Frustration: Still a Common User Experience

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Frustration : Still a Common User Experience. / Hertzum, Morten; Hornbæk, Kasper.

In: ACM Transactions on Computer-Human Interaction, Vol. 30, No. 3, 42, 2023.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Hertzum, M & Hornbæk, K 2023, 'Frustration: Still a Common User Experience', ACM Transactions on Computer-Human Interaction, vol. 30, no. 3, 42. https://doi.org/10.1145/3582432

APA

Hertzum, M., & Hornbæk, K. (2023). Frustration: Still a Common User Experience. ACM Transactions on Computer-Human Interaction, 30(3), [42]. https://doi.org/10.1145/3582432

Vancouver

Hertzum M, Hornbæk K. Frustration: Still a Common User Experience. ACM Transactions on Computer-Human Interaction. 2023;30(3). 42. https://doi.org/10.1145/3582432

Author

Hertzum, Morten ; Hornbæk, Kasper. / Frustration : Still a Common User Experience. In: ACM Transactions on Computer-Human Interaction. 2023 ; Vol. 30, No. 3.

Bibtex

@article{2259aef2007448d1bbb24e9962087569,
title = "Frustration: Still a Common User Experience",
abstract = "When computers unexpectedly delay or thwart goal attainment, frustration ensues. The central studies of the extent, content, and impact of such frustration were done more than 15 years ago. We revisit this issue after computers have become more mature and computer use is more extensive. To this end, we had 234 crowdsourced participants log the frustrating episodes they experienced with their computers during one hour of computer use. The average time lost due to frustrating episodes was between 11% and 20% of the one-hour period. Though this is less time lost than in the earlier studies, frustration remains a common user experience. While shorter, the median level of frustration during the episodes was high (7 on a 9-point scale). The frustration level correlated with task importance and time lost but was unaffected by computer experience and largely unaffected by computer self-efficacy. In addition, participants indicated that 84% of the episodes had happened before, that 87% could happen again, and that they were unable to resolve 26% of the episodes. This high rate of recurrence and lack of control likely added to the frustration level. The episodes spanned various issues pertaining to performance (49%), usability (36%), and utility (16%). ",
keywords = "computer self-efficacy, Frustration, time lost, user experience",
author = "Morten Hertzum and Kasper Hornb{\ae}k",
note = "Publisher Copyright: {\textcopyright} 2023 Copyright held by the owner/author(s). Publication rights licensed to ACM.",
year = "2023",
doi = "10.1145/3582432",
language = "English",
volume = "30",
journal = "ACM Transactions on Computer-Human Interaction",
issn = "1073-0516",
publisher = "Association for Computing Machinery, Inc.",
number = "3",

}

RIS

TY - JOUR

T1 - Frustration

T2 - Still a Common User Experience

AU - Hertzum, Morten

AU - Hornbæk, Kasper

N1 - Publisher Copyright: © 2023 Copyright held by the owner/author(s). Publication rights licensed to ACM.

PY - 2023

Y1 - 2023

N2 - When computers unexpectedly delay or thwart goal attainment, frustration ensues. The central studies of the extent, content, and impact of such frustration were done more than 15 years ago. We revisit this issue after computers have become more mature and computer use is more extensive. To this end, we had 234 crowdsourced participants log the frustrating episodes they experienced with their computers during one hour of computer use. The average time lost due to frustrating episodes was between 11% and 20% of the one-hour period. Though this is less time lost than in the earlier studies, frustration remains a common user experience. While shorter, the median level of frustration during the episodes was high (7 on a 9-point scale). The frustration level correlated with task importance and time lost but was unaffected by computer experience and largely unaffected by computer self-efficacy. In addition, participants indicated that 84% of the episodes had happened before, that 87% could happen again, and that they were unable to resolve 26% of the episodes. This high rate of recurrence and lack of control likely added to the frustration level. The episodes spanned various issues pertaining to performance (49%), usability (36%), and utility (16%).

AB - When computers unexpectedly delay or thwart goal attainment, frustration ensues. The central studies of the extent, content, and impact of such frustration were done more than 15 years ago. We revisit this issue after computers have become more mature and computer use is more extensive. To this end, we had 234 crowdsourced participants log the frustrating episodes they experienced with their computers during one hour of computer use. The average time lost due to frustrating episodes was between 11% and 20% of the one-hour period. Though this is less time lost than in the earlier studies, frustration remains a common user experience. While shorter, the median level of frustration during the episodes was high (7 on a 9-point scale). The frustration level correlated with task importance and time lost but was unaffected by computer experience and largely unaffected by computer self-efficacy. In addition, participants indicated that 84% of the episodes had happened before, that 87% could happen again, and that they were unable to resolve 26% of the episodes. This high rate of recurrence and lack of control likely added to the frustration level. The episodes spanned various issues pertaining to performance (49%), usability (36%), and utility (16%).

KW - computer self-efficacy

KW - Frustration

KW - time lost

KW - user experience

U2 - 10.1145/3582432

DO - 10.1145/3582432

M3 - Journal article

AN - SCOPUS:85160868052

VL - 30

JO - ACM Transactions on Computer-Human Interaction

JF - ACM Transactions on Computer-Human Interaction

SN - 1073-0516

IS - 3

M1 - 42

ER -

ID: 373667901