we first distin-
guished between methods that focus on knowledge
elicitation and methods that focus on artifact-medi-
ated communication, as they serve a different pur-
pose. Knowledge elicitation methods aim to describe
and document knowledge (Cooke, 1994) while arti-
fact-mediated communication methods aim to facili-
tate the communication and collaboration between
stakeholders (Brhel et al., 2015; Garcia et al., 2017).
Then, within knowledge elicitation methods, we dis-
tinguished between those involving users versus
those not involving users, as they also differ in terms
of purpose and planning. Methods not involving users
(Table 2) aim to predict the use of a system. These
methods do not involve user data collection; instead,
they rely on the opinion or expertise of an expert.
Methods involving users aim to incorporate the user’s
perspective into software development and as such,
rely on user data collection.
Figure 3: Classification of UX methods.
Specification of a UX Process Reference Model towards the Strategic Planning of UX Activities
79
Table 2: Knowledge elicitation methods not involving users.
Method Techniques Objectives UX activities
GOMS GOMS CMN-GOMS,
CPM-GOMS, NGOMSL,
Keystroke-Level Model
to produce quantitative and qualitative predic-
tions of how people will use a proposed system
UX evaluation
hierarchical
task analysis
hierarchical task analysis to identify the cognitive skills, or mental de-
mands, needed to perform a task proficiently
cognitive task anal-
ysis
inspection cognitive walkthrough; de-
sign or expert review; heu-
ristic evaluation
to predict the learnability of a system; to predict
usability and UX problems
UX evaluation
literature re-
view
(systematic) literature re-
view; systematic mapping
to locate, analyze, synthetize relevant published
and/or unpublished work about a topic; to un-
derstand the current thinking and the state of the
marketplace about a topic
context-of-use,
stakeholder analy-
sis; user research
The methods for user data collection include:
Attitudinal methods (Table 3) focused on cap-
turing self-reported data about how users feel;
Behavioral methods (Table 4) focused on cap-
turing data about/measuring what users do
and/or user physiologic state.
We distinguished artifact-mediated methods fo-
cused on communicating about user needs (Table 5)
from those focused on communicating about product
design and evaluation (Table 6).
4.3 Knowledge Elicitation Methods
Table 2-4 include four columns: the identification of
the method, the related techniques used as base prac-
tice for carrying out the method, the objectives of the
method, and the related UX activities. To feed these
tables, we adopted a bottom-up approach:
1. We extracted UX methods and techniques from
the resources identified during the TLR;
2. We described each technique in terms of related
methods, objectives and UX activities;
3. We grouped the techniques into categories ac-
cording to the description of their objectives;
4. We suppressed duplicates;
5. We labeled each technique category with the
name of the method they relate to in (Cooke,
1994; Gvero, 2013; Albert and Tullis, 2013;
Vermeeren et al., 2010) and then compared the
names resulting from this first round against the
remainder of the methods identified in step 1 to
check for and fix inconsistencies;
6. We assigned each method a class amongst
without users, attitudinal, behavioral and/or
physiologic.
To distinguish between methods and techniques,
we complied with the hierarchical arrangement be-
tween approach, method and technique defined in
(Anthony, 1963): “The organizational key is that
techniques carry out a method which is consistent
with an approach“. For example, heuristic evaluation
and expert review are techniques to carry out the in-
spection method, brainstorming and focus group are
techniques to carry out the group interview method.
4.4 Artifact-Mediated Communication
Methods
Table 5-6 include three columns: the identification of
the artifact, the objectives of the artifact, and the re-
lated UX activities. To feed these tables, we adopted
a bottom-up approach:
1. We extracted UX artifacts from (Bargas-Avila
and Hornbæk 2011; Garcia et al., 2017;
Holtzblatt et al., 2004; Mayhew 1999) as they
are representative of the contrasting perspec-
tives on UX of the relevant communities;
2. We described each artifacts in terms of its re-
lated objectives and UX activities;
3. We suppressed duplicates;
4. We checked for and fixed inconsistencies with
the remaining of the TLR literature;
5. We assigned each artifact a class amongst about
user needs or about product design and evalua-
tion.
Table 5-6 do not include any column for the meth-
ods, as artifact-mediated communication methods go
by the name of their resulting artifact (e.g. persona is
the artifact resulting from the method entitled "creat-
ing personas").
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Table 3: Attitudinal methods.
