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      <title-group>
        <article-title>A New Perspective on UX: The Indirect User Experience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ole Andreas Alsos</string-name>
          <email>ole.andreas.alsos@idi.ntnu.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Norwegian University of Science and Technology Trondheim</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Computer systems are first and foremost designed for single users in traditional desktop situations. The needs of the indirect users, those who are not using the system directly but are yet affected by it, are often overlooked. Based on empirical findings from two usability evaluations in a hospital simulator with physicians and patient actors, this paper discusses how changes in user interface can affect both the user experience of the primary user and that of the indirect user. Finally, it discusses implications for designing for the indirect user</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;User Experience</kwd>
        <kwd>UX</kwd>
        <kwd>indirect user experience</kwd>
        <kwd>CSCW</kwd>
        <kwd>mobile</kwd>
      </kwd-group>
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      <title>-</title>
      <p>The needs of indirect users, users who are not using the
system directly but yet affected by it, are rarely in the
minds of the system designers and developers. This is
normally unproblematic for traditional systems designed
for single users. However, as collaborative and mobile
systems are becoming more common, the use of such
systems will have effects on people outside the sphere of
the primary user. While most systems have clear roots in
the needs of the primary users, there is often little or no
focus on the indirect users.</p>
      <p>In this paper we seek to define the indirect user experience.
Further, drawing on usability evaluations of mobile devices
used in a realistic hospital setting, we identify in what ways
the design of the user interface affect the indirect user in
that setting. We also discuss implications on how the user
interface can be designed to accommodate the needs of the
indirect user.</p>
      <p>
        BACKGROUND
Traditionally, an end-user is considered as the person who
directly interacts with an information system. However,
end-users, as defined by Faulkner [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], can be (1) direct
users, who use the system themselves, (2) indirect users,
who ask other people to use the system on their behalf, (3)
remote users, who do not use the system, but depend on the
output, or (4) support users, who ensure that the system
works for others, such as direct users.
      </p>
      <p>
        We choose to use a simpler and more straightforward
enduser categorization. We divide end-users into (1) direct
users and (2) indirect users, where the first category
includes primary users and all other stakeholders who
directly interact with an information system. The latter
includes end-users who are not directly interacting with the
system and corresponds to Faulkner’s [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] indirect and
remote users.
      </p>
      <p>
        A number of HCI publications refer to a 1997 draft of ISO
9241-11:1998 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This version contained reference to
indirect users: “[Satisfaction is] the comfort and
acceptability of the work system to its users and other
people affected by its use”. However, this reference to
indirect users was omitted in the final version (see [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] for
an example).
      </p>
      <p>
        METHODS
The empirical grounding for this position paper come from
two simulation-based usability evaluations of mobile
systems for hospitals [
        <xref ref-type="bibr" rid="ref5 ref6">5,6</xref>
        ]. Both evaluations were
conducted in a simulated hospital environment with
multiple users; real physicians and patient actors in the
hospital beds.
      </p>
      <p>
        In the first evaluation, we explored several ways of letting
doctors use handheld devices together with bedside
mounted patient terminals for viewing x-ray images
together with the patient [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        In the second evaluation we explored interaction
techniques for a handheld medication system, one paper
based and three mobile patient record systems [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
In the two evaluations, both the physicians and the patients
were interviewed about aspects concerning the user
experience of the mobile devices. In this case, the patient is
the indirect user.
