Summary A scale for assessing comfortability of car seats. The method description includes the steps to develop the scale, which are applicable for various other domains as well. Description Development ...
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 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 Study UX over time. Description A prototype of the product is given to participants who agree to use it for 6 months to a year, and report their experiences ...
Summary Living labs presents a research methodology for sensing, prototyping, evaluating and refining complex solutions in multiple and evolving real life contexts. Living Lab is aiming to create and evaluate ...
Summary The software follows the Kansei Engineering procedure suggested by Schütte (2006). {Additional info: Kansei Engineering is a method for translating feelings and impressions into product parameters. The method was ...
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 ...