Sparking Inspiration Designing Inspirational User experiences in the interactive presentation software Mentimeter Master’s thesis in Industrial Design Engineering CHRISTINA GÖTHBERG CLARA NILSSON DEPARTMENT OF INDUSTRIAL AND MATERIAL SCIENCE DIVISION OF DESIGN AND HUMAN FACTORS CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden 2021 www.chalmers.se S a i g I i a i De ig i g I i a i a U e e e ie ce i he i e ac i e e e a i f a e Me i e e CHRISTINA GÖTHBERG CLARA NILSSON Department of Industrial and Materials Science Division of design and human factors CHALMERS UNIVERSITY OF TECHNOLOGY Göteborg, Sweden 2021 S a i g I i a i Designing Inspirational User experiences in the interactive presentation software Mentimeter CHRISTINA GÖTHBERG CLARA NILSSON © Christina Göthberg & Clara Nilsson, 2021 Department of Industrial and Materials Science Division of design and human factors Chalmers University of Technology SE-412-96 Göteborg Sweden Telephone + 46 (0)31-722 1000 Chalmers digital printing Göteborg, Sweden 2021 C e The final interface for the inspiration library. Created by Christina Göthberg and Clara Nilsson, 2021. All assets used from Mentimeter (2021) are used with permission from Mentimeter. I age igh All images from mentimeter.com (2021) are reprinted with permission from Mentimeter. All assets used from Mentimeter (2021) are used with permission from Mentimeter. Ac edg e This Master Thesis includes the exploration and development of Inspirational User experiences for the interactive presentation software Mentimeter. The thesis was performed in a collaboration between Chalmers University of Technology and Mentimeter. It was performed during the spring of 2021 by two students, constitutes 30 ECTS and concludes a two-year master s program within Industrial Design Engineering at the Department of Industrial and Materials Science at Chalmers University of Technology. We would like to thank the more than 50 user study participants for openly sharing how they relate to and experience inspiration, giving us invaluable feedback on our feature tests and enthusiastically performing evaluations. The contribution of these users has allowed us to create an empirical understanding for inspiration, progress within the development of Inspirational User experiences and challenge our ideas. It has truly been a pleasure to cooperate with Mentimeter and with their open and “go for it” attitude we have reached new heights and been allowed to explore every bit of our creativity. A special thanks go out to Maja Jakobsson and Madeleine Ederyd for their invaluable guidance throughout the whole project. Their trust in us and guidance have both kept us on track but also allowed us to explore ideas that we are passionate about. Lastly, we would like to thank our supervisor and examiner Cecilia Berlin who has encouraged us to trust our gut. She has been invaluable in our process of concretizing such an abstract topic as inspiration, a great resource and most importantly always attentive to our questions. It has been a pleasure cooperating with Cecilia Berlin. Tha Christina Göthberg Clara Nilsson S a i g I i a i Designing Inspirational User experiences in the interactive presentation software Mentimeter CHRISTINA P GÖTHBERG CLARA M NILSSON Department of Industrial and Materials Science Division of design and human factors Chalmers University of Technology Ab ac Men ime er is an interactive presentation software that aims at creating an engaging experience for every participant. Men ime er is currently exploring how inspiration can be used to allow users to evolve in their use of the tool and understand the full potential of it. There is limited research available that combines H man-cen ered de ign and inspiration. As a result, the thesis aims to explore how to inspire the users of Men ime er to grasp the software s full potential, to attract and activate them. Additionally, the aim is to deliver guidelines for the design of Inspirational U er e perience for Men ime er and a final inspirational design proposal. The applied process is an adaptation of Lean UX and consists of an initial research phase, six two-week sprints and a final delivery phase. In the initial research phase, the primary purpose is to explore existing research within inspiration and design. The purpose of each sprint is to perform user research, test features and allow for iterative development. Each sprint is initiated by an assumption then follows related ideating, prototyping, learning, iterating & evaluating and finally testing & experimenting. The development is performed with continuous interaction with the users of Men ime er. The primary purpose of the final delivery phase is to derive final personas, final design and guidelines for how to design Inspirational U er e perience . The inspirational journey for users usually starts with an intrinsic or extrinsic inspirational source. The inspiration is thereafter stored physically, digitally, or mentally until external and internal factors allow the inspiration to go from the user being inspired by the source to being inspired to take action. The users experience inspiration from a variety of sources depending on their characteristics, but most recurring are by other people and personal development. The findings of the study are concluded in the inspirational guidelines which consist of ten aspects relevant to consider when designing for Inspirational U er e perience . The guidelines include for example: Maintaining a sense of new or different, show as much of the experience as early as possible and create content that resonates with values or goals. The guidelines are embodied in the final design and results imply that by using the guidelines in designing, the experience of inspiration is increased. Ke d inspiration, user experience, guidelines, Inspirational User experiences, saas, software as a service, lean UX, human-centered design, user activation Tab e f c e I d c i 1.2 Aim 2 1.3 Objective 2 1.3 Demarcations 2 The P d c Me i e e 2.1 User perception of Mentimeter 4 2.2 Sources of inspiration in Mentimeter 6 The e ica f a e 3.1 Research within the field of inspiration 7 3.2 Research within the field of Human-centred design 10 3.3 Combined synthesis of design and Inspiration 14 3.4 Data processing 16 P ce 4.1 Lean UX 17 4.2 Applied process 18 4.3 Product roadmap and focus areas 20 Me h d 5.1 Initial research phase 23 5.2 Ideating 25 5.3 Prototyping 25 5.5 Learning, iterating evaluating 26 5.6 Testing experimenting 29 5.7 Final delivery phase 33 Re U e di g 6.1 The inspired users of Mentimeter 34 6.2 The users’ Inspiration journey 35 6.3 Inspiration personas 37 Re P d c fea e f c a ea 7.1 Review of original product 42 7.2 New design of the Inspiration page 45 7.3 Ability to preview templates 49 7.4 Extended ability to access templates 54 7.5 Ability to progress and increase competence 56 7.6 Ability to take part in and enjoy a community 59 7.7 Ability to store inspirational content 62 7.8 Ability to find inspirational content 63 7.9 Ability to explore the product through templates 67 7.10 Final evaluation 69 https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.h437aba7mcf0 https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.yqo4fy98fjtt https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.yqo4fy98fjtt https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.nuqo57pkj7rb https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.nuqo57pkj7rb https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.e8bt5mdix4o2 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https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.2oqgc6rwlzf4 https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.soyvnzwl187q https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.soyvnzwl187q https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.7p2tw3azjx1d https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.7p2tw3azjx1d Fi a de ig 8.1 New design of the inspiration page and the ability to preview 73 8.2 Ability to store and find inspirational content 76 8.3 Ability to take part in and enjoy a community 78 8.4 Ability to progress and increase competence 79 8.5 Ability to explore the product through templates 81 G ide i e f i i a i 9.1 Maintain a sense of new or different 82 9.2 Show as much of the experience as early as possible 82 9.3 Promote fun 83 9.4 Widen the horizon 83 9.5 Create content that resonates with values or goals 83 9.6 Design visually pleasing content 83 9.7 Ensure successful tasks 83 9.8 Support different inspiration processes 83 9.9 Promote people getting inspired by people 84 9.10 Guidelines for inspirational templates 84 Di c i 10.1 Designing Inspirational User experiences 85 10.3 Validity of the process 88 10.4 Ethical and sustainability considerations 90 10.5 Future research 90 C c i Refe e ce A e di I. Participating users II. Experiment 1 1.1 III. Experiment 2 IV. Experiment 3 V. Experiment 4 VI. Experiment 5 VII. Experiment 6 VIII. Experiment 7 IX. Experiment 8 X. Final Evaluation XI. Interview guide XII. 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https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.spghcf9f4hmg https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.spghcf9f4hmg https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.zc6xs5d6ikir https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.vn3yphbk890a https://docs.google.com/document/d/1WsK8Abfhx4pLN3BYZ6LlamdmaMfWg-4jEknXiIv0-lk/edit%23heading=h.vn3yphbk890a S c e f he a e I d c i Introduces the topic of the thesis, the objective, the aim and demarcations. The d c f Me i e e Introduces the product Mentimeter and explains relevant functionality, the user perception of the product and presents some existing sources of inspiration in Mentimeter. The e ica f a e Introduces the applied theoretical framework within two areas: Inspiration and Human-centred design. The chapter is concluded with a synthesis of the interpretation of the interrelationship of inspiration and human-centered design, which serves as a theoretical basis for the thesis. P ce Introduces the process Lean UX, the applied process and its different phases with applied methods. The phases are the Initial research phase, ideating, prototyping, learning, iterating evaluating, testing experimenting and final delivery phase. The chapter is concluded with the product roadmap and sources of assumptions building the product roadmap. Me h d Introduces the applied methods structured by the phases in the applied process which are: Initial research phase, Ideating, Prototyping, Learning evaluating, Testing experimenting and Final delivery phase. Each phase contains several methods and they are presented in the chapter. Re U e di g The following chapter introduces the result of the user research throughout the project in the form of the inspired users of Me ime e , Inspiration user journey and inspiration personas. Re P d c fea e f c a ea Introduces the result of the product development throughout the project within the different product areas of focus and product roadmap. The result is related to the product and its characteristics. The development of each product focus is presented based on the result from applicable experiments. The chapter is concluded with the final evaluation. Fi a De ig Introduces the final design together with a summary of supporting data and claims as well as the included features. G ide i e Introduces guidelines for designing for inspiration in Mentimeter with supporting evidence and related developed features. Di c i Discusses the implications of the results, the validity of the process, ethical considerations for the project and future research. C c i Concludes the thesis and presents a summary of the result and significance in the area of inspiration and User experiences. 