Summary Very easy to use technique to rank order stimuli (products) with respect to some quality (e.g. enjoyment); also easy to do for children; goes back to early (1920’s) test ...
Summary General Tests of Emotion or Affect for Evaluating Consumer Reactions to Products and Services, Including User Interface. Description The PAD software averages responses of consumers to each stimulus and ...
Summary Method is used to evaluate children’s experience in outdoor pervasive gaming. Description While playing the game, video is recorded. Afterwards the video is analyzed for physical activity, social interaction ...
Summary Participants see or try out a design and then select a famous person or film that best describes the design. E.g. Sylvester Stallone or Fatal Attraction. Alternatively, participants may ...
Summary Zijlstra’s mental effort scale is an easy and quick to use scale that helps to determine how much (perceived) mental effort was required to complete a task; depending on ...
Summary The MAX is a post-use method for evaluating the general experience through cards with an avatar and a board. MAX can be applied after the use of mockups, prototypes, ...
Summary The Intrinsic Motivation Inventory (IMI) is a multidimensional measurement device intended to assess participants’ subjective experience related to a target activity in laboratory experiments. It has been used in ...
Summary The investigator herself uses the system in real contexts and evaluates it. So, the investigator is the only “participant” in the field study. Strengths No need to recruit participants.A ...
Summary The Human Computer Trust scale is a psychometric instrument specifically designed to measure human-computer. Both cognitive and affective components of trust are measured; the affective components are the strongest ...