introducing contextual laddering to evaluate the likeability of games with children
TRANSCRIPT
ORIGINAL ARTICLE
Introducing contextual laddering to evaluate the likeabilityof games with children
Bieke Zaman
Received: 3 July 2006 / Accepted: 4 March 2007
� Springer-Verlag London Limited 2007
Abstract It becomes more and more recognized that
children should be involved in a product’s design and
evaluation process. Many findings report on the method-
ology for usability research with children. However, there
has been relatively little analysis of likeability research
with children. In this paper, we propose the laddering
method—traditionally a marketing method among
adults—for likeability research in the domain of child–
computer interaction. Three exploratory cases will be de-
scribed. The cases report on the use of the laddering
method with children aged between 7 and 16 to evaluate
the likeability of two games. The lessons learnt about the
use of the laddering method will be discussed in great
detail. In order to adapt the laddering method to work with
children, we recommend a variation of this method and call
it the ‘contextual laddering method’.
Keywords Likeability � Contextual laddering � Children �Evaluation technique � Computer game
1 Introduction
The development and evaluation of user friendly and
pleasant products for children needs an adapted or new
research method to involve children since adults cannot
correctly judge their expectations, skills or media context
(Hanna et al. 1997; Druin et al. 1999; Bruckmann and
Bandlow 2003). The instructive input children can give
regarding the design and evaluation of products can no
longer be neglected (Druin et al. 1999). Although sub-
stantial research effort has been devoted to usability re-
search with children, relatively little has been written about
the evaluation of the likeability of a product. In the domain
of child–computer interaction, several studies report on the
effectiveness, appropriateness or adaptation of existing
methods for usability research with children (Hanna et al.
1999; Als et al. 2005a, b; Markopoulos and Bekker 2003).
However, more research is needed to successfully deduce
information about the reasons why children like or dislike a
product. To this end, we introduce the laddering technique.
This paper begins with a discussion of usability and
likeability. Then, we review some techniques used to elicit
opinions from children. One of these elicitation techniques
is the laddering method. This method will be framed by
referring to previous research. The next section of the pa-
per describes three case studies were laddering was used
with children to evaluate the likeability of two games. The
results of these studies are presented and discussed. The
discussion in the paper focuses on lessons learnt about the
use of the laddering method in the three cases. In particular,
we give suggestions for the design of likeability tests with
children as well as some recommendations to adapt the
laddering interview to working with children. Finally, ideas
for further work are presented.
2 Usability, likeability
Both usability and likeability must be investigated for the
design and evaluation of products; and this applies to
games in particular. When evaluating productivity appli-
cations like for example spreadsheet software, the focus is
primarily on performance measurement. One then assesses
B. Zaman (&)
Centre for Usability Research, Katholieke Universiteit
Leuven, Parkstraat 45, BUS 3605, 3000 Leuven, Belgium
e-mail: [email protected]
URL: http://soc.kuleuven.be/com/mediac/cuo/index.php
123
Cogn Tech Work
DOI 10.1007/s10111-007-0067-y
how quickly or efficiently tasks can be accomplished. For
the evaluation of games however, one should distinguish
the overall game elements such as missions, story, graph-
ics, mood and sound from the in-game interface elements
like a map, navigation keys or a scoreboard. As for the in-
game interface, a usability approach predominates. On the
contrary, when looking past a game’s interface, it becomes
clear that playability and likeability are of great impor-
tance. In this context Pagulayan et al. (2003) state that ‘‘the
goal of iterative usability testing on games is to reduce the
obstacles to fun, rather than the obstacles to accomplish-
ment’’. Games are developed to be entertaining and fun.
Experiences that are fun give an intrinsic reward to the
users and operate as an important motivator (Carroll and
Thomas 1988; Barendregt et al. 2003).
The International Organization for Standardization
(ISO 1998) defines usability as: ‘‘The extent to which a
product can be used by specified users to achieve speci-
fied goals with effectiveness, efficiency and satisfaction in
a specified context of use’’. Nielsen (2003) defines the
term usability in the broad sense by five components:
learnability, efficiency, memorability, errors and satisfac-
tion. Shackel (1991) only discerns four dimensions of
usability: effectiveness, learnability, flexibility and atti-
tude. These definitions of usability (in the broad sense)
show the importance of the likeability of a product, re-
ferred to as ‘satisfaction’ or ‘attitude’. However, like-
ability covers more than satisfaction and attitude alone.
