a difficult data collection setting due to partnership 
constraints, we were able to identify various personas 
that can help designers improve this interactive trail. 
In the context of this experiment, we can observe 
a significant drop in self-reported arousal from the 
beginning to the end of the experience end can also 
be indicative of a lower overall satisfaction level. 
Cluster 4 was the only subgroup with a self-reported 
arousal increase from the beginning to the end of the 
experience. This subgroup also has the highest self-
reported and calculated overall satisfaction. This 
cannot be said of valence. 
One of the main challenge of the data collection 
was the environment itself. The experience occurred 
entirely outdoors in a forest, on a leveled but non-
asphalted trail. This caused movement artefact. 
Furthermore, the effects of ambient and skin 
temperatures fluctuations on EDA have long been 
proven (Edelberg, 1972). These environmental 
limitations explain in large part the small number of 
participants included in the physiological data 
analysis, as many subjects were rejected due to poor 
quality signal. However, using both qualitative and 
quantitative not only added depth to our analysis, but 
also allowed us to recover important participant data. 
Therefore, this method should be even more efficient 
under better conditions. 
3 CONCLUSION 
This novel approach illustrates the potential of 
physiological measures in the identification of 
personas based on one or more experiential aspect. 
Although neither personas nor physiological 
measures are new to HCI or UX, the combination of 
the two could help user profiling by bringing groups 
of archetypal users to life, in order to support user-
centred design practice. This novel approach also 
responds to a need for more data-driven personas, 
based directly on user data, as we can see even here 
the discrepancies between experienced and self-
reported arousal. This method should be particularly 
useful to HCI researchers, practitioners and 
designers, especially in the context of interactive and 
immersive environments, or any other circumstances 
where it may be difficult to accurately observe and 
assess user experience. 
4 FUTURE WORKS 
The next step is to further develop this method in a 
more controlled environment, for example a business 
conference or concert, which will allow us to collect 
quality data on a much bigger sample size. This will 
also enable us to include other physiological signals, 
such as heart rate and mobile eyetracking. 
ACKNOWLEDGEMENTS 
Authors want to thank the research assistants who 
administered the study. This work was supported by 
the Natural Sciences and Engineering Research 
Council. 
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