01 Introduction The following chapter introduces the topic of the thesis the objective the aim and demarcations In i a ion ha he o e o engage eo le in ne e e ience , enable e lo a ion of ne heigh and enhance ell-being (Th a h & Ellio , 2010). In i a ion i he fo nda ion of c ea i i and can omo e life a i fac ion. In i a ion o igina e f om im li, e in ic o in in ic and being in i ed i a lea able a e, a a e ha man enjo finding hem el e in. B he e ion i , i i o ible o c ea e in i a ion h o gh Inspirational User experiences? In an a em o an e he e ion, hi ma e he i aim o a k in i a ion h o gh de ign and o in e iga e ho o in i e e o a ac and ac i a e, f om a User experience e ec i e, in he in e ac i e e en a ion of a e Mentimeter. Mentimeter i an in e ac i e e en a ion of a e ha aim a c ea ing an engaging e e ience fo e e a ici an . Ho e e , e io e e ea ch ha ho n ha man e onl ie Mentimeter a a com lemen a ool, a he han a com le e e en a ion ool. A a e l , Mentimeter an o e lo e in i a ion a a a fo e o nco e i f ll o en ial. The cha ac e i ic and im o ance of in i a ion f om a chological e ec i e ha e been died b e ea che like Th a h & Ellio (2010). Th a h & Ellio (2014) conce ali e in i a ion o e ime a a oce of being inspired by and inspired to, bo h e en ial com onen fo in i a ion o lead o ac ion. Th a h e , al. (2010) al o e abli hed ha in i a ion omo e ellbeing, i facili a e og e o a d e goal and c ea e mo e efficienc and od c i i . Addi ionall , Mil a ka a (2012) ha in he die een connec ion be een in i ed eo le and e e iencing mo e g a i de and a en e of o e in life (Mil a ka a e al., 2012). The e ea ch i hin Human-centred design i e en i e, he e a e e e al e abli hed f ame o k ch a Ha en ahl UX framework (2005) and Design for Engagement (O B ien and Tom , 2008). User experience design i b Ha en ahl UX model defined a c ea ing meaningf l e e ience h o gh a de ice. Thi i accom li hed h o gh eali ing he e ' need of com e ence, ela edne , o la i , im la ion, meaning, ec i and a onom . Simila o Ha en ahl UX model i he engagemen heo he e an engaging User experience i cha ac e i ed b he follo ing: a o ia e challenge, o i i e affec , end abili , ae he ic and en o a eal, a en ion, feedback, no el , in e ac i i and e cei ed e con ol (O B ien and Tom , 2008). 1 Ho e e , he e i li le e ea ch combining in i a ion and Human-centred design o User experience design. A a e l , he he i e lo e ho o combine In i a ion and Human-centred design in de igning fo Inspirational User experiences. The fo nda ion fo he he i i an in e e ed combined heo f ame o k fo de igning Inspirational User experiences, e ac ed f om e ea ch i hin he field of Human-centred design and he cholog of in i a ion. The he i i e ec ed h o gh a li e a e e ie of User experience design theory and In i a ion heo , de elo men and e ing of de ign o o al , e e ea ch and com ila ion of final deli e able . The oce a lied in he de elo men and e ing of de ign o o al follo a Lean UX me hodolog . The final deli e able incl de a final de ign o o al fo Mentimeter, g ideline fo ho o de ign fo inspirational User experiences, in i a ion e ona and in i a ion e jo ne . The g ideline incl de a ec ch a omo ing f n, ho a m ch of he e e ience a ea l a o ible and c ea e con en ha e ona e i h al e and goal . The e l indica e ha h o gh a l ing he g ideline on User experience de ign i i o ible o in i e e o ome e en . 1.2 Aim The he i aim o e lo e ho o in i e he e of Mentimeter o nde and he f ll o en ial of he of a e o a ac and ac i a e he e . Addi ionall , he aim i o deli e g ideline fo he de ign of in i a ional e e ience in Mentimeter and a final in i a ional de ign o o al o a ac and ac i a e e . 1.3 Objective The objec i e i , b ing a Lean UX oce , o fo m a m ion on ho o in i e e ba ed on li e a e e ie , e e ea ch and e ing. The a m ion an la ed in o h o he e ill fo m de ign o o al ha ill be e ed in e e imen i h e . The da a f om he e ill be anal ed h o gh coding o de e mine if he a m ion i e and if he h o he e a e alida ed o in alida ed. The Lean UX oce of fo m la ing and alida ing h o he e h o gh e ing de ign o o al in a anged e e imen i e e i i e and con in o . The i e a ed de ign o o al and n he i ed e e ea ch finding ill f el fo m la ion of he final deli e able of he he i . 1.3 Demarcations The dema ca ion of he he i a e ca ego i ed in o a ec ela ed o he e die , he od c i elf and he od c e jo ne and he a lied defini ion of in i a ion. User studies The foc of he ojec i o in i e he ingle e , meaning in i ing he indi id al o e Mentimeter a a ool fo e en a ion . The majo i of he e incl ded in he d ha e a f ee acco n o e Mentimeter hich en ail ome limi a ion of f nc ionali . The o he e a e ac i e e en e b no e of Mentimeter. D e o he di e ed loca ion of he e , e die a e olel e fo med digi all . The finding ela ed o e e en ed in he he i ill be ba ed on ali a i e da a collec ed h o gh in e ie and e e imen . The incl ded e a e e ho ha e limi ed e e ience in he ool and ha a e a med o ha e e o di co e he f ll o en ial of Mentimeter. 2 Product and user journey The foc i hin he od c Mentimeter i in-a , meaning hen a e i logged in. In e m of he e in e ac ion i h Mentimeter, he ha e befo e a e en a ion n il he an i ion in o a ing a e en a ion i incl ded in he he i . The ha e d ing he e en a ion and he c ea ion of he e en a ion in edi mode a e e cl ded, ee fig e 1.3.1. The an i ion o ending a e en a ion a ell a he af e ma h i incl ded, ee fig e 1.3.1. Figure 1 3 1 the different phases of presenting using Men ime e The light grey areas of the user journey are excluded Definition of Inspiration in relation to Mentimeter Ba ed on he defini ion of in i a ion b Ellio and Th a h (2010) and c ome in i a ion (B ge e , al. 2017), in i a ion i in hi he i defined a an in e nal oce he e he e feel in in icall mo i a ed o e Mentimeter o a e en ing o o e lo e he o en ial of he ool and e end age. 3 02 The Product Mentimeter The following chapter briefly introduces the product Men ime e and explains relevant functionality the user perception of the product and presents some existing sources of inspiration in Men ime e The od c of Mentimeter con i of a ool ha allo e o c ea e and e en in e ac i e e en a ion . The od c con ain h ee main a : a con en eb, hich i acce ible h o gh www.mentimeter.com, an edi and e en a ion ie hich i a ailable b logging in called in-a and a o ing eb hich i acce ible h o gh www.menti.com. The con en eb i ed o di la info ma ion abo he od c and in i e e h o gh blog o and ideo , ee fig e 2.1. The edi and e en a ion ie i he e he e c ea e e en a ion , acce fea e and e en . The o ing eb i fo a ici an o bmi hei a ici a ion. The acce o fea e of he ool de end on he e of lan ha he e b c ibe o. The a ailable lan a e F eemi m, ba ic, P o, En e i e and Ed ca ional. Once he e i logged in he e a e ome o ion a ailable in he in e face, ee fig e 2.2. The in e face allo he e o b o e he e en a ion and o en a ne e en a ion o edi . Once he e choo e o edi o c ea e a ne e en a ion, he e ill en e he edi ie , ee fig e 2.3. 2.1 User perception of Mentimeter Since 2014, hen Mentimeter a fo nded, he od c ha con in o l e ol ed. F om being olel an in e ac i e ool o offe ing an e en i e and o e f l e en a ion of a e od c . The od c Mentimeter allo he e o c ea e com le e e en a ion in Mentimeter h o gh offe ing bo h in e ac i e elemen and eg la e en ing fea e ch a con en lide . S ill man e onl e Mentimeter a a econda of a e fo he in e ac i e a of a e en a ion, i ching be een hei ima e en ing ool and Mentimeter. No mall , he inco o a e Mentimeter in he beginning, middle o end. Thi migh be ince he a e no a a e of he o ibili ie in Mentimeter o do no feel mo i a ed o o confiden in e lo ing he ool. The e ha e al o been e e al indica ion ha e and a ici an belie e ha Mentimeter i a ool onl ed fo in e ac i i ch a c ea ing o d clo d o oll . The ea on co ld be ha man e ge a ac ed o Mentimeter ia a ici a ing in a e en a ion he e Mentimeter i me el ed a an in e ac i e elemen ch a a olling ool. Rega dle , he indica ion ha e do no nde and he f ll o en ial of Mentimeter need o be e amined. 4 2.2 Sources of inspiration in Mentimeter The e a e e e al o ce of in i a ion in Mentimeter. The e a e in i a ion o ce e e nal o Mentimeter, b al o na i e o ce od ced b Mentimeter. Na i e o ce of in i a ion a e e en in he con en eb and in-a . Mentimeter al o od ce con en fo ocial media. Wi hin he con en eb, blog o , ideo and di la of fea e a e he ima o ce of in i a ion. Wi hin he in-a , a ab fo in i a ion i a ailable he e he e a e em la e . Tem la e a e e am le e en a ion de elo ed b Mentimeter ho ing diffe en e ion e , la o and fea e . In edi - ie , he e a e e am le lide a ailable. The e am le lide a e e am le of lide i h diffe en kind of e ion and la o . Being in i ed o e en i no onl limi ed o ing he od c and con ming i con en . Being in i ed o e he od c fo a e en a ion can occ an ime. A a a ici an of a e en a ion, he a ici a ion migh im la e in i a ion. A a o en ial e en e , in i a ion migh em f om co- o ke , an e en , i f om he o ic and a b i . 