Likeability is a stronger concept that differs from usabil-
ity. The likeability of a product can influence the per-
ceived usability and vice versa. For instance, if a website
scores badly at usability, users might find it also less
pleasant to use. In contrast, when a website is evaluated as
attractive and pleasant, the perceived usability may be
biased in a more positive way.
The users’ satisfaction (Nielsen 2003; ISO 1998), fun
(Read et al. 2002; Pagulayan et al. 2003) or attitude
(Shackel 1991) are manifestations of the same and broader
concept that is the likeability of a product. In this context,
Trevino and Webster (1992) also mention Csikszentmih-
alyi’s concept of flow. The ‘flow state’ refers to a playful,
pleasurable experience in which a person is fully immersed
in what he or she is doing (Trevino et al. 1992; Hoffman
and Novak 1996). It becomes clear that the likeability of a
product encompasses different aspects like a positive atti-
tude towards the product, satisfaction, flow experiences,
fun, play and so on. According to Federoff (2002) the
satisfaction of a game not only involves fun but also im-
mersive environments and compelling experiences. In this
paper, we will use terminology according to the literature
we are referring to (e.g., ‘fun’ for Read et al. 2002).
Nevertheless, it should be clear that all terms refer to the
likeability of the product in the broad sense.
3 Elicitation techniques with children
Our research purpose was to find an appropriate method-
ology to gain information about the reasons why children
like or dislike games. Current research has already pro-
posed different methods for the measurement of fun.
Baauw et al. (2005) defined an expert evaluation method
(SEEM) based on Malone’s concepts of fun to predict
usability and fun problems (Malone 1980). The SEEM fun
heuristics were not useful for our research purpose because
we wanted to involve children in the evaluation process.
Read et al. (2002) developed three tools to measure ‘how
much fun’ different computer interfaces for children are.
Hanna et al. (1997) evaluated fun by observing children’s
non-verbal behaviour (e.g., laugh, frowns). Although Read
et al. (2002) and Hanna et al. (1997) involve children in the
evaluation process, nothing is said about the reasons why
the product is fun or not. To this purpose, several
researchers (Fortini-Campbell 1990; Gutman 1982; Su-
bramony 2002; Jordan 2000; Grunert and Bech-Larsen
2005) propose the laddering method that accord to our two
conditions: (i) the involvement of children and (ii) an
analysis of the reasons why a product is fun or not. To
investigate the reasons why people choose or prefer a
product, Fortini-Campell (1990) argues in favour of the
laddering method, rather than other quantitative or quali-
tative social scientific research methods.
4 Laddering method
The laddering method is mainly used with adults in mar-
keting and consumer research (Grunert et al. 2005; Rey-
nolds and Gutman 2001; Peter and Olson 1994; Olsen and
Reynolds 2001). Subramony (2002) proved the applica-
bility of the laddering method in the context of human–
computer interaction research with adults. To our knowl-
edge, the combination of the laddering technique and
child–computer interaction research has never been made.
That is why our research purpose aimed at testing this
method with children for the likeability evaluation of
computer games.
The laddering method is based on the means-end theory
(Gutman 1982; Olsen and Reynolds 2001). This theory
helps to understand and describe how consumers perceive
products by revealing the core underlying values that
motivate consumers to desire certain product conse-
quences. According to this theory, people unconsciously
categorize incoming stimuli into a hierarchically chain of
beliefs, referred to as the means-end chain which consists
of attributes, consequences and values (Subramony 2002;
Gutman 1982). The beliefs are linked to each other
and vary in level of abstractness (Gutman 1982). The
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means-end theory was introduced in consumer research
because it explains that not the product but the conse-
quences of specific product attributes determine consum-
ers’ preferences (Olsen and Reynolds 2001; Jordan 2000;
Grunert et al. 2005; Kjeldal 2002; Gutman 1982). One
woman might for example prefer crisps of brand X over
brand Y. When asking why brand X is better, the respon-
dent answers ‘because X is a light product’. ‘Light’ is then
an attribute of product X. If the interviewer asks why she
prefers light crisps, she replies that she will not get too fat
if she eats this product. ‘Not getting too fat’ is a relevant
consequence of the attribute ‘light’ of product X. Again,
the interviewer probes into the reasons why it is important
not to get fat. During the laddering interview, the answers
of the respondent will become more and more abstract.