Method Techniques Objectives UX activities
cards
cards; emocards; emotion
cards
to identify user mood and reactions about their in-
teraction with a system
UX evaluation
experience
sampling
daily or repeated-entry
diary
to identify user thoughts, feelings, behaviors,
and/or environment on multiple occasions over
time
job/task analysis;
contextual inquiry;
user research; UX
evaluation
group inter-
view
brainstorming; group dis-
cussion; focus group;
questionnaire
to identify users and stakeholders who may be im-
pacted by the system; to improve existing ideas or
generate new ideas
context-of-use
analysis; job analy-
sis; stakeholder
analysis; user re-
search
prospective in-
terview
contextual, in person or
remote interview; ques-
tionnaire; role-play;
twenty questions
to identify key users, user characteristics, user
goals, user needs; to identify user behavior; to im-
prove existing ideas or generate new ideas
job/task analysis;
contextual inquiry;
user research; UX
evaluation
retrospective
interview
cognitive or elicitation
interview
to gain insights into particular aspects of cognitive
performance during user past experience with a
system
cognitive task anal-
ysis; contextual in-
quiry; UX evalua-
tion
survey interview; questionnaire
to assess thoughts, opinions, and feelings of a sam-
ple population about a system
user research; UX
evaluation
think-aloud
co-discovery; talk-aloud
protocol; (retrospective)
think-aloud protocol
to gain insights into the participant’s cognitive pro-
cesses (rather than only their final product); to
make thought processes as explicit as possible dur-
ing task performance
job/task analysis;
contextual inquiry;
user research; UX
evaluation
Table 4: Behavioral methods.
Method Techniques Objectives UX activities
automated ex-
perience sam-
pling
automated interaction
logs
to gain insights into the user experience with a
system based on automatic logging of user actions
job/task analysis;
contextual inquiry;
user research; UX
evaluation
constructive
collage/drawings; photo-
graphs; probes
to identify unexpected uses of a system or concept
formative UX eval-
uation
experiment
A/B testing; controlled
experiment; remote ex-
periment
to support, refute, or validate a hypothesis about
sample population, task, system; to establish
cause-and-effect relationships
job/task analysis;
user research; UX
evaluation
instrument-
based experi-
ment
experiment with cali-
brated instrument (bio-
metrics, eye tracker, sen-
sors, etc.)
to gain insights into user behavioral, emotional
and physiologic responses with a system (e.g.
gaze, happiness, stress, etc.)
cognitive task anal-
ysis; UX evaluation
observation
field observation; sys-
temic observation (from
afar)
to identify how users perform tasks or solve prob-
lems in their natural setting
contextual inquiry;
user research; UX
evaluation
simulation
paper-and-pencil evalua-
tion; Wizard of Oz exper-
iment
to detect UX problems; to identify the use and ef-
fectiveness of a system which has not been imple-
mented yet
formative UX eval-
uation
Specification of a UX Process Reference Model towards the Strategic Planning of UX Activities
81
Table 5: Artifact-mediated communication methods about user needs.
Artifact Objectives UX activities
customer
journey map
to depict key interactions users have with the system over time (i.e., touchpoints);
to map touchpoints with user thoughts, feelings and emotional responses
specification of
the context of use
service blue-
print
to depict relationships between different service components (front-end, back-end
and organizational processes) that are directly tied to touchpoints in a specific cus-
tomer journey
specification of
the context of use
persona to depict key user profiles (personality, roles, goals and motivations, frustrations,
etc.)
specification of
the context of use
work model to depict the current work organization of users; to depict intents, triggers, break-
downs in the tasks (problems, errors and workarounds)
specification of
the context of use
UX goals to establish specific qualitative and quantitative UX goals that will drive UX de-
sign
UX goals setting
Table 6: Artifact-mediated communication methods about product design and evaluation.