6 03 Theoretical framework The following chapter introduces the applied theoretical framework within two areas: Inspiration and Human centred design The chapter is concluded with a synthesis of the interpretation of the interrelationship of inspiration and Human centred design which serves as a theoretical basis for the thesis 3.1 Research within the field of inspiration In i a ion i an in in icall mo i a ing e on e o a im l ha ha en in a hen ic e e ience (Th a h & Ellio , 2004). In i a ion can occ nin en ionall hen o lea e ec i b can al o be he e l of i ing o a d an achie emen . In i a ion i defined acco ding o he Tripartite conceptualization hich di ing i he he a e of in i a ion f om o he chological a e . The Tripartite conceptualization al o define he co e cha ac e i ic of in i a ion, hich a e transcendence, evocation and motivation (Th a h & Ellio , 2004). Transcendence efe o ha ing gained a a ene of ne o be e o ibili ie . Evocation efe o andom on aneo in i a ion i ho in en ion. Bo h transcendence and evocation el on an o e im l o omo e in i a ion. The final a ec motivation efe o i ing o an mi o ac ali e an idea o i ion (Th a h & Ellio , 2004). Component process conceptualization i ed o de c ibe he oce of being in i ed o e ime (Th a h e al., 2014). The conce ali a ion con i of o oce e hich a e: being inspired by and being inspired to. Being inspired by mean ha he e on ba ed on an in igh lead na all o he oce of being inspired to. Being in i ed efe o a de i e o e o an mi ome hing. Being inspired by i a ib ed o in i a ion of evocation o transcendence hile being inspired to i a ib ed in i a ion of motivation. Fo a com le e e i ode of in i a ion, bo h being inspired by and being inspired to i e i ed (Th a h & Ellio , 2004). Why inspiration matters In i a ion i im o an f om a User experience e ec i e beca e i omo e ellbeing, facili a e og e o a d e goal , i he fo nda ion of c ea i i and inc ea e efficienc and od c i i (Th a h & Ellio , 2010). F he mo e, in i a ion eem o omo e lea e-o ien ed and elf-ac ali ed ellbeing. Mo e conc e el in i a ion eem o omo e o i i e affec and life a i fac ion hich bo h a e im o an a ec of ell-being (Th a h & Ellio , 2010). Mil a ka a e al. (2012) ha e in hei die on goal achie emen and in i a ion een connec ion be een in i ed eo le and e e iencing mo e g a i de and a en e of o e in life (Mil a ka a e al., 2012). Addi ionall , in i a ion eem o be clo el ela ed o e onal goal achie emen he e mo e in i ed e on a e mo e likel o f lfill hei goal . I eem o be ha in i ed indi id al e in i ing goal ha a e eachable o hem. Mil a ka a e al. (2012) eemed o ee a a e n he e 7 mo e in i ed indi id al e in i ed goal ha c ea ed an in i ed goal achie emen oce , he e he e o b il on each o he o c ea e a o i i e loo (Mil a ka a e al., 2012). T ai in i a ion i clo el linked o elf- e o ed c ea i i in dail life and eo le end o be mo e c ea i e on da he e he a e mo e in i ed (Th a h & Ellio , 2003). In i a ion facili a e od c i i beca e in i ed eo le ha e a clea i ion of ha o do and ho o e ec e i a ell a feeling mo i a ed o ac . Fo e am le, i e ho a e in i ed od ce mo e e in ho e e iod , i h fe e a e o hink, han he nin i ed one (Th a h & Ellio , 2014). Ho e e , a in i a ion i a e l of he e ' ela ion o and he objec i elf and bo h a e of e al im o ance o in i a ion, i i challenging o omo e i in en ionall (Th a h e al., 2014). Acco ding o I ogo & M inganji a (2020), hedonic con en ho a g ea e in i a ional effec han ili a ian con en . F he mo e, i al in i e mo e han 75% of con me o cha e. B 2020, an e ima ion of a o nd 50% of con me ea che e e e ima ed o be e ec ed h o gh oice o image ea ch f nc ion . The e a i ic ho he im o ance of i al comm nica ion i h he c ome . Addi ionall , con me cha e beha io a e becoming inc ea ingl mo e on aneo and emo ionall infl enced a con me looking fo idea and ol ion a he han me e od c . Con e en l , hi lea e oom fo in i a ional ma e ial o infl ence b ing beha io . A ell, c ome in i a ion eem o lead o mo e lo al c ome i h an inc ea ed amo n of cha e c ea ed b o i i e affec and c ome deligh f om c ome in i a ion (B ge e al., 2017). Prerequisites for inspiration In i a ion i a com le ma e , a l beca e he e i no a of deciding hen i i going o ha en. Yo can no decide if omeone i going o be in i ed, a lea no f ll . Al ho gh, die a e ho ing ha he e a e e e i i e fo in i a ion a ell a e onali ai o beha io ha a e clo el ela ed o a highe le el of in i a ion (Th a h & Ellio , 2004). Pe onal ali ie ha eem o co ela e i h in i a ion a e ab o ion in ha he indi id al doe , o imi m and i (T a h & Ellio , 2010). The fo nda ion fo being in i ed i being o en o infl ence ha facili a e being inspired by and being able o be mo i a ed hich facili a e being inspired to. O enne o ne e e ience o i i el co ela e i h being mo e in i ed in gene al in dail life. O enne o o ible infl ence i e en ial fo an indi id al o be in i ed. A ell a being o en o ne e e ience , o enne o a d ne o ibili ie o he in i a ion oce (Th a h & Ellio , 2004). To be able o be mo i a ed he indi id al m ha e ome kind of in in ic mo i a ion, elf-de e mina ion and efe abl o k-ma e mo i a ion. To ha e an a oach em e amen in ead of a oidance facili a e he a ec of being in i ed o do and o find inne mo i a ion (Th a h & Ellio , 2004). The a oach em e amen can be di ided in o h ee e onali dimen ion : extraversion, positive emotionality and he behavioral activation system. Extraversion i linked o e e iencing o i i e emo ion , positive emotionality i linked o e e iencing o i i e emo ion and a gene all o i i e o look on life he ea he behavioral activation system i a mo i a ional em ha gene a e an a oach beha io a ell a o i i e affec (McC ae & Co a, 1987). 8 Customer inspiration Customer inspiration i a model fi in od ced in 2017 b B ge e al. ha aim a b idging he ga be een in i a ion and ma ke ing li e a e. The model define Customer inspiration a a em o a mo i a ional a e f om being bjec o a o ce of in i a ion o be mo i a ed o e a con m ion- ela ed goal. The model o o ed foc e on c ome being in i ed o achie e con m ion- ela ed goal like engaging i h a b and, cha ing, o dona ing. The e ea ch i ba ed on he Component process conceptualization a ell a he Tripartite Conceptualization of inspiration (Th a h e al., 2014), in od ced ea lie in hi cha e . The model, ee fig e 3.1.1, con i of an eceden , Customer inspiration and con e ence . An eceden con i of Source Characteristics and Individual Characteristics hich de end on he o ce of in i a ion and he cha ac e i ic of he c ome (B ge e al., 2017). Acco ding o B ge e al. (2017), in i ing con en ha e he cha ac e i ic of a ealing o he imagina ion and le e aging a oach mo i a ion. C ome in i a ion con i of he Component process conceptualization of being inspired by and inspired to, and he a e oge he he nece a com onen o gene a e in i a ion. The ini ia ing e of being in i ed ela e o iden if ing ne idea (Th a h & Ellio , 2004) a ell a inc ea ed a a ene of o ibili ie (Th a h & Ellio , 2004). The a e of being inspired to i a mo i a ional a e he e he c ome i mo i a ed o e he ne idea. Customer inspiration ill elici behavioral, emotional and attitudinal consequences. The behavioral consequences incl de effec on he beha io of he indi id al. The emotional consequences incl de o i i e affec , jo and o he emo ional e e ience . Finall , he attitudinal consequences incl de effec on he c ome a i de o a d he od c . Figure 3 1 1 Customer Inspiration model adapted from Böttger et al 2017 9 3.2 Research within the field of Human centred design The n he i ed e ea ch i hin H man-cen ed de ign incl de METUX, Ha en ahl UX design, Design for engagement, Design for emotion, UX over time and abili . METUX An eme ging field i hin User experience design i ing echnologie fo o i i e change, hich i efe ed o a positive technology (Gaggioli e al., 2019). The field of e ea ch i domina ed b o eam , he fi foc e on cien ific nde anding of ho o con ib e o eo le' ellbeing and ha ine hile he o he foc e on he im o ance of al e and e hical conce n a a a of Human-Computer interaction (Gaggioli e al., 2019). One positive technology f ame o k i METUX, ba ed on chological e ea ch, in ending o de ign e e ience fo ellbeing. The f ame o k i ed in i e a i e de ign and e al a ion o imi ed fo engagemen , mo i a ion and ellbeing (Pe e e al., 2018). The chological ba i fo METUX incl de a ec of Self Determination Theory, SDT, hich ha been o en o media e ellbeing. SDT con i e ell-being a an indi id al autonomy, competence and relatedness. Autonomy efe o a en e of illingne and ac ing acco ding o hei e onali and al e . F he mo e, competence efe o he e feeling able, com e en and effec i e o e fo m a a k. Finall , relatedness efe o a en e of belonging. (Pe e e al., 2018) De ign ha do no demand ac ion f om e and ha allo fo e onali a ion enhance autonomy, ee able 3.2.1. Autonomy can al o be o ed b emo ing ob acle ha hinde e o e a goal o a i a ion fl en l . A autonomy efe o ac ing i h illingne acco ding o hei al e , ed ca ional o beha io -changing echnologie migh hel enhance he e autonomy. Fac o ha a e kno n o inc ea e he en e of competence a e fo e am le o i i e feedback and o o ni ie fo lea ning, hich can be achie ed h o gh no el and fo e am le in od cing ne fea e , ee able 3.2.1. Mode a ing le el of diffic l ha al o been ho n o inc ea e he en e of competence. To fo e relatedness h o gh de ign i ha o be gen ine and meaningf l. A hen ic e e en a ion of one elf i al o im o an o inc ea e he en e of relatedness, ee able 3.2.1. (Pe e e al., 2018) Table 3 2 1 psychological need and supporting characteristics to design for METUX Peters et al 2018 Psychological need Supporting characteristics Autonomy ● Meaningful choices and alignment with personal values ● Clear rationale ● Ability to personalize and a sense of ownership ● Absence of pressure ● Goal choice and choice of strategy Relatedness ● Opportunities for supporting others and being supported ● A sense of warmth and goodwill ● Chances to contribute ● Opportunities for gratitude and appreciation ● Support for empathy ● Saliency of social pressure Competence ● Usable and accessible ● Positive feedback and informational rewards ● Appropriate challenge and rewards based on effort ● Forgiving of mistakes ● Dynamic difficulty and adapting to growth 10 Hassenzahl s UX Design User experience design i oda a ell-kno n conce and ome hing a lied in mo od c de elo men oce e . Acco ding o Ha en ahl (2010) User experience design, UX, i abo c ea ing meaningf l, al ho gh immen el bjec i e, e e ience h o gh de ice . UX i a b-ca ego of e e ience de ign ha i ied o in e ac i e de ice . Ha en ahl (2010) di ide User experience in o h ee diffe en ca ego ie he What, How and Why level. The What level de c ibe ha he e i doing h o gh a de ice and i icall ied o a od c gen e o echnolog , fo e am le making a hone call. The How level de c ibe ho he e in e ac i h a od c . Thi i ied o ho he ac al objec i o e a ed, fo e am le e ing b on o make a hone call. The Why level de c ibe h he e on e a od c , he mo i e behind i (In e ac ion De ign Fo nda ion, 2014). The a