This process continues until the personal values of the
respondent are known (Jordan 2000). In our example, the
answers of the respondent reveal the importance of staying
slim. It seems that good looks and beauty are important
personal values to her. Figure 1 shows how the informa-
tion gained during the laddering interview can be presented
in a ‘hierarchical value map (HVM)’ (Subramony 2002). A
HVM is a ‘ladder model’ of connected answers: the most
concrete answers form the bottom of the ladder the most
abstract answers the top (Reynolds and Gutman 2001;
Subramony 2002).
In this paper, we figure out how the laddering method
can be used for likeability research with children. To this
end, we propose a variation of the laddering method in
which we stress the importance of context: the contextual
laddering method. Reynold et al. (2001) already propose to
evaluate products in the particular context of the setting in
which they are naturally used. We conceptualized context
by adding two other elements. We further see context as
the relevant information gained in the run-up to the inter-
view (e.g., hobbies, language, attitudes). Finally, context
also refers to the application that stays within the child’s
reach during the interview.
5 Case studies
Three exploratory cases were conducted to test the lad-
dering method with children. More particularly, the like-
ability of two PC games was tested with children either in
their natural environment or in a controlled setting. In our
research, we were somewhat limited by the company
context that demanded results quickly. We therefore opted
for an exploratory working method rather than an experi-
mental one. In this paragraph, we will first discuss the
methodology of three cases. We focus on the test location,
test participants, software and test procedure. Second, we
go more deeply into the details of the data analysis. Finally,
we describe some of the results.
5.1 Method
The method of three exploratory cases will be discussed.
The cases vary with regard to the location (usability lab
versus natural environment), age of the children, software
(Music Community and KetnetKick) and the test procedure
(usability and/or likeability test).
5.1.1 Case 1
Case 1 aimed at investigating the usability and likeability
of a music game. The tests were conducted in a controlled
setting with children aged 7–16.
Location The first case took place in a usability lab. This
lab was divided into two rooms. One room was arranged as
a living room so that test-users would experience new
applications in a situation that is close to real time expe-
rience. The other room concerned a control room where an
observer took notes and captured video.
Why this location Depending on the initial research pur-
pose, we observed and interviewed children in a specific
test environment. As for case 1, the main aim was to
evaluate the usability of a game before its commercial
launch. Quick results were demanded so that the usability
suggestions could be implemented on time. This is why the
first case took place in a controlled setting, a usability lab.
Effect of the location The test set-up of case 1 began with
a usability session that took place in the living room withFig. 1 Example of a hierarchical value map (HVM)
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one researcher called ‘the facilitator’. Then, the interview
happened in the control room with another researcher: ‘the
observer’. The change of test set-up was problematic for
three reasons. First, children had become used to the
presence of the facilitator during the observation session.
During the interview, children were suddenly introduced to
another researcher, the observer. Second, children became
familiarized to the living room that represented a cozy,
homelike place. After 1 h and a half of play, they were
invited in the control room for the interview. The control
room is a workplace, organized with a lot of technical
infrastructure. Third, the role of the test children changed
from being observed to an active participation in the
interview. Consequently, children had to get familiar with
the new setting and researcher as well as with the new
interaction method. During the interview, each test child
sat in front of the observer’s computer that showed his/her
video images captured during the test session. Using cap-
tured video as a reminder had some limitations because of
the exclusion of immediate interaction (e.g., to show
examples when answering the laddering questions). How-
ever, showing video suppressed the child’s temptation to
start playing the game and proved to be a useful aid to
memory.
Participants Ten children of which seven boys and three
girls participated in case 1. Their age varied between 7 and
16 years. Table 1 shows the number of test participants
according to the age category.
Software The computer game tested in case 1 concerned
a music game for children between 8 and 15 years old,
called the Music Community. By the time of the test ses-
sions, the game was still in its development phase. Con-
sequently, we could only test the music creation studio (see
Fig. 2) and the website (see Fig. 3). In the studio, children
created samples and uploaded these to their personal
website, a mobile phone or sent it to a public broadcaster.
The personal website assembled some favourite photo-
graphs, created songs, the latest blog updates and a top five
of most popular songs/artists.
