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 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 When collecting data about user experience evoked by mobile acpplications, one user uses the mobile application to be evaluated, and another uses a mobile phone to shoot clips about ...
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 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 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 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 ...