ha Ha en ahl ca ego i e need f lfilled h o gh de ice em f om he Self Determination Theory. The need a e ca ego i ed in o he follo ing: competence, relatedness, popularity, stimulation, meaning and security o autonomy (Ha en ahl e al., 2010). Each need i e en ed in able 3.2.2. Table 3 2 2 category of human needs in U e e e ience Hassenzahl et al 2010 Need Description Competence Feeling that you are very capable and effective in your actions rather than feeling incompetent or ineffective Relatedness Feeling a sense of belonging and intimacy with people related to you Stimulation Feeling that you get plenty of enjoyment Popularity Feeling that you are liked respected and have influence over others rather than feeling like a person whose advice or opinions nobody is interested in Meaning Feeling that you are developing your best potential and making life meaningful rather than feeling stagnant and that life does not have much meaning Security or autonomy Feeling a security in having a structured life with routines and habits Design for Engagement U e engagemen i h echnolog i ho in e ed, emo ionall a ached and me me i ed a e on i b an e e ience of od c in e ac ion. An engaging e e ience i cha ac e i ed b a o ia e challenge, o i i e affec , end abili , ae he ic and en o a eal, a en ion, feedback, no el , in e ac i i and e cei ed e con ol (O B ien and Tom , 2008). Recen die indica e ha engagemen i a oce i h fo age : point of engagement, period of sustained engagement, disengagement and reengagement. The point of engagement i ha a he engagemen oce . Ae he ic , in e face la o and lea an i al a e likel o a engagemen , b ocial a ec o ecific goal a e al o o ible engagemen ca al . In he e iod of sustained engagement; feedback, a o ia e o iginali and c ea i i of info ma ion and fea e a e im o an a ec . A ell, e con ol, he n mbe of im li and a o ia e challenge la an im o an ole in aining engagemen . To concl de, he final a ec of sustained engagement a e in e ac i i i h he echnolog and an nde anding of he em a ell a ocial in e ac ion. Disengagement ha en d e o bo h in e nal and e e nal ea on . In e nal ea on can be lack of ime, ocial a ec , o lo of in e e . E e nal ea on a e ela ed o he abili of he in e ac ion, lack of eno gh im li in he a k a ell a di ac ion and in e ion . Reengagement ha en d e o a o i i e e e ience in he in e ac ion. Mo e ecificall a lea ning , feedback, a o ia e 11 challenge, he e e ience of ha ing f n and being in con ol, e a d of a cce , con enience, o incen i e (O B ien and Tom , 2008). Design for Emotion Designing for emotion a me he no ion ha de ign igge emo ional e on e . Ho e e nde anding he ela ion hi be een de ign and emo ion ha igge ed e ea ch in he a ea (Van Go & Adam , 2012). U e emo ional e e ience affec deci ion making, le el of mo i a ion, beha io and e ce ion of he od c o e ice (Van Go & Adam , 2012). Emo ion can be bo h con cio and ncon cio and be igge ed b de ign. In an a em o ma he oce of a ai al of emo ion on de ign De me (2002) de i ed a model of od c emo ion . Emo ional e on e a i e f om he combina ion of od c enco n e and he e conce n , al e o mo if , ee fig e 3.2.1, (De me , 2002). Figure 3 2 1 the process of appraisal of emotion on design adapted from Desmet 2002 Attention and Behavior on Emotion The emo ional effec im ac ho e beha e and ho in en el he foc hei a en ion (Van Go & Adam , 2012). Emo ion ill im ac he e ce ion of he od c h o gho he oce of age. The c en emo ional a e ill im ac he e ce ion of he od c o e e ience and he emo ion d ing age ill im ac f e age of he od c (Van Go & Adam , 2012). Wi hin a en ion, if he a en ion i ol n a he e ill e e ience lea e and if he a en ion i in ol n a he e ill e e ience emo ion of n lea an . A o al im ac a en ion, a he le el inc ea e he foc hif o a d he a o ing im li, hich inc ea e a en ion. Lo le el of a o al ill lo e a en ion (Van Go & Adam , 2012). Emo ion i al o ongl linked o beha io hich i defined b he o dimen ion in en ion and mo i a ion. In en ion dic a e ho e di ec hei ol n a a en ion and o e an in en ional a k, mo i a ion i e i ed. Model for Design for Emotion To de e mine he ela ion hi be een de ign and emo ion, e e al model ha e been de i ed f om a io a ho . The e model incl de Levels of emotional processing (No man, 2004), Types of user benefits (Jo dan, 2000) and Products as objects, agents and events (De me , 2002). Level of emotional processing (No man, 2004) ecifie diffe en le el a hich h man oce emo ion . The e incl de he visceral level, behavioral level and reflective level. Types of user benefits de i ed b Jo dan (2000) ecified he e of benefi a od c can gi e e . The e incl de hedonic benefits, practical benefits and emotional benefits. Products as objects, agents and events de elo ed b De me (2002) e al a e a od c i h he e ' conce n. 12 UX over time When e al a ing e ' e e ience i h od c i i im o an o con ide he ela ion hi ha e ol e be een he e and he od c (K jala e al., 2011). Ka a ano (2010) a g e ha memo ie of od c e e ience a e im o an a of a od c e e ience o e ime ince memo ie , no ma e ho e, im ac he a e ill in e ac i h od c and e-engage i h hem. Fo e am le, i i no onl he e e ience of a od c fea e and abili ha acco n fo he e e ience b ocial a ec ch a ho o he e e ience o od c . The e e ience of a od c can be mode a el bjec i e and he efo e i i o ible ha one indi id al e e ience of a od c can mi o ano he e on e ce ion of he od c . Ha en ahl (2005) hedonic a ec fo e am le, ae he ic and im la ion im o e he a ac i ene of a od c o e ime. A ell, he abili of a od c and ho he e iden ifie i h i eem o be mo e im o an i h ime. Technical diffic l ie affec he User experience mo e nega i el o e ime a he e eem o be inc ea ingl di a i fied d e o longe d a ion of e o . F he mo e, nega i e e e ience of a od c a e affec ed b com a i on o o he b and of he ame od c (K jala e al, 2011). Usability and Design Principles In 1994 Niel en de elo ed 10 usability heuristics ha a e ed a g ideline in de igning od c i h high abili . The 10 he i ic a e e en ed in able 3.2.3. Table 3 2 3 10 usability heuristics Nielsen 1994 Usability heuristic Explanation Visibility of system The user should always be aware of what is going on which is enabled through feedback If a user can predict interactions trust towards the product and the brand will emerge Match between system and the real world The language used in the product should be familiar to the user and it should also follow conventions of the real world Using well known words and phrases will make it easier for the user to learn to navigate the interface User control and freedom Users should be able to easily escape unwanted actions as errors often occur frequently Being able to exit or undo an action creates a sense of freedom and confidence Consistency and standards Use the same words for the same actions always Users should not have to wonder if different things mean the same thing Having different words for the same action increases the cognitive load Error prevention Preventing errors could be asking the user to confirm an action However some errors are slips caused by inattention and others are mistakes that are caused by mismatches Recognition rather than recall Make information and elements visible The required elements to interact with the product should be visible to reduce the cognitive load Flexibility and efficiency of use Allow for expert users to use shortcuts or configure the interface based on their use case The reason is to make the interaction much less consuming Aesthetic and minimalist design Every unit in an interface competes for attention Therefore reducing the interface to only the necessary is ideal Offering functionality to support the primary goals of the users will maximize the relative visibility Help users recognize diagnose and recover from errors Errors should be displayed in common language and both include complicated codes Help and documentation Ideally the system needs no additional resources to navigate through it However offering sufficient help and documentation is important to help some users complete their tasks 13 Ano he inci le fo de igning fo high abili i No man' The Seven Stages of Action: Seven fundamental design principles. The de ign inci le em f om a e of in e iga ing e ion ela ed o a e a a e e o od c in e ac ion age. The od c de ign ho ld gi e all he info ma ion o an e he e e ion . The info ma ion can be di ided in o hel ing he e nde and ha o do, feedforward, and he info ma ion ha hel he e nde and ha i going on feedback. Feedforward and feedback a e e e en ed in he e en de ign inci le e en ed in able 3.2.4 (No man, 2013). Table 3 2 4 Se en f ndamen al de ign inci le Norman 2013 Design principle Explanation Discoverability The design allows the user to understand the status and what actions they can take Feedback The design gives the user clear and understandable responses Conceptual model The design creates an understandable conceptual model Affordances The design provides affordances to take appropriate actions Signifiers The design uses signifiers to provide discoverability and feedback Mappings The design s layout provides good mapping Constraints The design has appropriate constraints to facilitate understanding of the product 3.3 Combined synthesis of design and Inspiration Ba ed on he e ea ch i hin he a ea of In i a ion and Human-Centered Design, an in e e i e f ame o k i de i ed. The f ame o k i a e e en a ion of he in e e a ion of he ela ion be een in i a ion and de ign and an a em o b idge he ga be een hem. The f ame o k, ee fig e 3.3.1, i ba ed on he model fo Customer inspiration de elo ed b B ge e al. in 2017 and he a lied chological defini ion of in i a ion b Th a h e al. (2014). The in e e a ion i al o e en ed i h Mentimeter and e , ee fig e 3.3.1. A f ll e i ode of in i a ion con i of being inspired by and being inspired to, he efo e, a e ing bo h a e i deemed a ke . Inspired by can occ h o gh evocation o transcendence. In he ca e of Mentimeter, evocation mean e ealing ne o ibili ie and transcendence i in in ic mo i a ion o e he od c . In i a ion em f om being mo i a ed o ake ac ion and e he od c . To be inspired by, heo ie i hin de ign ch a Design for Engagement and Design for emotion ha e been e lo ed. Design for Engagement i ele an d e o i foc on c ea ing e engagemen , hich l ima el i he goal of in i ing e . Hassenzahl´s User Experience e e a a ba eline fo de igning User experiences. To be inspired to, conce like METUX and Design for Engagement ha e been e lo ed. METUX aim o c ea e o i i e change fo e h o gh echnolog e e en ing mo i a ion, engagemen , h i ing UX hich co ld o he e in being in i ed. A he ela ion o he objec o od c i j a im o an a he indi id al' cha ac e i ic , Usability i ele an . 