Procedure Preceding the laddering interview, we had
been observing the test child while he/she was playing with
the computer game. More particularly, a usability test of a
computer game was conducted before the interview session
took place (see Fig. 4). The usability test lasted 1 h and a
half. We incited the test child to play by giving a few
general tasks like for example ‘Can you please go and play
with the music creation studio?’ or ‘Please, visit your
personal website’. During the usability test, we opted for
the think aloud method, an effective usability evaluation
technique (Wright and Monk 1990; Rubin 1994). By ask-
ing children to talk/think out loud while performing tasks,
the observer not only gained information about what was
happening but also why certain things occurred. After the
usability test, we conducted an interview session (see
Fig. 4). In total, ten questions were asked. Eight ques-
tions related to the usability of the game; two questions
Table 1 Case 1: number of test
participants according to ageAge N
7 1
8 0
9 2
10 1
11 1
12 1
13 2
14 0
15 1
16 1
Fig. 2 Music creation studio (copyright Larian)
Fig. 3 Personal website (copyright Larian)
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(1 positive and 1 negative) to the likeability. We found that
children looked somewhat tired after the usability session.
That is why we decided to shorten the length of the
usability session in case 2.
5.1.2 Case 2
During case 2, the usability and likeability of a creative and
adventurous game was tested with children aged 7–9.
Whereas case 1 took place in a controlled setting, case 2
occurred in children’s natural environment (at home).
Location During case 2, children were observed and
interviewed in their natural environment. We asked parents
in which room their children normally play with the game
to choose the appropriate test setting. Half of the children
usually play in the living room, the other half in their
bedroom. For one family, we had to switch rooms to ob-
serve and interview all siblings as close to real life expe-
rience as possible.
Why this location The initial focus of case 2 related to the
usability in the broadest sense. Not only the user-friendli-
ness but also the social implications and the likeability of
the product were investigated. Consequently, a real-life
setting was the most appropriate choice.
Effect of the location Observing and interviewing chil-
dren at home had some pros and cons. On the one hand,
children did not need time to get familiar with the setting.
Parents and siblings could help children feel at ease.
Researchers received a lot of information about the child
by interpreting contextual cues like for example the inter-
actions between child and other family members or the
decoration in the child’s bedroom. On the other hand,
children were more easily distracted in their own envi-
ronment than in a usability lab: siblings often asked the test
child’s attention, parents sometimes influenced the answers
during the interview, the sound of the television distorted
the test child’s concentration etc. Contrary to case 1, the
observation and interview took place in the same room,
which resulted into a smooth change between the two
sessions. Children could explain their answers during the
interview by showing real time examples on the computer.
The computer game functioned as an aid to memory, which
made it easier to formulate opinions and mention relevant
information.
Participants Nine children participated in case 2 (4 boys,
5 girls). Their age varied between 7 and 13 years. Table 2
shows the number of test participants according to the age
category.
Software Figures 5 and 6 illustrate KetnetKick, a multi-
media game for children between 6 and 12 years. Ketnet-
Kick is part of a ‘PCtoTV’-project of the public
CONTEXT
INTERVIEW:
2 LADDERING QUESTIONS
INTERVIEW :
8 USABILITY QUESTIONS
USABILITY SESSION
Fig. 4 Timeline case 1 and
case 2
Fig. 5 Screenshot of the square
which is the centre of the
KetnetKick world and an
entrance to the different sub
games (copyright VRT)
Table 2 Case 2: number of test
participants according to ageAge N
7 1
8 1
9 2
10 3
11 1
12 0
13 1
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broadcaster of the Flemish community in Belgium, VRT
and is developed by Larian. The computer game encom-
passes a mix of 2D creative studios and a 3D play world
that is updated regularly. At the time of the test sessions,
the 3D world offered single player games. The studios al-
lowed children to make movies, drawings, comics, etc.
Their creations could be sent to friends or family but also to
VRT. The latter daily broadcasted a selection of the cre-
ations.
Procedure The procedure was the same as case 1 with the
exception of the location and the duration of the usability
test. Whereas the usability test in case 1 lasted about 1 h
and a half, the length of the test during case 2 was 1 h. Still,
we found that 1 h was too long because an interview fol-
lowed. The learning process of a new game demanded a lot
of effort so that little energy was left for the interview.
Consequently, we decided to shorten the length of the
observation session of case 3 to half an hour. Beside this,
we also found that we overloaded the children by asking
ten questions, especially since an observation session pre-
ceded. As a result, we left out the eight more general
questions in case 3 and focused exclusively on the lad-
dering questions.
