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 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 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 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 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 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 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 ...