14 3.4 Data processing To a e he aim and he e l ing a m ion , da a i collec ed f om e . The da a i ima il ali a i e, al ho gh a l an i a i e, h o gh a king e o an i a i el e al a e a ec e ed. The ga he ed da a i anal ed and ed o d i e od c de elo men (Sa a i , 2020). Q ali a i e da a i ed o e lo e and nde and he e need and ho he de ign ill og e . I i al o a ef l ool in nde anding an i a i e da a. Q an i a i e da a doe o a la ge e en o ali a i e finding . The an if he e and an e le com le e ion and h o he e (Roge , 2019). In he he i , an i a i e da a i onl ed a a com lemen o ali a i e. The efo e, he finding e en ed ill eflec ha . The truth curve and user test participant quantity To e al a e he c edibili of he da a f om an e e imen a h c e can be ed, ee fig e 3.4.1. The h c e i a c e e laining he ela ion hi be een he e of od c e e en a ion and he acc ac of he da a ga he ed f om he e in hich he e e en a ion a e ed (Go helf & Seiden, 2016). Con e a ion offe he f he f om eali o h, hile he o o e and li e od c ill gene a e mo e acc a e da a, ee fig e 3.4.1. Figure 3 4 1 truth curve adapted from Gothelf Seiden 2016 To e abli h he o imal amo n of iden ical e e e fo med on diffe en e Niel en (2000) c ea ed a le of h mb, ee fig e 3.4.2. Acco ding o Niel en (2000) af e fi e e e , 80% of he abili e o a e di co e ed. F om an im ac e effo e ec i e Niel en (2000) ecommend ha ing 15 e e fo m h ee diffe en e on i e a ed de ign o ge he mo o of hem. Figure 3 4 2 a graph of the percentage of discovered usability problems from a given number of user tests adapted from Nielsen 2000 16 04 Process The following chapter introduces the process Lean UX the applied process and its different phases with applied methods The phases are Initial research phase ideating prototyping learning iterating evaluating testing experimenting and final delivery phase The chapter is concluded with the product roadmap and sources of assumptions building the product roadmap 4.1 Lean UX Lean UX i a oce in od ced b Go helf & Seiden in 2012 infl enced b od c de elo men in he of a e ind . The oce ed fo od c de elo men in he of a e ind i all ome a ie of agile. Agile i b il on fo inci le hich a e: In e ac ion be een indi id al o e oce and ool , o king of a e o e doc men a ion, c ome collabo a ion o e con ac nego ia ion and e onding o change o e follo ing a lan (Go helf & Seiden, 2016). T adi ionall ind ial de igne follo a o-called a e fall oce , he e each ha e i de e mined b he e l of he e io one. Thi lea e li le oom fo i e a ing once one ha e i eali ed and ano he in od ced. In of a e de elo men , on he o he hand, he e i no need o follo a a e fall oce ince e ce i e co fo man fac ing i emo ed. A a e l , Lean UX eme ged (Go helf & Seiden, 2016). Lean UX i b il on design thinking and agile oce e a ell a he idea ha de ign i e ol ing. Lean UX foc e on f e en deli e . SaaS de igne do no h i e in o king in a linea oce like he a e fall c e. When a l ing Lean UX, he de igne ea e e de ign a a o o ed h o he i ha need o be alida ed a efficien l a o ible, in ead of a fini hed od c o an indefen ible ol ion. The a oach of Lean UX i oblem-foc ed and o come-foc ed in ead of fea e and o -foc ed. The oce aim o emo e a e in he ha e of non-nece a o k and foc on con in o e -cen ed e ea ch (Go helf & Seiden, 2016). 17 Figure 4 1 1 the iteration cycle in Lean UX adapted from Gothelf Seiden 2016 The oce begin i h a clea need o a m ion, ha i an la ed in o a h o he i . When he h o he i ha been fo m la ed ome kind of minimal valuable product, MVP, o user story i b il o e he h o he i . The e ed h o he i ill hen be i e a ed ba ed on he o come and lea ning of he e e imen . The i e a i e oce i a c cle ha con i of fo e : decla e a m ion, c ea e an MVP, n e e imen , a ell a , feedback and e ea ch, ee fig e 4.1.1. A c cle i o o fo eek long and i called a in . The fi e of ini ia ing a Lean UX in i o decla e a m ion . The eaf e , he e a e ei he e ea ched o i ali ed in an MVP, hich hen i bjec ed o an e e imen . The e c cle a e e ea ed o o k o a d he o come. 4.2 Applied process Lean UX con i of imebo ed in he e decla ing a m ion , c ea ing MVP , nning e e imen , collec ing feedback and e fo ming e ea ch a e ec ing com onen . The a lied oce i c ed imila l , i h an in od c ion ha e of fo eek follo ed b i in of o eek each and he eaf e a deli e ha e of fo eek , ee fig e 4.2.1. In e e in he fi e ac i i ie idea ing, o o ing, e ing & e e imen ing, lea ning, a ell a , i e a ing & e al a ing a e e fo med, ho e e no ch onologicall a he im l aneo l . Figure 4 2 1 distribution of time over the initial research phase six different sprints and a final delivery phase One square represents one working week in time 18 Initial research phase The o e of he ini ial ha e i o c ea e an nde anding of al ead e i ing da a ela ed o he co e, e fo m a li e a e e ie , define he co e of he ojec and de e mine a of o king. The me hod e fo med in he in od c ion ha e a e li e a e e ie , benchma k and ec i men of e . Sprint Each in i ini ia ed b an a m ion hen follo ela ed idea ing, o o ing, lea ning, i e a ing & e al a ing and finall e ing & e e imen ing, ee fig e 4.2.2. Figure 4 2 2 an assumption initiates the sprint which leads to performing the tasks in the different phases Wha each ha e in he in incl de i e en ed in able 4.2.1. Table 4 2 1 the purpose of each phase and applied methods in a sprint Phase Purpose and applied methods Ideating The purpose of ideating is to identify possible solutions that could be used to test the assumption In the phase the methods Brainstorming and Worst Possible idea are applied Prototyping The purpose of the phase is to embody the ideas through creating prototypes and wireframes In the phase the methods Inspiration Proto Personas and Prototyping are applied Learning iterating evaluating The purpose of the phase is to further understand the users and the product from a user s perspective as well as analyzing results from the test Within the phase the methods user journey coding interview iteration usability checklist measuring levels of inspiration TENS interface scale and measuring experience of inspiration are used Testing experimenting The purpose of the phase is to understand the implications of each idea The idea is derived from a hypothesis and a hypothesis statement The methods applied are Assumption and hypothesis statement and measurement as well as CARE experiments Final delivery phase The final ha e i final deli e hich o e i o de i e final de ign o o al , e ona and g ideline . In he ha e, he follo ing me hod a e a lied: final e e al a ion, fo m la ion of g ideline and de i ing final e ona and e jo ne . 19 4.3 Product roadmap and focus areas The od c oadma i e en ed in fig e 4.3.1, fo each ha e o in , he e ha been ecific od c o fea e foc e . The od c oadma e cl de he Ini ial e ea ch ha e and he final deli e ha e. The od c foc e ha ha e been e lo ed d ing he ojec a e Re ie of o iginal od c , Ne de ign o he in i a ion age, Abili o e ie em la e , E ended abili o acce em la e , Abili o og e and inc ea e com e ence, Abili o ake a in a comm ni , Abili o o e in i a ional con en , Abili o find in i a ional con en and abili o e lo e he od c h o gh em la e , ee fig e 4.3.1. E e foc i f eled b lea ning de i ed f om a m ion . The e a m ion a e de i ed f om heo e ical e ea ch and in igh abo he od c o e . The foc a ea and he a m ion he a e de i ed f om a e e en ed in hi ec ion. Figure 4 3 1 product roadmap providing an overview of the focus areas Review of original product P econdi ion fo c ome in i a ion con i of Source Characteristics and Individual Characteristics hich de end on he o ce of in i a ion and he cha ac e i ic of he c ome (B ge e al., 2017). Thi mean ha he cha ac e i ic of he od c a e im o an o enable in i a ion. U abili (Niel en, 1994) ha he o en ial o inc ea e o a d he b and and he od c . Wi h he e finding , he a m ion i ha inc ea ed abili ill enable e o be in i ed o e he od c . To a e he a m ion a abili e ie i e fo med. The e l of he abili e ie i e en ed in cha e 7.1. New design of the Inspiration page Di co e ing ne o ibili ie i a com onen of being in i ed (Th a h and Ellio , 2004). Ae he icall lea ing and f n con en im o e in i a ion (O B ien and Tom , 2008). A a e l of he e finding he follo ing a m ion ha e been made: offe ing diffe en e of con en ch a ideo , blog o and em la e ill enable e o di co e ne o ibili ie . A ell a ing ae he icall lea ing i al o ho ca e he in i a ional con en ill enable in i a ion. To a e he a m ion he la o of he in i a ion age a ede igned and e ed. The e l i e en ed in cha e 7.2. Ability to preview templates In i ed eo le ha e a clea i ion of ha o do and ho o e ec e i a ell a feeling mo i a ed o ac (Th a h and Ellio , 2014). A a e l , he follo ing a m ion i made: facili a ing he c ea ion of i ion h o gh e ie ill allo fo e o be in i ed o e he od c . To a e he a m ion he fea e a de igned and e ed. The e l i e en ed in cha e 7.3. 20 Extended ability to access templates Acco ding o No man, (2013), discoverability allo fo a e o nde and ha ac ion a e o ible a an oin in he in e ac ion. Onl if an ac ion i di co e able, a e can engage i h i . The efo e, he a m ion i ha inc ea ing he di co e abili , b inc ea ing i hie a ch , ill allo fo e o engage i h em la e and become in i ed o e Mentimeter. To a e he a m ion he fea e a de elo ed and e ed. The e l i e en ed in cha e 7.4. Ability to progress and increase competence Wo k-ma e mo i a ion i one of he im o an e e i i e fo being in i ed (Th a h and Ellio , 2004). Addi ionall , Mil a ka a e al. (2012) eemed o ee a a e n he e mo e in i ed indi id al e in i ed goal ha c ea ed an in i ed goal achie emen oce , he e he e o b il on each o he o c ea e a o i i e loo . F he mo e, Ha en ahl (2010) e lained he im o an need of e feeling com e ence in de igning an enjo able e e ience. The e need ela e o he im o ance of feeling ca able and com e en in e fo ming a a k a ell a he im o ance of e celling in kill . Wi h he e finding , he follo ing a m ion a made: allo ing e o og e and de elo com e ence ill enable in i a ion o e he od c . The a m ion i a e ed h o gh fea e e ing and he e l i e en ed in cha e 7.5. Ability to take part in and enjoy a community Being o en o and e o ed o ne e e ience o he in i a ion oce (Th a h & Ellio , 2004). F he mo e Ha en ahl (2010) e en relatedness a one of he mo im o an a ec in de igning g ea User experiences and Gaggioli e al. (2019) ha e ho n ela edne o be a e e i i e fo ellbeing. The a m ion i ha lea ning and in e ac ing i h o he e ill inc ea e a en e of belonging and ellbeing and in od ce he e o ne o ibili ie . Thi ill, acco ding o he a m ion, inc ea e he in i a ion o e he ool. The a m ion i a e ed h o gh de elo ing fea e and e ing hem. The e l i e en ed in cha e 7.6. Ability to store inspirational content The f ame o k METUX aim a de igning fo ellbeing ba ed on Self Determination Theory (Pe e e al., 2018). Wi hin Self Determination Theory enabling a en e of autonomy i im o an . Autonomy can be enabled b offe ing a clea a ionale, allo ing fo choice ha align i h e onal al e and he abili o e onali e. The need fo autonomy in g ea User experiences i al o o ed b Ha en ahl (2010). Wi h he e finding , he a m ion i ha offe ing he abili o o e and e onali e a collec ion of con en ill allo he e o feel in con ol of hei in i a ional oce . The a m ion i a e ed h o gh de elo ing and e ing fea e . The e l i e en ed in cha e 7.7. Ability to find inspirational content Discoverability a i he e in iden if ing o ibili ie and finding ac ion (No man, 2013). Enabling high discoverability ill a i he e in na iga ing he in e face (No man 2013). F he mo e, e ge in i ed b ae he icall lea ing i al (O B ien and Tom , 2008). The efo e he a m ion i ha if i i o ible o find a o ia e con en , b f nc ion and b i al , he e i mo e likel o engage i h i . The a m ion i a e ed h o gh de elo ing and e ing fea e . The e l i e en ed in cha e 7.8. 