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 ...
Summary Experience sampling during field studies, so that the system detects the current context (e.g. location, time, nearby devices) and when the context fulfills predefined criteria, the system prompts the ...
Summary Two friends explore a product/concept together and discuss about it (with or without a moderator). Videorecording is used especially when no moderator is present. Description Two participants (typically friends ...
Summary AXE is a qualitative method that gives an initial perspective on the user experience for a product or a service. It is a method that involves singular users in ...
Summary Let the users verbally tell about their experiences in a free story format. Description The users tell a story of their experiences with the product and the story is ...
Summary Assess the user’s feelings about the system with a questionnaire. In AttrakDiff questionnaire, both hedonic and pragmatic dimensions of UX are studied with semantic differentials. Description Questionnaires can be ...
Summary During a field study, a participant wears a sensor that registers their physical states. User’s mobile phone logs the activities on the phone. The data from both sources is ...
Summary Affect Grid is a scale designed as a quick means of assessing affect along the dimensions of pleasure-displeasure and arousal-sleepiness. Description The participant marks their current emotional state on ...