Summary Observing the user in real context, researcher taking a role of an apprentice. The method was originally developed for understanding work practices*. When focus is on UX, the researcher ...
Summary Experience sampling is a method for collecting experiences “in situ” and immediately, thus there is no disturbance because of memory effects. Description Participants get ESM questions on a specific ...
Summary Provide a way for users to quickly document emotions at a specific moment Description Cards are produced (physically or digitally (web or a mobile application)) with either preset emotions ...
Summary Emotional responses elicited by consumer products are difficult to verbalize because their nature is subtle (low intensity) and often miemotional response at the same time). As a result, these ...
Summary Emocards provide a non-verbal method for users to self-report their emotions. Flash cards or single sheet of a paper. Description At the end of every task / time duration, ...
Summary Emo2 is an instrument for the measurement of emotion during product use. Most standard tools for the measurement of emotion provide overall rating along one or two dimensions or ...
Summary The Differential Emotions Scale (DES) is a standardized instrument that reliably divides the individual’s description of emotion experience into validated, discrete categories of emotion. The DES was formulated to ...
Summary DRM is a self-report method during a field study. Instead of reporting all use cases with the system each day to a diary, the participant picks e.g. 3 most ...
Summary Individual participants are invited to a controlled environment (not real context) to test e.g. colors or audio of the system. The target is to gain insights of design details ...
Summary One-to-one interviewing technique (qualitative data gathering) + quantitative data analysis technique. Preferably to be done in context. Description The interviewer probing into the reasons why certain (consequences of) attributes ...