5.1.3 Case 3
Case 3 concerned a full likeability test. The observation
session that preceded the interview was no longer set up as
a usability test and the interview session only encompassed
laddering questions.
Location The location was the same as in case 2. Chil-
dren were observed and interviewed at home.
Why this location Since case 3 was conceived as a full
likeability test, we preferred a natural test setting. Children
behave more naturally in a familiar setting. Consequently,
the researcher will receive more contextual clues that help
to correctly interpret the answers of the children.
Effect of the location Although conducting the likeability
test at home was quite time consuming (e.g., because of
unexpected technical problems and interference of sib-
lings), it was very useful to gain contextual information
like for example the language of the children, how they use
the product, which disturbing factors occur, etc.
Software As in case 2, the likeability of the game Ket-
netKick was tested. However, in the mean time KetnetKick
Fig. 6 Screenshot of a 2D
creative game (film studio) and
a 3D adventurous play game
(copyright VRT)
Fig. 7 Karrewiet, a news
broadcast for children, imported
into KetnetKick via video
streaming
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was updated with video-on-demand. Consequently, chil-
dren could view clips of ‘Eurosong for Kids’ and ‘Kar-
rewiet’, a news broadcast for children on television (see
Figs. 7, 8).
Participants Three girls and five boys participated in case
3. The number of test participants according to the age
category, is illustrated in Table 3.
Procedure Case 3 exclusively focused on the likeability
of the game KetnetKick. No usability issues (in the narrow
sense) were investigated. The main test set-up consisted of
half an hour free play on the one hand (‘observation ses-
sion’) and the laddering interview on the other hand (see
Fig. 8). Half an hour of observation seemed sufficient to
obtain the most important contextual cues and keep the
child’s attention. One should take care not to skip the
usability/observation session. Giving the child some time
to play with the computer game proved to have several
advantages. The observation session broke the ice. The
child became familiar to the test situation, the researcher
and her equipment (see also Christensen and Allison 2000;
Pellegrini 1996). The researcher received relevant infor-
mation (‘contextual clues’) to formulate adequate ques-
tions, interpret the answers correctly and prompt the child
without evoking social desirable answers. Recent game
experiences reactivated the child’s memory, which made it
easier to formulate opinions and mention relevant infor-
mation. Beside this, the child’s memory was also reacti-
vated when the application stayed within the child’s reach
during the interview. The application then functioned as a
visual stimulus. Visual stimuli make the interview issues
far more concrete than verbal representations alone
(Christensen and Allison 2000).
5.2 Analysis
According to Elliot and Adelman (1973), Lincoln and
Guba (1985), and McNiff (2002), triangulation is an
appropriate technique to enhance the internal validation of
a case study. The technique gathers evidence from different
sources bearing on the same findings. In this study, the
triangulation was centered on (i) the positive laddering
interview, (ii) the negative laddering interview and (iii) the
observation session. As a result, children’s responses were
analyzed from different angles in order to improve the
validity of the laddering data.
For the analysis of the laddering data, one should define
the attributes (dis)liked and the explanatory consequences.
If the most important consequences are revealed, one can
determine the underlying values. We will explain this
process by two examples of case 2 in which the game
KetnetKick was tested. One child mentioned that he likes
the Snowboard race (see example 1 below). Another child
said he does not like too many obstacles in KetnetKick (see
example 2 below). When analyzing these answers, the re-
searcher distinguished two attributes: the ‘Snowboard race’
and ‘(too many) obstacles’. This information was worthless
if we could not understand why these attributes were
respectively, liked or disliked. For instance, the interviewer
found that whether the second child likes the obstacles or
not depends on the situation. It is thus necessary to gain
insight into the consequences of the attributes. As for the
Snowboard race, the first child mentioned that he likes the
glorious feeling of jumping. When asking for more
explanation, the child answered he prefers the tunnel where
he can catch a lot of marbles. It is also the most difficult
tunnel. As for the second child, he made clear that he does
not like the consequences of the obstacles (that is probably
losing time and energy) if he has a particular goal/game in
mind. However, if he is not eager to play a predetermined
game, he does not mind an eventful trip full of obstacles.
Example 1 (positive laddering)
Interviewer: ‘Please tell me something that you liked
about the game?’
