Summary Does natural motion behavior during gaming enhance positive UX regarding the intensity of measured dimensions of emotional arousal and valence. Comparison of two products. Strengths Aquisition of quantitative/ objective ...
Summary FaceReader is a tool to track the user affective state while using products or software without resorting to self-report. Description Real-time analysis of facial expression from a video. FaceReader constructs ...
Summary information about the UX as a by-product of contextual inquiry / usability testing Description Collect users’s emotional reactions to service while evaluating usability.Have different people focusing either on usability ...
Summary Emotion Sampling Device is a series of questions yielding to the emotion the user is experiencing as the result of an event. It is based on Cognitive Appraisal Theory ...
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 This method focuses on the known divergence between what the user does and what he says he does, between judgments and facts. The main problem is that we can ...
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 ...