# Measuring Anticipated and Episodic UX of Tasks in Social Networks
## 1 Introduction  
The popularity of social networks has increased in recent years [1], especially due to the COVID-19 pandemic [2, 3]. However, they are not a new topic but are much less unknown. Social networks have been studied by Computer Science researchers for a long time and from different angles, that is why we can find several definitions in the state-of-the-art [4, 5, 6, 7, 8]. Among all, we adopted the one by [PERSON] and [PERSON] [9]--\"web-based services that allow individuals to (1) construct a public or semi-public profile within a bounded system, (2) articulate a list of other users with whom they share a connection, and (3) view and traverse their list of connections and those made by others within the system. The nature and nomenclature of these connections may vary from site to site\"--because it denotes the main elements of social networks and their interaction. Sociability and usability are vital factors for any social network. Sociability refers, of course, to the contact and exchange of information among users, whereas usability enables technology to allow those exchanges [10, 11]. A result of sociability is participation. Therefore, several studies have been carried out in order to understand the motives of individuals to engage in a social network [12, 13, 14, 15]. We believe that the progressing of any social network heavily relies on: (1) the collaboration among its users to create contents and make contributions to the community [16], and (2) the user interaction with businesses, organizations, colleagues, family members, and friends to create together their production and consumption experience and meet their necessities [17, 18, 19]. While it is true that User eXperience (UX) is a crucial factor for interaction among users on any digital platform, it is not the only aspect to consider. Social networks are a complex phenomenon. Therefore, it is useless to oversimplify them and try to study them from a single front [20]. For example, since the eighties, [PERSON] studied why collaborative work applications fail [21]. A perfect example that there is no formula for success is that of Google+. Despite having elements of good design, it never succeeded and ended up closing [22]. Although UX is not the only aspect that should concern developers, it is essential to help make interactions among members of a social network as seamless as possible. The two components of UX are hedonism and pragmatism [23; 24]. The hedonic components refer to the preferences, convictions, sensations, and conclusions of users that arise from the anticipated or episodic usage of a system, product, or service. The pragmatic components come from the features of the assessed system, such as functionality, interactive behavior, supporting capabilities, usability, and performance [25]. While the core of UX is the current experience of usage, this is not enough to completely cover all the relevant issues that can be studied. UX is a highly dynamic concept, since it changes continuously when interacting with an artifact [26]. People can have diverse and very different experiences before, during, and after interacting with a product [27]. Consequently, it is a critical design aspect to be able to measure the UX of an artifact at multiple times [28]. We can explain the concept of UX over time through four periods. Each period is dynamic and can be viewed as an iterative process within and among those stages [27]:  
* **Anticipated UX (AUX):** Obtained before the use of an artifact from imagination, expectations, and existing experiences. * **Momentary UX (MUX):** Perceived during the usage period of an artifact. * **Episodic UX (EUX):** Conceived after the use of an artifact through reflections of the experience. * **Cumulative UX (CUX):** Determined over time by the recollection of multiple periods of use. Periods are essential because user responses may be different, e.g., when measuring momentary UX, it can result in a visceral response from the user.