21 Ability to explore the product through templates One of No man' (2013) de ign inci le i ega ding conceptual models hich inco o a e a im le model of ho ome hing o k hich allo he e o feel in con ol of he od c and iden if o en ial e ca e . Ba ed on No man conceptual model and he collec ed ali a i e da a, he a m ion i made ha if he em la e allo he e o e lo e he od c , he ill feel mo e in i ed o a l i o hei e ca e . The a m ion i a e ed h o gh de elo ing and e ing fea e . The e l i e en ed in cha e 7.9. 22 05 Methods The following chapter introduces the applied methods structured by the phases in the applied process which are: Initial research phase Ideating Prototyping Learning evaluating Testing experimenting and Final delivery phase Each phase contains several methods and they are presented in the chapter 5.1 Initial research phase The me hod ed in he in od c ion ha e a e ed a he beginning of he oce o la a fo nda ion fo he he i . The a lied me hod a e li e a e e ie , benchma k and ec i men of e . Benchmarking Benchma king i he oce of com a ing a ke e fo mance o he anda d o o ano he com an o od c on he ma ke (Me cadal, 2020). Benchma king i a na al e in all de ign oce e and ill hel in finding in i a ion and lea ning f om o he on he ma ke . The benchma k i e fo med on he follo ing com anie : Sli.do, Kahoot!, Ahaslides, Wooclap, Powerpoint and Prezi a he e a e e abli hed com anie o iding e en a ion of a e od c i hin he SaaS ind . The benchma king con i of e lo ing he od c , a em ing o nde and hei f nc ionali and ho he com anie in od ce hei f ll od c and in i e hei e . Bo h he od c and ela ed in i a ional con en i e lo ed ba ed on METUX (Pe e e al., 2018) o ge an nde anding of ho he com e i o make he e h i e in he User experience. The benchma king e e a in i a ion fo f he de elo men of he he i . Literature review A li e a e e ie i a ema ic oce of ea ching fo e ea ch i hin a ecific di ci line (Sn de , 2019). A ea ha a e e ie ed a e user engagement, usability, Human-centered design, User experience and inspiration. The da aba e incl ded in he e e ea ch a e Google Scholar and he library database of Chalmers University of Technology. Sea ch o d incl de b a e no limi ed o a ia ion and combina ion of User engagement, Inspiration, Inspirational User Experience, User Experience, Design for habits, Design for community and Design for collaboration. The incl ded li e a e i n he i ed o de i e he co e of hei claim . The n he i ed e ea ch i ed o fo m la e ini ial a m ion and f el idea . The li e a e i c eened acco ding o he follo ing: ● P bli hed in he field of de ign, cholog o ma ke ing ● The e en ed ma e ial ho ld be e ed in an em i ical o ca e d . ● The blica ion ho ld be he c en o ill ele an i hin he a ea of e ea ch. 23 Recruitment of users The e a e ima il ec i ed f om he e i ing e ba e of Mentimeter. The fi e of ec i men i o end an email o e ho mee ce ain c i e ia, he c i e ia a e: ● U e i h a f ee Mentimeter acco n ha ha e igned o Mentimeter i hin one o h ee mon h . ● A lea one ac i e e en a ion, meaning a e en a ion ha ha a lea one lide and ha go en o o e f om diffe en de ice . ● A ma im m co n of o held e en a ion The e e a e iden ified h o gh Mentimeters da aba e and en an email, ee fig e 5.1.1. The email con ain a link o a e he e he e can bmi hei in e e and a e a ked o fill in addi ional info ma ion abo hem el e . The e a k fo name, loca ion, email, oficienc in Engli h, ho man e en a ion he ha e held, if he ha e an ho gh abo in i a ion and if he a o e of eco ding he in e ie o e e imen . O of he e ho bmi ed hei in e e , ome e e in i ed o ched le an a oin men fo an e e imen o in e ie . The e e e elec ed ba ed on he follo ing c i e ia: ma im m held fo e en a ion , able o ha e hei ho gh in Engli h and a o ed eco ding of e e imen o in e ie . Figure 5 1 1 the process of contacting users for participating in the study In he in i a ion o ched le an a oin men a link a a ailable fo he e o choo e a i able ime lo of 60 min e . Once confi med he e ecei ed a e a a o email con aining mo e info ma ion abo he in e ie o e e imen . The email a king e o bmi hei in e e i en o ime . The fi email a en o a o ima el 28 000 e and ielded 91 e on e . The econd email a en o a o ima el 43 000 e and ielded 100 e on e . The email a king e o ched le an a oin men i en con in o l o fill he need. Fo each in , ome of he e f om he c eening a e con ac ed ia email o a ici a e. In g a i de fo hei a ici a ion, he e a e incen i i ed i h a i mon h Mentimeter o g ade. Recruitment of non users for final evaluation The ec i men oce fo non- e incl ded o ing, an in i a ion o he e d oge he i h a link o a e fo bmi ing in e e , in Facebook g o . The Facebook g o e e diffe en kind of in e na ional g o fo e en e like eake , eache and aine . The a ici an e e incen i i ed i h ei he a gif ca d o a i mon h Mentimeter o g ade. 24 5.2 Ideating The me hod ed in he idea ion ha e a e ed o idea e on o ible de ign ol ion fo he deli e able . The me hod a e B ain o ming and Wo o ible idea. Brainstorming In a b ain o ming e ion, he eam join l idea e o come i h idea . The ambien ho ld be acce ing of all kind of im o ible idea and a oid c i ici m (F ii Dam, 2019). To f el c ea i i , d ing each e ion, a media ing objec i ed. The media ing objec incl de fo e am le Ha en ahl UX model (Ha en ahl, 2005), Model of User Engagement (O B ien and Tom , 2008), METUX Model (Pe e e al., 2018), and he Model of Persuasive Technology (Fogg e al., 2007). The cha ac e i ic of each model a e a e ed e a a el in imed e ion of b ain o ming. A an e am le, he Model of User Engagement incl de fo e am le a o ia e challenge and feedback (O B ien and Tom , 2008). The e ion goal i o od ce en idea fo each one of he cha ac e i ic i hin a imef ame. The a ici an ha e e en o en min e on each cha ac e i ic befo e mo ing on o he ne one. B ain o ming i e fo med con in o l and a an ini ia o o e e in . Worst possible idea Nega i e b ain o ming i an in e ed e ion of b ain o ming. In ead of ol ing he oblem, he oblem ho ld be made o e. Once he e nega i e idea a e collec ed, choo e one and do he ame hing o ha one, hence ol ing he o iginal oblem (M h , 2019). Wo o ible idea i a e imila me hod he e he eamma e b ain o m a o nd ho o ol e he oblem in he o a e e (F ii Dam, 2019). Wo o ible idea i e fo med con in o l and a an ini ia o o e e in . 5.3 Prototyping The me hod ed in he o o ing ha e a e ed o facili a e comm nica ion i h akeholde ch a he e o Mentimeter. The me hod a e P o o ing and In i a ion o o e ona . Prototyping P o o ing i a a of e lica ing a od c o conce . A o o e can be man diffe en hing de ending on ha he lea ning o e of he o o e i . The com le i of a o o e a ie f om o gh ke che o f ll f nc ional o o e (E ic on e al., 2016). To c ea e o o e o MVPs he de ign ool Figma i ed. Figma allo fo he c ea ion of clickable o o e and i ali a ion of ol ion . Fo mo e ick im le e ing of idea , o o e a e od ced h o gh ke che , in a e and imila . Inspiration proto personas T adi ionall , he o e of he e ona i o facili a e em a h fo he e and a e ba ed on e en i e e ea ch. P o o Pe ona , on he o he hand, begin i h a m ion ha a e hen bjec o alida ion o in alida ion ba ed on e ea ch. P o o Pe ona a e ba ed on he be g e and a e all c ed a o nd he follo ing info ma ion: ke ch and name, beha io al demog a hic info ma ion, ain oin , need and o en ial ol ion (Go helf & Seiden, 2016). 25 The me hod i ada ed o i he o e of he he i and i he efo e called In i a ion o o e ona . In i a ion o o e ona i an ada ed e ion of o o e ona and e e en he e in i a ion cha ac e i ic . The in i a ion o o e ona a e ba ed on e e ea ch and ha e been ed a a ing oin , e ol ing a he he i og e e . 5.5 Learning, iterating evaluating The o e of he ha e i o ake in o acco n diffe en e of da a, allo fo i e a ion and nde anding of he da a and he e . The me hod ed a e e jo ne , coding, in e ie , i e a ion, abili checkli , mea ing le el of in i a ion, TENS in e face and mea ing e e ience of in i a ion. User journey U e jo ne a e c ea ed o e e en a e ie of e ha a e migh ake in in e ac ing i h he od c o e fo m a ce ain ac ion. The a e ima il ed o demon a e o hing : ho e c en l in e ac i h he od c a ell a o en ial in e ac ion a e n . The can bo h be ed o de c ibe he c en a e and a i ion and a i in nde anding he e beha io (E ic on e al., 2016). Fo he he i , he me hod i ada ed o in i a ion. Meaning ha he me hod i ed o nde and he e in i a ional jo ne . Coding Coding i an anal i me hod ha i ba ed on n he i ing da a, efe abl in o a fe o d ha ca e he e ence of i . I al o allo fo im l aneo coding, he e mo e han one code i ed on he ame da a. The code ha ela e o each o he can hen be made in o ca ego ie , and hence coding make i o ible o ca ego i e he e ence of big collec ion of ali a i e da a (Saldana, 2015). Interview To nde and and conce ali e o ce of in i a ion of he a ici an , he me hod in e ie i ed. The in e ie a e ali a i e and emi- c ed (Haning on & Ma in, 2012), meaning ha he a e ba ed on and follo an in e ie g ide, ee A endi XI, b he in e ie e a k follo and obing e ion o each mo e in-de h an e f om he in e ie ee (Jam hed, 2014). The in e ie g ide incl de e ion like: Whe e do o find in i a ion? Wha in i e o o e ome hing? Ho do o ge in i ed hen c ea ing a e en a ion? The me hod in e ie i ed in o fo ma : an e en i e in e ie and an in e ie a a com lemen o an e e imen o con e ali e. The e en i e in