Test child: ‘The Snowboard race is the greatest
game’.
Interviewer: ‘What is so great about the Snowboard
game?’
Test child: ‘It’s just fun ...’
Interviewer: ‘mmm’
Test child: ‘And jumping gives me a glorious feel-
ing’.
Interviewer: ‘What makes you like to jump?’
Test child: ‘Well, for me I prefer to race through the
tunnel with the most marbles.’
Interviewer: ‘What is so special about that tunnel?’
Test child: ‘It’s the most difficult tunnel where you
can win most points’.
Example 2 (negative laddering)
Interviewer: ‘Please tell me, what didn’t you like
about the game?’
Test child: ‘I don’t like it when there are too many
obstacles in the game world’.
Table 3 Case 3: number of test
participants according to ageAge N
8 1
9 0
10 2
11 3
12 1
13 0
14 1
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Interviewer: ‘So the obstacles aren’t nice ...’
Test child: ‘Well sometimes they’re fun, but some-
times they’re not.’
Interviewer: ‘Can you explain when you don’t like
the obstacles?’
Test child: ‘Sometimes I just want to be somewhere
very quickly. For example when I want to go from
one game to another. At that moment, I do not want
to loose time with the obstacles.’
Interviewer: ‘And when do you like the obstacles?’
Test child: ‘Sometimes, I don’t know what to play. At
that moment, I like walking around in the game world
and taking obstacles.’
The labels for the attributes, consequences and values
should correspond to the actual responses of the intervie-
wees (Subramony 2002). However, it rarely happened that
test children explicitly mentioned their personal values in
the interview. Consequently, the researcher had to decide
for herself, which values applied. The responses of exam-
ple 1 ‘It’s the most difficult tunnel where you can win most
points’ and example 2 ‘[...] I like walking around in the
game world and taking obstacles’ were coded under the
label ‘challenge’ whereas the answer ‘Sometimes I just
want to be somewhere very quickly. [...] At that moment, I
do not want to loose time with the obstacles’ was coded
under the label ‘control’.
The combination of the observation session and the
interview was a great help to label the values together with
the interpretation of contextual clues. The laddering inter-
view gave a good opportunity to probe the child to give
more elaborate answers than during the observation ses-
sion. However, as the child could think more consciously
about an answer, the chance of a social desirable answer to
please the adult increased. The contextual clues gained
during the test made it easier to correctly analyze the an-
swers. We illustrate this with an example of case 3. During
the observation session, a boy turned up his nose twice and
said ‘oh no, Karrewiet’. He mentioned casually that he is
not interested in the current events. Karrewiet, a news
broadcast for children on television, was imported into the
game via video streaming. When the researcher asked
about Karrewiet during the interview, the child answered:
‘Karrewiet is a very important programme to watch, for
myself, to keep up to date’. We can conclude that the boy
knows it is important to keep up to date, but that he prefers
watching other programmes than the news broadcast be-
cause it does not really interest him.
6 Results
The results of a laddering interview are typically presented
in a HVM (Reynolds and Gutman 2001). A HVM provides
a concise answer on the question why a product is (dis)-
liked since it explains which specific attributes cause rel-
evant consequences corresponding with the user’s personal
values.
As stated earlier, the likeability of a product cannot be
explained without investigating the positive and negative
consequences the user perceives. Reynolds and Gutman
(2001) propose negative laddering when a respondent
cannot answer the positive laddering question. The
respondent then thinks about the reasons why he/she does
not like certain attributes/consequences. By definition, we
conducted both positive as negative laddering in order to
get a complete overview of the most important personal
values in relation to the tested computer game. Conse-
quently, we had to code all the laddering results first so that
we could merge them into one HVM. To this end, we
reformulated the answers of the negative laddering in a
positive way. For instance, the value ‘lack of control’ be-
came ‘control’ or the consequence ‘lose time’ became
‘save time’. Table 4 shows the codes for ‘example 1’ and
‘example 2’ that we discussed earlier in the analysis sec-
tion.