      </p>
      <p>RESULTS
Below some of the observations from the experiments
related to aspects of the user experience for primary and
indirect users are presented.</p>
      <p>The new technology increased UX for the primary
users: Although the physicians in general were confident
and comfortable with the paper chart, they preferred using
the mobile device. A number of functions and attributes,
such as pocket size, error prevention and undo
mechanisms, contributed positive to the UX.</p>
      <p>Action transparency: When moving patient records from
paper-based media to mobile technology we observed that
the physicians’ actions were less visible for patients, i.e. the
indirect user. While it was easy for the patient to see
whether the physician was adding, searching or obtaining
information with the paper chart, all actions appeared
similar with the mobile device. This was considered
negative by the patients.</p>
      <p>Nonverbal communication: The physical form factor of
the paper chart allowed the physician to use it as a channel
for nonverbal communication (i.e. signal that the
consultation was ending by closing the chart). This was
harder with the PDA, and was considered negative by the
patients.</p>
      <p>Doctor-patient dialogue: The user interface of the mobile
device increased legibility and allowed the physicians to
undo and prevent medication errors. On the other hand, the
user interface had poor information overview and
unfamiliar interaction techniques. This required much of
the physicians’ attention. According to patients, it affected
the doctor-patient dialogue and decreased their satisfaction
of the consultation.</p>
      <p>Negative patient experience: In some of the design
solutions of the first evaluation the doctor controlled the
patient terminal through the PDA. While this was seen as a
major benefit from the perspective of the physicians who
could hide information on the PDA and display public
information on the PDA, it was perceived as negative from
the perspective of the patients. They perceived the PDA as
a mystical thing and did not like that things were hidden for
them.</p>
      <p>Positive patient experience: In other design solutions the
physicians controlled the system through the patient
terminal. Unintentionally it allowed the patient to control
the terminal. For the patient this was perceived as an
improvement. For the physicians, however, it became
harder to control the system because they had to bend over
the patient to use it.</p>
      <p>User interface complexity: In some versions of the first
evaluation, the controls for changing information content
were present on the patient terminal. The increased
complexity of the GUI confused some patients. They rather
preferred the versions where these controls were moved
onto the PDA.</p>
      <p>DISCUSSION
The findings from the evaluations gave new insight related
to the user experience.</p>
      <p>
        User experience is relevant for indirect users. The
studies demonstrated, not surprisingly, that technology had
an impact on the user experience of the physicians, who
were the primary users. Further, our observations indicated
that the system design also had an impact on the indirect
users. The patients had some sort of user experience; they
had strong perceptions and responses about the system,
although they had not used the systems directly themselves.
Indirect user experience defined
Based on the findings that UX is relevant for indirect users,
I attempt to define the indirect user experience based on the
ISO 9241-210 definition [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]:
      </p>
      <p>Indirect user experience is defined as a person's
perceptions and responses that result from another
user's use of a product, system or service.</p>
      <p>Having defined indirect user experience, we present a
further analysis of our findings.</p>
      <p>Firstly, the observations showed that even if UX was
improved for physicians, it had in some cases negative
effects for patients.</p>
      <p>Improving the user experience for the primary user can
have negative consequences for the indirect user.
Second, we also observed that when the indirect user
experience was improved, it sometimes created problems
for the physician.</p>
      <p>Improving the user experience for the indirect user can
have negative consequences for the primary user.
We consequently are faced with tradeoffs between the
needs of the primary and indirect users.</p>
      <p>Impact of social factors on indirect user experience
As shown, the indirect user experience was influenced by
the user interface of the system. However, there may also
be other factors affecting the indirect user experience.
Firstly, the user experience may differ because they have
different roles and interests in the situation. Second, they
are in a social context where the indirect user is
experiencing (at least) two things; the direct user’s
interactions with the system, and the direct user’s social
interactions.</p>
      <p>
        Implications for design
Accommodating the needs of the indirect users is
important. In the context of a ward round with a physician
and a number of patients, a positive indirect user
experience can have positive effect on the doctor patient
dialogue, which is important for the treatment and care of
the patients [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In the context of business, for example a
travel agent serving a traveler, an improved indirect user
experience can have positive effect on the customer
experience. In business, this often means returning
customers and increased revenue [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>Below we suggest some implications for design based on
the findings from the evaluations:
Give system feedback to the indirect user: By increasing
the action transparency (i.e. increase visibility of actions)
or providing system feedback also to the indirect user, one
can increase the indirect user experience.</p>
      <p>Support non-verbal communication: Indirect user
experience is correlated with the ability of the primary user
to communicate with the indirect user. The system can
hinder this communication, especially the non-verbal
aspects when the system occupies the hands of the primary
user. Therefore, the physical form factor of the device
needs to afford nonverbal communication.</p>
      <p>Use the language of the indirect user: By presenting the
information for the primary user in the language of the
indirect user, the primary user can be guided to use simpler
terms and communicate on the same level as the indirect
user (i.e. physicians use terms like “blood sugar level”
instead of “glucose”).</p>
      <p>Provide a tailored GUI for the indirect user: If feasible
and necessary, an additional device/GUI with information
tailored for the indirect user should be provided. This will
give the indirect users a version of the information where
unnecessary complexity is trimmed away.</p>
      <p>Implications for software development
Indirect user experience also has some consequences for
how we develop software:
Design for the indirect user: Address the needs, and
include the perspective of the indirect user into
requirements. This can ensure positive user experiences for
indirect users.</p>
      <p>Evaluate with the indirect user: Indirect users should be
present when the system is evaluated, and their opinions
should be collected.</p>
      <p>CONCLUSION
When designing information systems that have effects on
people beside the primary user, the designer and
requirements engineer must address the need of all types of
end-users. This includes the needs of the indirect user, and
implies that one has to design for the indirect user
experience. Sometimes this implies that the designers deal
with conflicting needs between the direct and indirect
users.</p>
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