Artifact Objectives UX activities
affinity diagram to organize and cluster user data (typically from contextual in-
quiry or brainstorming) based on their natural relationships
design ideation
concept map to organize and explain relationships between concepts and
ideas from knowledge elicitation
design ideation
card sort: closed or open card
sort
to organize and label topics into categories that make sense to
users
IA design; UX
evaluation
user scenario: full-scale or task-
based scenarios
to describe how users achieve their goals with the system, iden-
tifying various possibilities and potential barriers
UX design; UX
evaluation
user story and epic to capture a description of a software feature from the user’s
perspective
functional re-
quirements
task model to describe the tasks that the user and the system carry out to
achieve user goals; to review relationships between tasks
UX design
low-fidelity prototype: paper,
sketch, wireframe or video
to turn design ideas into testable mock-ups; to test-and-refine
design ideas; to fix UX problems early in the product lifecycle
UX design; form-
ative UX testing
high-fidelity prototype: coded,
wireframe or WOz
to turn mockups into highly-functional and interactive proto-
types; to evaluate how well the prototype meets UX require-
ments
summative UX
testing
general design principles: Ge-
stalt theory, visual techniques,
guidelines and standards
to arrange screens in such a way that they are aesthetic and con-
sistent and communicate ideas clearly (color schemes; fonts; in-
teractors; semiotics)
graphic and/or
visual design
5 USE OF THE UXPRM
We currently use the UX process reference model
(UXPRM) for planning UX activities in two industrial
projects. Our mission in these two projects is to support
the integration of UX practice in an organization,
whose core business is the sector of energy (Project 1)
and the automotive sector (Project 2). Both organiza-
tions use an agile approach for software development.
In both projects, we use the UX process reference
model in the two following ways. On the one hand, we
use the proposed UX lifecycle to communicate about
primary UX lifecycle processes, especially to advocate
for the integration of analysis activities as early as pos-
sible in the product development lifecycle.
On the other hand, we use the classifications of UX
methods and artifacts for roughly assessing the UX
capabilities of our industrial partners; especially we use
the Tables 2-6 as an interview guide or checklist during
semi-structured interviews to identify the UX methods
consistently employed/delivered by the development
teams. Even rough, such assessment of UX capabilities
has allowed us to gain insights into the current organi-
zation of software development. In addition, we were
able to identify the potential barriers (e.g. limited ac-
cess to users) and opportunities (e.g. important needs
for better UX with products) regarding the integration
of UX. In particular, we were able to better scope and
plan UX activities by aligning UX activities with the
UX capabilities of the organization.
The UXPRM, we believe, can provide practition-
ers with a basis tool for assessing UX capability and
planning UX activities, and therefore help better an-
swering the needs and expectations of the industry.
HUCAPP 2019 - 3rd International Conference on Human Computer Interaction Theory and Applications
82
We also believe that our conceptual and methodolog-
ical approach is a promising and exciting research av-
enue to explore further.
6 CONCLUSION
The lack of consensus on the definition of UX has led
to confusion over UX processes and UX practice,
which results into important contrasting perspectives
on UX between the traditional HCI and the UX com-
munity as well as between academia and industry. To
contribute to reducing this gap, we propose a UX pro-
cess reference model (UXPRM), which depicts the
primary UX lifecycle processes and a set of UX meth-
ods and artifacts to support UX activities. The UX-
PRM draws an accurate picture of the UX base prac-
tices and methods supporting UX activities. The con-
tribution of this paper is twofold:
Conceptual, as it specifies a complete UX pro-
cess reference model including both the de-
scription of primary UX lifecycle processes
and a set of UX methods and artifacts that serve
as UX base practice. To date, there is, to the
best of our knowledge, no such UX process ref-
erence model.
Methodological, as it can support researchers
and practitioners to plan UX activities based on
the rough assessment of the UX capabilities of
an organization. This is a first step towards the
strategic planning of UX activities.
7 FUTURE WORK
Building on the promising usefulness of the proposed
UXPRM for supporting UX practice, our future work
consists of developing a UX capability/maturity
model (UXCMM) in order to facilitate the integration
of UX activities into software development. In turn,
this aims to reducing the gap between UX research
and UX practice. We argue that planning the most
profitable and appropriate UX methods to achieve
specific UX goals depends on the alignment between
the capability of an organization to perform UX pro-
cesses consistently and the capability of UX methods
to support the achievement of UX goals cost-effi-
ciently. Accordingly, our future work consists of de-
veloping a UX processes assessment model (UX-
PAM), which is a measurement structure for the as-
sessment of UX processes. Typically, UXPAMs
specify indicators, scales and levels of the achieve-
ment of UX processes, together with measurement
tools such as questionnaires or models.
Both the UXPRM and the UXPAM form the in-
tended UXCMM, which will support the assessment
of the UX capability/maturity of an organization and
the identification of the UX methods that best align
with the organizations’ capabilities and maturity. The
UXCMM, we believe, will ultimately allow UX prac-
titioners and researchers to deliver better UX activity
plans.
ACKNOWLEDGEMENTS
The authors acknowledge the support by the projects
HAULOGY 2021 and VIADUCT under the refer-
ences 7767 and 7982 funded by Service public de
Wallonie (SPW), Belgium.
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