As shown in Fig. 9, the codes can be mapped out in a
HVM. Each value map consists of different layers or
‘rungs’. The bottom layers present the attributes children
said to like or dislike. The middle layers give the reasons
(or consequences of the product) why children (dis)liked
CONTEXT
OBSERVATION SESSION
FREE PLAY
INTERVIEW:
2 LADDERING QUESTIONS
Fig. 8 Timeline case 3
Table 4 Laddering codes (po-
sitive and negative laddering)Attributes
+ Jumping (Snowboard game)
+ Difficulties (tunnel with most
marbles)
± Too many obstacles
Consequences
+ Glorious feeling
+ Winning points
+ Save time (and energy)
+ Exploration and taking
obstacles
Values
+ Challenge (action)
+ Control
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the attributes. The top of the ladder shows the most
important values of the test users.
7 Discussion
In this paragraph, we describe the lessons we learnt about
the use of the laddering method for likeability research
with children. First, we focus on the design of likeability
tests. As regards the laddering interview, special interview
techniques and the correct use of contextual clues are
discussed.
7.1 Design of likeability tests
In general, a likeability test consists of two successive
sessions: an observation session (this can be a usability
test) and the laddering interview. As for the observation
session, children approximately should have about half an
hour free play. The researcher takes notes and interprets
contextual clues. Then, the laddering interview follows.
The same researcher starts two probing sessions. The first
session begins with a positive question to reveal the rea-
sons why the child likes the product. The second probing
session is initiated by a negative question that reveals the
reasons why the child does not like the product.
Our cases show that both usability lab as well as chil-
dren’s natural environment are possible locations to con-
duct a likeability test. Each location has its pros and cons.
A usability lab is a controlled setting where the researcher
can prevent disturbing elements such as background noise
or interference of parents and siblings. Researchers can
easily prepare this test setting in advance in order to pre-
vent unexpected technical or infrastructural problems.
Since the test setting can easily be controlled, quick results
are obtained. With regard to the natural environment,
researchers receive a lot of additional information about the
participants. For instance, children behave more naturally
in their daily environment. The disadvantage of conducting
likeability tests in children’s natural environment is the
lack of control. Children are easily distracted by the
environment like for example the sound of the television,
siblings asking for attention or parents who meddle. Fur-
ther, researchers cannot prepare the test setting in advance
so that unexpected technical or infrastructural problems
might occur. Consequently, testing in natural environment
is much more time consuming.
Although both locations are possible to conduct a like-
ability test, we prefer children’s natural environment be-
cause it meets our third condition of context. The first
condition is that researchers interpret children’s verbal and
non-verbal behaviour, the decoration of their bedroom, the
toys they are playing with, the shortcuts and screensaver of
their computer, etc. These contextual clues, gained during
the observation session, help the researcher adapting his/
her language to the children and correctly interpreting their
answers. Further, we recommend that the interview occurs
at the same location as the observation session and that the
application stays within the child’s reach during the inter-
view in order to reactivate his/her memory and help
expressing his/herself by giving real time examples. Fi-
nally, the likeability test should happen in children’s nat-
ural environment to fulfill our third condition. Since
children behave more naturally in a familiar setting (e.g.,
when they are at home), researchers get a representative
impression of how they actually use the product. One also
receives information about the computer’s capacity, the
disturbing elements and so on. The findings of our cases
showed that the laddering method is appropriate to evaluate
the likeability with children on condition that it meets our
conceptualization of context. We call this variation of the
laddering method the ‘contextual laddering method’.
7.2 Laddering interview
The laddering method refers to a specific one-to-one elic-
itation interview technique. During the laddering interview,
a researcher probes into the reasons why children like or
dislike a product. The results of our case studies show that
when questions are only asked positively, children tend to
forget to mention relevant information. We therefore ad-
vise to have two probing sessions: one that starts with a
positive question and another starting with a negative
question.
In general, we tried to reduce cognitive efforts to a
minimum by asking relatively short and clear laddering
questions. Whereas longer questions provide helpful
memory cues for adults, they do load children’s verbal
comprehension and memory. The shorter the questions, the
less cognitively demanding they are for children and the
more reliable their responses tend to be (Borger et al.
