59 65 Celebration & Contemplation, 10th International Conference on Design & Emotion 27 — 30 September 2016, Amsterdam Introduction Summarized under the term “User Experience” (UX), researchers as well as industry have over the last couple of decades struggled with understanding more about users’ emotional responses to and experience of and with products. This is true also for the car industry. Examples of vehicle UX research include the experience of specific in-car systems such as infotainment touch interfaces (Pitts, Skrypchuk, Attridge, & Williams, 2014), haptic interfaces (Väänänen-Vainio-Mattila et al., 2014) and head-up displays (Soro et al, 2014). The studies mainly address momentary experiences of these systems, i.e. they capture users’ direct responses to interacting with the systems and their user interfaces. However, user experience is something that develops and changes over time (see for example Bødker & Klokmose, 2012; Karapanos et al, 2009; Kujala et al., 2011). Nevertheless, studies investigating vehicle long-term user experiences are, to the authors’ knowledge, considerably more scarce with few exceptions including a study on adaptive cruise control systems (Eckoldt, Knobel, Hassenzahl, & Schumann, 2012), and a study on parking assistant systems (Trösterer, Wurhofer, Rödel, & Tscheligi, 2014). In addition to lacking a long-term perspective, prospective insights are missing even though they are essential for providing information at early stages of design processes. There is thus a need to further investigate the temporal dimensions of user experience, also for the automotive industry. User experience and temporality User experience frameworks Today, a number of different approaches exists which addresses the issue of emotions and experience. With an emphasis on affect and emotional response, a basic model of product emotions was put forward by Desmet (2002). According to the model an emotion is the result of an appraisal process where the characteristics of the product are appraised against the concerns of the individual. When the characteristics of a product match the concerns of a user, positive emotions are elicited. When there is a mismatch, on the other hand, negative emotions are educed. Norman (2004) chose to describe three levels of emotion design; ‘visceral design’ referring to a product’s appearance and appeal to the user’s senses, ‘behavioural design’ related to, for instance ease-of- use, and ‘reflective design’, i.e. how the product appeals to the user’s self-image, personal satisfaction and meaning over time. Developing on the concept of experience, Hekkert and Desmet (Desmet & Hekkert, 2007) defined product experience as “the entire set of affects that is elicited by the interaction between a user and a product, including the degree to which all our senses are gratified (aesthetic experience), the meanings we attach to the product (experience of meaning) and the feelings and emotions that are elicited (emotional experience)” (Hekkert, 2006, p.160). Focusing on interaction and use, Hassenzahl et al. (2008) described user experience as constituted along two product dimensions; pragmatic and hedonic qualities. Pragmatic qualities of a product concern the “do-goals” of a product, i.e. practical goals of interaction such as making phone calls or uploading documents on a web site. The other category of goals, the “be-goals” of a product, concerns the hedonic Abstract The importance of understanding the temporal aspects of user experience (UX) has been recognized by the research community as well as by industry. Two studies of cars were performed to further investigate the temporality of user experience. In total 27 drivers participated in the studies; one study was retrospective investigating past experiences of cars, and one was prospective, researching expectations on future autonomous cars. A mix of qualitative methods was employed, encouraging the participants’ reflections through mediation by creative elements. Overlapping themes in the studies were found, and a tentative model was developed based on a temporal sequence in terms of Aquaintancing, Using and Transforming. By breaking down the temporality of user experience into sequences and defining the aspects of UX characterizing each sequence, it is suggested that designers and researchers can be helped in understanding and approaching experiences at these different stages. Keywords User experience, Automotive design, User study methodology, Temporality, Autonomous cars The temporality of user experience; exploring past and future in two car case studies - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ingrid Pettersson 1,2 ingrid.pettersson@chalmers.se MariAnne Karlsson 2 mak@chalmers.se 1 Chalmers University of Technology, Sweden 2 Volvo Car Group, Sweden