e ie incl de a o nd 20 e ion and la abo 60 min e . The in e ie a a com lemen i ed a he beginning of an e e imen o ge an nde anding of he e . Bo h of he in e ie a e e fo med ing a eb-ba ed of a e called Zoom. 26 Iteration To i e a e he de ign i o edo e in a non-linea oce . I e a ion i nece a fo de ign oce e d e o he nce ain na e of he ojec and hei o e o g a an ee e a i fac ion. In he Lean UX oce , he i e a ion a e f e en and icall aligned i h a ing a ne in . The i e a ion a e ca ied o hil e lo ing he de ign ace and ill be e ained hen he deli e able a e d e (E ic on e al., 2016). Usability checklist To en e de ign o o al i h high abili , a abili checkli ha been ed. The checkli ed i he NN g o 10 Usability Heuristics for User Interface Design, able 3.2.3 (Niel en, 2020). The li i a lied b e ie ing he in e face ba ed on each i em on he li . The li hel iden if fla in he abili of he in e face. Measuring levels of inspiration To de e mine he e le el of in i a ion he Inspiration Scale (Th a h & Ellio , 2003) i a lied o c ea e an inspirational profile. The Inspiration Scale a de elo ed b Th a h & Ellio (2003) o mea e in i a ion, ee able 5.5.1. The a emen in he cale a e con c ed o e amine he d namic of in i a ion. The cale a e e he in en i and he f e enc of in i a ion fo a gi en indi id al. In en i efe o ho ongl omeone i in i ed and f e enc efe o ho of en omeone i in i ed. The ea on fo de e mining an inspirational profile i o de e mine ho ece i e he e i o e e nal infl ence (Th a h & Ellio , 2003). High co e e e en o enne , he abili o be in i ed and being ece i e o e e nal infl ence , hile lo co e im l he o o i e. Table 5 5 1 scales for measuring the level of inspiration adapted from Inspiration Scale Thrash Elliot 2003 Statement How often does this happen How deeply or strongly I experience inspiration Assessing frequency scale of 1 7 1 never and 7 very often Assessing strength scale of 1 7 1 not at all and 7 very deeply or stronglySomething I encounter or experience inspires me I am inspired to do something I feel inspired The Inspirational Scale a emen a e a ed h o gh a Mentimeter. The e on e a e hen di c ed o con e he con e of each a ing. Fo im lici , he cale a e e a a ed b f e enc and in en i . TENS Interface TENS Interface Scale a e e e e e ience f om an SDT e ec i e (Pe e e al., 2018). The e ionnai e i gene a ed f om o he domain i hin SDT heo and i c ed a o nd com e ence, a onom and ela edne , he la e i o ional. TENS Interface i ed o a e ellbeing in ing echnolog and i c ea ed a a me hod of e al a ion fo METUX (Pe e e al., 2018). The e ion a e e onded o b ing a Likert scale he e 1 e al Do No Ag ee and 5 e al S ongl Ag ee. The e ionnai e con ain 15 e ion , fi e fo each ca ego . 27 The me hod i no ed a a e , a he a a media ing objec fo im la ing eflec ion, he mo a o ia e e ion conce ning he aim and objec i e a e cho en. Rela edne i e cl ded. The incl ded e ion fo each ca ego a e e en ed in able 5.5.2. Table 5 5 2 psychological need and corresponding evaluative statements and scale Competence Scale Autonomy Scale I feel confident in my ability to use the interface Likert scale where 1 equals Do Not Agree and 5 equals Strongly Agree The interface provides me with useful options and choices Likert scale where 1 equals Do Not Agree and 5 equals Strongly Agree Learning how to use the interface was difficult I can get the interface to do what I want it to I found the interface and controls confusing The interface feels controlling Measuring experience of inspiration Customer Inspiration Scale To mea e he e e ience of in i a ion f om a fea e e an e al a ion ada ed f om he conce of Customer Inspiration i ed (B ge e al., 2017). The cale de elo ed b B ge e al. (2017) i o ed o be e nde and con me - ela ed beha io and a e ho mo i a ed a con me i o e a goal, ee able 5.5.3. Table 5 5 3 Customer Inspiration Scale adapted from Böttger et al 2017 Inspired b Scale Inspired to Scale My imagination was stimulated Scale of 1 to 5 were 1 Strongly disagree and 5 Strongly agree I was inspired to buy something Scale of 1 to 5 were 1 Strongly disagree and 5 Strongly agree I was intrigued by a new idea I felt a desire to buy something I unexpectedly and spontaneously got new ideas My interest to buy something was increased My horizon was broadened I was motivated to buy something I discovered something new I felt an urge to buy something Fo he d , he cale de elo ed b B ge e al., (2017) i adj ed o mea e he le el of in i a ion f om a ecific e e ience. A he o e of he e e ience i no o ind ce a beha io leading o cha e b a he o ge mo e in e ed in he od c he a emen a e edi ed, ee able 5.5.4. Fo im lici , he n mbe of a emen a e al o ed ced. The cale a e e en ed in Mentimeter allo ing he e o e al a e hei e e ience and bmi he e on e. The cale a e ima il ed fo com a a i e anal i and a media ing objec o im la e eflec ion. Table 5 5 4 adapted scales used in the experiments to evaluate the experience of inspiration separated by being inspired b and o Inspired b Scale Inspired to Scale My imagination was stimulated Scale of 1 to 5 were 1 Strongly disagree and 5 Strongly agree I was inspired to do something Scale of 1 to 5 were 1 Strongly disagree and 5 Strongly agree I unexpectedly and spontaneously got new ideas My interest to do something was increased I discovered something new I was motivated to do something 28 5.6 Testing experimenting The me hod ed in he e ha e a i he con c ion of and e al a ion of h o he e . The me hod a e A m ion and h o he i a emen and mea emen and CARE e e imen . Assumption and hypothesis statement and measurement Each in foc e on one o a fe a m ion . The e a m ion a e fo med ba ed on finding f om e i ing e ea ch o he he i e e ea ch. The a m ion fo each in a e de elo ed in o h o he e . The fo ma of c ing he h o he i o be e ed i a a emen , ee fig e 5.6.1, (Go helf & Seiden, 2016). Figure 5 6 1 hypothesis statement formulation adapted from Gothelf Seiden 2016 The hypothesis statement n he i e and cla ifie he a m ion and make i o ible o e he a m ion (Go helf & Seiden, 2016). The Hypothesis statement ed ce bia a he me ic a e al ead defined. Thi allo fo an a m ion o be e ed objec i el . Hypothesis statements a e ha ill g ide he o k (Go helf & Seiden, 2016). The efo e he a e e en ial hen o king acco ding o a Lean UX oce . Af e e abli hing a h o he i in each in he h o he i ill be e ed h o gh a io e e imen and e e ea ch. To mea e if he h o he i i e o fal e a io mea emen ill be needed. The mea emen can be bo h an i a i e and ali a i e da a (Go helf & Seiden, 2016). The mea emen o k a a g ide and o fo he eam in making de ign deci ion and in he ojec og e o e hila a e he e e e ience of a od c (Go helf & Seiden, 2016). Befo e he e e imen i cond c ed in a in ele an mea emen ill be decided. The experiment structure The c e of he e e imen i an ada a ion of CARE e e imen c e de elo ed b Pe e on (2018) o elici User experience in ea l de ign ha e . CARE and fo Conce ali e, Ac , Reflec and E e hich a e he diffe en age in he e e imen c e (Pe e on, 2018). The structure The gene al e e imen c e ha he follo ing ch onological o de : in od c ion, ini ial in e ie , e e al fea e e and final di c ion, ee fig e 5.6.2. The e e imen a e led b he a ho , d ing he e efe ed o a e leade . The ada a ion of he e e imen ega d he a he e e imen i conce ali ed and ho he User experience i e e ed. Fo he e e imen , he a ici an and he a ho ed hei com e and comm nica ed i h he e ia Zoom. The e 29 leade a e ho ing an in e ac i e e en a ion ing Mentimeter in hich he e i g ided h o gh he e e imen and i e al a ing he e e ience . The a ici an ha e he c een d ing a of he e and d ing he emainde , he e leade ha e he c een. Conceptualization and interview Befo e he e begin he e i gi en a backg o nd o he e e imen and in od ced o he agenda of he e ion. The eaf e he a e in e ie ed abo in i a ion and Mentimeter. Af e he di c ion, he e connec o a Mentimeter e en a ion on hei ma hone o a e he a emen in he inspiration scale. The co e a e ed a a media ing objec o di c in i a ion i h he a ici an . The co e doe al o c ea e an inspirational profile o hel nde and ho he e ie in i a ion. Befo e e lo ing he o o e he e e ience i Conceptualized o fi he eal e con e (Pe e on, 2018). The e ' e e imen con e i clo e o he eal User experience of making a e en a ion ince he e i i ing a home b hei com e d ing he e e imen . To f he inc ea e he effec i ene of he e e imen he e a e gi en a cena io. Action test Af e conce ali ing he e a e ead o Act (Pe e on, 2018). The e a e a ked o e fo m a ce ain a k o gi en a cena io hil ha ing hei c een and alking o lo d abo hei e e ience. To e he o o e o o iginal od c he e ge a link o a o o e in he Zoom cha o i a ked o go o mentimeter.com. When a o ia e he e i di ec ed o a ked e ion . Reflection and evaluation scales The Reflection ho ld in ol e ome gene a i e me hod o facili a e Expression (Pe e on, 2018). The eflec ion i facili a ed b he e of he Customer inspiration scale, and/o b he TENS interface scale. The a ici an a e he a emen h o gh Mentimeter s cale fea e in he e en a ion and he efo e he e l a e ha ed in an l i h he a ho ho can di c he co e i h he a ici an . Fo ome e e imen , addi ional e ion o facili a e eflec ion a e e a ed befo ehand. Expression and discussion Af e Reflecting he e Expresses he e e ience. Acco ding o he CARE c e, he e ho ld e e he e e ience in diffe en a (Pe e on, 2018). Ho e e , he CARE c e i modified and he e e ion i me el e bal i h he eflec ion cale ac ing a a media ing objec . Af e he e , a final di c ion i held he e he e ha he o o ni o ha e feedback a ell a a k e ion abo he e o Mentimeter in gene al. Experiment roadmap The oadma con ain he diffe en a ea of foc and he diffe en fea e a e ed in he eigh e e imen . In he e e imen , nine fea e a e e ed, fig e 5.6.3. In e ie of he o iginal od c , o e jo ne and one in i a ion e jo ne a e ob e ed, ee fig e 5.6.3. Each e e imen ha had be een fo o e en a ici an , ee fig e 5.6.3. F he de ail abo he indi id al e e imen me hod a e e en ed in A endi II o A endi IX. 30 5.7 Final delivery phase The me hod ed in he deli e ha e a e ed o facili a e he final deli e of he he i . The ac i i ie e fo med a e final e al a ion, fo m la ion of g ideline and de i ing final e ona and in i a ion e jo ne . Final evaluation The final e al a ion follo he gene al e e imen c e, b e cl de he in i a ion cale , ee fig e 5.7.1 and ha an e ended in e ie , ee A endi X. The final e al a ion foc e on he final deli e and e al a ion of he final de ign o o al. Figure 5 7 1 final evaluation experiment structure Formulation of guidelines The ali a i e da a f om he e e a e n he i ed and claim of ha inf e in i a ion a e iden ified. The e