2004). During our cases, we also found that children may
not be overloaded with questions, especially because an
observation session preceded. To this end, one should not
ask other questions than the positive and negative laddering
questions. Further, we opted for clear (non-hypothetical)
and open-ended questions as they elicit more information
per question and lead to more objective answers (Walker
et al. 1992; Christensen and Allison 2000). Another tech-
nique to receive more appropriate and definite answers is
the use of silence or a ‘communication check’ (Reynolds
and Gutman 2001). In our cases, we alternately used si-
lence and a ‘mmm’ when a more elaborate answer was
expected. Both solutions proved to be efficient to give
children more time to think about their answers and to
reformulate or specify what they had said before. As for the
Cogn Tech Work
123
‘communication check’, it refers to a paraphrase of the
respondent’s answer (Reynolds and Gutman 2001). The
communication check helps to organize the respondent’s
thoughts and feelings and results in increased verbal
interchange (Walker et al. 1992). In an example of our
cases, the interviewer replied ‘So the obstacles aren’t nice
...’ when the child previously said ‘I don’t like it when
there are too many obstacles in the game world’. In gen-
eral, children did not realise this communication check.
Most answers after the ‘communication check’ were in-
deed more refined. Further, we explicitly allowed ‘don’t
know’-answers in order to avoid children mentioning
information to please the adult (Christensen et al. 2000;
Buck et al. 1999). In this context, the interviewer also
stressed that every answer is a correct answer and that there
are no wrong answers (Reynolds and Gutman 2001).
Although the aim is to reveal why products are liked or
disliked, one might better not literally ask why-questions.
In our cases, we received more and better replies from
children when a ‘why’-question was specified into a what-
question. More particularly, we rephrased questions such as
‘Why did you (dis)like the game?’ into ‘What did you
(dis)like about the game?’. Why-questions are complex
because of two reasons (Berry 2002). A why-question is
abstract so that it results in an infinite number of possible
answers. Whereas a great number of response options im-
proves the response quality of interviewed adults, the
reliability of children’s responses decreases when too many
response options are offered (Borgers et al. 2004). Sec-
ondly, ‘why’ as such has two meanings. One meaning
implies a purpose (‘what was the reason for ...?’), the other
causality (‘what caused ...?’) (Berry 2002). On the con-
trary, what-questions are more specific and concrete, which
makes it easier to be answered (Berry 2002).
It is important that the laddering interview does not
replace the observation session and vice versa. Both ses-
sions are complementary. In our cases, the laddering
interview gave a good opportunity to probe the child to
give more elaborate answers than during the observation
session. However, since the child could think more con-
sciously about an answer, the chance of a social desirable
answer to please the adult increased. The contextual clues
gained during the observation made it easier to correctly
analyze the answers. We also found that the observation
session helped in judging the child’s cognitive capacity so
that the interviewer could adapt his spoken language (e.g.,
appropriate vocabulary, sentence structure, points of
interests). Finally, interviewers were able to ask concrete
questions by giving situational examples. This would not
have been possible if they could not refer to contextual
clues. We thus stress the importance of the interpretation of
contextual clues, which is one of the conditions of the
contextual laddering method.
8 Further work
The three cases discussed in this paper were set up to test
the laddering method with children and find ways to im-
prove the methodology. The set-up was rather exploratory
than experimental. However, further work should conduct
controlled and comparable experiments to test the ladder-
ing method in more detail. For instance, it would be
interesting to investigate the effect of age on the feasibility
of the laddering method. Another interesting topic is a
comparison of laddering data when the interview occurred
in a lab versus in the child’s natural environment.
In our cases, we found that children almost never
mentioned their personal values. This probably can be
explained by the fact that children younger than eleven
have difficulties to think abstractly (Piaget 1970). Conse-
quently, a researcher has to decide for him/herself which
values correspond to the (dis)liked attributes and conse-
quences. Further research should think about a methodo-
logical solution so that values can be determined in a
strictly repeatable way.
The laddering method was found appropriate to inves-
tigate the likeability of (creative computer) games. The
question then arises whether this technique is also suitable
for other applications than (creative computer) games. An
experimental set-up of a likeability evaluation session of
other applications would help to clarify this issue.
CHALLENGE / ACTION CONTROL …………………………………………………………………………………………………………
glorious feeling difficulties win points the option walking
to be somewhere around& very quickly taking
obstaclesjumping around………………………………………………………………………………………………………. Snowboard Race Tunnel with Too many obstacles most marbles
Fig. 9 HVM for ‘example 1’
and ‘example 2’
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Acknowledgments The current research was part of a project
regarding creative communities for children in cooperation with
Larian (Flemish computer game development company) and funded
by VRT (public broadcaster of the Flemish community in Belgium). I
am grateful to all the children who participated. Further, I would like
to thank Licia Calvi, Janet Read and David Geerts for the constructive
feedback on my paper.
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