claim a e hen an la ed in o g ideline aiming a o ing he oce of de igning e e ience ha facili a e in i a ion o inspirational User experiences. Inspiration personas and inspiration user journey De i ing final e ona a e ba ed on he me hod of P o o e ona , he diffe ence i ha he final e ona con ain onl confi med a m ion . The oce of confi ming he a m ion con i of anal ing e e ea ch da a and de i ing he co e of he e ela ion o and e e ience of in i a ion. The final e ona con ain e e al cha ac e i ic ha a e deemed hel f l in nde anding he e , hei ela ion o in i a ion and g ide od c de elo men . In c ea ing he in i a ion jo ne , he me hod e jo ne i ed. The ame e of da a a in he c ea ion of final e ona i ed. The e of he jo ne a e n he i ed and de i ed in o common heme o i ali e he oce fo ho he e of Mentimeter ge in i ed. 33 06 Result: User findings The following chapter introduces the result of the user research throughout the project in the form of the inspired users of Men ime e Inspiration user journey and inspiration personas 6.1 The inspired users of Mentimeter D ing he e e imen , he e ha e been a ked o e al a e hei inspirational profile. A o al of 40 e ha e e al a ed hei inspirational profile, hich e cl de he e ho a ici a ed in he in e ie and final e al a ion. The e e e a ked o e al a e e e al a emen abo in i a ion ba ed on f e enc and in en i , ee able 6.1.1 and 6.1.2. The cale fo a e ing he e e e ience ange f om 1 o 7. Fo f e enc 1 e al ne e and 7 e al e of en, fo in en i 1 e al no a all and 7 e al e dee l and e ongl . When a e ing ho of en he e e e ience in i a ion he mean i 6 o of 7 and he a e age i 5.74, ee able 6.1.1, hi co ld indica e ha he e of Mentimeter incl ded in he d of en e e ience in i a ion. In com a i on, he de h of he e e ience of in i a ion eem o be lo e , ee able 6.1.2, hi co ld indica e ha he e a e f e en l e o ed o o o ni ie o be in i ed b ha he do no al a affec hem a m ch. Table 6 1 1 Assessing frequency how often the users experience the different statements Includes 40 users and presents mean and average adapted from Inspiration Scale Thrash Elliot 2003 I experience inspiration Something I encounter or experience inspires me I am inspired to do something I feel inspired Mean 6 5 5 6 5 Average 5 74 5 585 5 64 5 465 Table 6 1 2 Assessing strength how strongly the users experience the different statements Includes 40 users and presents mean and average adapted from Inspiration Scale Thrash Elliot 2003 I experience inspiration Something I encounter or experience inspires me I am inspired to do something I feel inspired Mean 5 5 5 5 556 Average 5 185 4 96 5 11 5 635 Ac o all of he a emen , ee able 6.1.1 and 6.1.2, bo h a e age and mean ho ag eemen i h he a emen . The e do o e all ha e f e en e i ode of in i a ion ha affec hem a he dee l . 34 6.2 The users Inspiration journey The in i a ion jo ne fo he e in Mentimeter ha been died h o gho o c ea e an nde anding of hei in i a ional oce . The in i a ion jo ne ha e lici l been died in e e imen 5 and he collec i e finding a e e en ed in he follo ing ec ion. To facili a e in i a ion he e need in in ic mo i a ion, fo e am le an ing o elf and o he o be o d of o , an ing o be a good e on, o an ing o e cel in a ecific a ea The in i a ional jo ne , ee fig e 6.2.1, all a i h an in in ic o e in ic in i a ional o ce. The in i a ion i he eaf e o ed h icall , digi all , o men all n il e e nal and in e nal fac o allo he in i a ion o go f om in i a ion o ac ion. The ime f om being inspired by, Time 0, o being inspired to, Time X, i all no a linea oce b a he an ongoing, c m la i e oce i h li le o ce of in i a ion adding o ac ion. Figure 6 2 1 the users inspiration journey Being inspired by sources of inspiration The e l f om he e finding indica ed clea a e n of in in ic and e in ic in i a ional o ce . E in ic in i a ion end o be mo e a ic la e han in in ic in i a ion. Ho e e , bo h o ce eem im o an fo eo le o con ide hem el e in i ed. Extrinsic inspiration The o ce of e in ic in i a ion a , o of he mo f e en l a ic la ed a e being in i ed b o he eo le and e e iencing o eeing ome hing ne o e ao dina . Common fo he e o o ce i ha eo le end o be in i ed b diffe en kind of eo le. The ame goe fo being in i ed b ome hing ne o n al, man e e e ha he ge in i ed b ne e e ience and hing in a ide a ie of con e . U e a e mo commonl in i ed b eo le ha e ona e i h hei al e , ho gh leade , o ela i e . The a e bo h in i ed b he ac ion of o he and 35 hei idea . Fo e am le, eo le can be in i ed b cce o ie and o he eo le o e coming ggle . Thi i clo el ela ed o lea ning and de elo ing hich i ano he o ce of in i a ion. U e can bo h be in i ed o og e and be in i ed b hei o n o o he og e . When being in i ed in ofe ional life he mo f e en o ce of in i a ion i og e . Le common b ill f e en in i a ional o ce a e c l e like a , film , m ic, odca and mo ie , embodied h o gh aking ac ion in fo e am le od cing m ic and being e o ed o c l e. C l e in i e d e o he feeling i a aken , ne e befo e een c l al e e ion , admi ing he c ea o of he c l al e e ion and d e o am emen . Na e and a eling a e o he o ce of in i a ion. Na e eem o in i e d e o i bea and calmne hich a aken feeling and lea e ace fo being in i ed. T a eling e o e he e o ne e e ience and gi e he e a b eak f om he o dina hich eem o facili a e in i a ion. A fe e ha e men ioned i i ali and eligion a o ce of in i a ion. Bo h being in i ed b o he eo le in hei eligio o imi b al o being in i ed b i i ali i elf and b ac ing acco ding o hei al e . Finall , ocial media ha been men ioned a a o ce of in i a ion. Social media commonl eem o ac a a a of finding in i a ion a he han being in i a ional in i elf. Intrinsic inspiration Man in in ic in i a ional o ce eem o e ona e i h he e al e o goal . Fo e am le, an ing eo le a o nd hem o be o d of hem and an ing o be o d of hem el e . Clo el ela ed i he i h o e cel i hin a ce ain a ea o a a e on. U e f e en l men ion being in i ed hen aking a b eak like going offline in o na e, d i ing alone, aking a ho e , o na ing. B a ing he e le he in i a ion come o hem, fo e am le h o gh emembe ing an e e ience. Gene all , ha ing f ee ime facili a e in i a ion. Ho e e , needing change o being a o ia el e ed can be a o ce of in i a ion. The journey from being inspired b something to being inspired to act To e e ience a hole e iod of in i a ion he e ha o go f om being inspired by o being inspired to. The jo ne all ake ime, he ac ion i a el immedia e af e being inspired by. The efo e, in i a ion i o ed in diffe en a n il an a o ia e momen a i e . Some e o e hei in i a ional con en digi all in fo e am le file , o mobile a lica ion , o h icall b fo e am le i ing i do n. Some e a e in i a ional con en on Social media, fo e am le on Pinterest o Instagram. To go f om being inspired by o being inspired to he e m ee he o ibili ie . The in i a ion can be a c m la i e e e ience o man o ce of in i a ion ha oge he enable ac ion. The e m e e ience ha he effo e he im ac i ad an ageo , meaning ha he mo i a ion o in e e of ac ion i highe han he ime con m ion o effo fo ac ing. Being inspired to take action A majo i of e ha e e e ed ha being in i ed of en a ie in-de h, b commonl he mo i a ion o in e e o ac on he in i a ion i lo e han he e e ience of in i a ion. The mo common ea on fo hi i ime con ain . Con ain ela ed o ime a e being e ed, feeling o e helmed, o no ha ing he men al ca aci fo being in i ed. U e ha e fo nd hem el e in o i ion hen he e i no o ion b o find in i a ion, hich facili a e ac ion. To ac on in i a ion he e i al o a need fo ocial o . The e ha e been ca e ha ho no ma e he ime con ain and f ll ched le eo le can be in i ed o ac if he ha e eno gh mo i a ion and in e e o do o. 36 6.3 Inspiration personas The e ona ha a e de i ed f om he 44 in e ie o e e imen a e Helen, B ian, Ina and Ca l. The e ona a e o ed o be a lemen o he gene al in i a ion g ideline in nde anding ho o de ign in i a ional User experiences fo Mentimeter. Helen on the quest for the best Helen i an ambi io e on con an l ing o e ol e ofe ionall and im o e he e fo mance, ee fig e 6.3.1. She i al a a en i e o he en i onmen , ea ching fo ne echnolog ha co ld o he on he e . Helen kno ha he be i o he e and ha kee ing i h be ac ice and ne elea e i he be a o a o da e. She ie e onal de elo men and change a con an in he life. She manage a demanding job and ca e a lo fo he famil and f iend . If he e a a a o ge mo e han 24 ho e da , he o ld go fo i . A a ol ion o hi , Helen eali ed ea l in he ca ee o foc ene g on he mo im ac f l a ec of he o k. She i al o con cio o al a e e he o e of all he ac ion o do ble-check ha he i efficien . She ie killed e en ing a im o an and i in ig ed b he idea of becoming a highl killed and effec i e e en e . Helen ea che fo in i a ion eg la l and e he ofe ional ne o k o ge in i ed. She o en inno a i e ol ion , e o and be ac ice . Mo e de ail abo Helen a e e en ed in able 6.3.1 and 6.3.2 Table 6 3 1 user quotes for users with similar characteristics as the persona Helen I really have to narrow down my process What new tools I want to include I always ask is this worth my time User 2 1 I feel inspired because I know there is always room for improvement User 5 5 On a regular basis I do read up on articles from McKinsey or Harvard Business User 1 5 Table 6 3 2 description of Helen s characteristics Goals Source of inspiration Frustration barriers ● Excelling professionally ● Promote change ● Increasing efficiency of decision making ● Professional Network ● Best practices ● Thought leaders ● Pressed for time ● Getting everyone comfortable with change ● Prioritize influences in life Priorities and values Needs Opportunities for Mentimeter ● Impact versus effort ● Performance ● Delivering beyond expectations ● Awareness of efficiency ● Certified quality ● Little time consumption ● Providing content that speaks to skilled users ● Facilitating really fast and effortless processes Seeing the possibilities Level of inspiration Openness Low O High Low O High Low O High 37 Brian always reliant B ian i no a he fo ef on ai ing fo he ne big hing o a i e, he l hi colleag e and he en i onmen o g ide him in ofe ional de elo men , ee fig e 6.3.2. He eali ed a fe ea ago ha me el ing cl e ed PowerPoint lide doe n c i an mo e and he a ed hi jo ne o a d im o ing hi e en a ion kill . He go in i a ion f om colleag e o a he jo ne , b i ha no been aigh fo a d a B ian an o lea n e b e . He ake ide in kno ing ha he ca e abo he a ici an and al e hi lea ning abo e en ing. He i fa cina ed b e killed eo le and hink i i good o ca ch i h ha i o he e no and hen. B ian o nd him elf i h like-minded eo le and engage in ha ing e ion he e he ge e onal ecommenda ion fo o