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User Experience Questionnaire is a common and valid method to measure the User Experience (UX) for a product or service. In recent years, these questionnaires have established themselves to measure various aspects of UX. In addition to the questionnaire, an evaluation tool is usually offered so that the results of a study can be evaluated in the light of the questionnaire. As a rule, the evaluation consists of preparing the data and comparing it with a benchmark. Often this interpretation of the data is not sufficient as it only evaluates the current User Experience. However, it is desirable to determine exactly where there is a need for action. In our article we present an approach that evaluates the results from the User Experience Questionnaire (UEQ) using the importance-performance analysis (IPA). The aim is to create another possibility to interpret the results of the UEQ and to derive recommendations for action from them. In a first study with 219 participants, we validated the approach presented with YouTube and WhatsApp. The results show that the IPA provides additional insights from which further recommendations for action can be derived.
Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases and applications as well as general frameworks have been established. To support the design of learning environments in order to improve students' engagement and motivation, applying the concept of gamification is beneficial to emphasize engagement and motivation. This article presents the results of a literature review performed to examine the systematic use of gamification in learning environments. Therefore, ten frameworks matching the search criteria of the systematic literature review are analyzed. The results show that game elements are used heterogeneously and game elements related to the emotions and progression are preferred in learning environments. Because of the diversity of game elements used in the applications analyzed, no reliable standard can be given to design gamified learning environments with game elements. Instead, we provide a short overview of how game elements have been applied in the different application context. As gamification is a relatively young field of research, future work is necessary to give a comprehensive assessment of the topic.
Value delivery is becoming an important asset for an organization due to increasing competition in industry. Therefore, companies apply Agile Software Development (ASD) to be more competitive and reduce time to market. Using ASD for the development of systems implies that established approaches of Requirements Engineering (RE) undergo some changes in order to be more flexible to changing requirements. To this end, the field of agile RE is emergent and different process models for agile RE have arisen. The aim of this paper is to build an abstract layer about the variety of existing process models by means of a metamodel for agile RE. It has been created in several iterations and relies on the evaluation of related process models. Furthermore , we have derived process models for agile RE in industry by presenting instances of the metamodel in two different cases: one is based on Scrum whereas the other is based on Kanban. This paper contributes to the software development body of knowledge by delivering a metamodel for agile RE that supports researchers and practitioners modeling and improving their own process models. We can conclude that the agile RE metamodel is highly relevant for the industry as well as for the research community, since we have derived it following empirical research in the field of ASD.
Currently, voice assistants (VAs) are trendy and highly available. The VA adoption rate of internet users differs among European countries and also in the global view. Due to speech intelligibility and privacy concerns, using VAs is challenging. Additionally, user experience (UX) assessment methods and VA improvement possibilities are still missing, but are urgently needed to overcome users' concerns and increase the adoption rate. Therefore, we conducted an intercultural study of technology-based users from Germany and Spain, expecting that higher improvement potential would outweigh concerns about VAs. We investigated VA use in terms of availability versus actual use, usage patterns, concerns, and improvement proposals. Comparing Germany and Spain, our findings show that nearly the same amount of intensive VA use is found in both technology-based user groups. Despite cultural differences, further results show very similar tendencies, e.g., frequency of use, privacy concerns, and demand for VA improvements.
The dynamically growing research area of gamification is loaded with a lack of consensus on definitions, a variety of non-validated frameworks, and few practical insights. Hence, we conducted a literature review to explore current best practices in applying gamification for integration in a practical use case. Instead, we found a narrow focus on theoretical discussions. For a stronger representation of practical research, standards need to be established for transferring gamification concepts to practical application. To fill this research gap, we designed a process and tools for a practical, human-centered, and context-related gamification application. We derived the process and tools from insights of our literature review as well as the realization of a gamification use case on a German online comparison platform. In addition, we incorporated standards such as the Human-
Centered Design Process to maintain the established quality level of the field of user experience. In this paper, we present the Human-Centered Gamification Process (HCGP) and provide tools as practical guidance to lower the barrier for researchers and professionals to conduct theoretical and practical gamification projects.
Measuring user experience is vital for long-term success of interactive products. Questionnaires like the modular extension of the User Experience Questionnaire (UEQ+) are an established instrument for this purpose. Different item formats are available for these questionnaires, such as the number of response options (most frequent 5- or 7- point Likert scales). But the item format of an UX questionnaire can of course influence the measured results. We investigate in this paper if the change to a one-sided polarity of semantic differential items influences the effort of the participants required to answer these items and on the measured scale scores. Therefore, we conducted 6 studies with 438 collected responses for the well-known products Microsoft PowerPoint, WhatsApp and Google Maps. Each product was evaluated by a sample of participants with the original UEQ and a modified version of the UEQ with one-sided polarity. In the modified version, the positive term of the semantic differ ential was always placed in the right position, while it is placed in half of the items in the positive and the other half in the left position in the original UEQ version. The results showed that the effort to complete the questionnaire (completion time and number of required corrections) was lower for the version with one-sided polarity, but the differences were so small that they are not practically relevant. But the results also showed that the change to a one-sided polarity introduced an answer tendency, which impact the scale scores. Therefore, the results obtained with the two versions of the UEQ cannot directly be compared. Based on this, we can conclude that it is not possible to directly compare the scores of the original UEQ scales with the corresponding scores of UEQ+ scales.
The integration of Agile software development and User Experience (UX) has become a growing field of research, as both approaches play critical roles in building digital products and services. In this special issue on Agile UX, the current state of the field is explored through a combination of systematic literature reviews and qualitative and quantitative studies. The special issue provide an overview of the key trends, challenges, and successes in combining Agile and UX, and highlight the importance of involving stakeholders throughout development. The shift from plan-driven approaches to Agile UX approaches has brought a focus on human values and a better understanding of the importance of considering users’ needs. We present recent advances in research and practice, showing that Agile UX is a continuous journey towards changing user behavior by delivering value.
Die User Experience ist ein relevanter Aspekt für eine erfolgreiche Produktentwicklung. Ein geeignetes Instrument für die quantitative Messung der User Experience sind Fragebögen wie der UEQ+. Dieser erlaubt es, mithilfe der zur Verfügung gestellten Skalen produktindividuelle Fragebögen zu erstellen. Es ist jedoch wahrnehmbar, dass manche UX-Faktoren für konkrete Produktkategorien relevanter sind als für andere. Welche Faktoren in welchem konkreten Anwendungsfall wichtig sind, wird in dieser Arbeit gezeigt. Dafür wurden zwei Studien aus 2016 und 2017 ausgewertet. Durch eine Korrelationsanalyse sowie t-Tests konnte nachgewiesen werden, dass die Ergebnisse beider Studien robust genug sind, sodass sie zu einem Gesamtdatensatz zusammengefasst werden konnten. Aus diesem Datensatz konnte eine globale Relevanzgrenze ermittelt werden, bei deren Überschreitung ein Faktor als relevant für ein Produkt angesehen werden kann. Das Ergebnis zeigt, dass die vermuteten Wichtigkeitsunterschiede nachgewiesen werden konnten. Dies sollte in der Produktentwicklung berücksichtigt werden, u. a. um die Stärken und Schwächen des Produkts zu identifizieren.
The UEQ+ is a modular framework that can be used to set up UX questionnaires that fit to a research question. The UEQ+ consists of a set of UX scales that can be combined to form a concrete questionnaire. Thus, the product owner or UX researcher can define which aspects of UX are important for his or her project and should thus be measured in the questionnaire. A UEQ+ scale consists of 4 items that measure the UX aspect represented by the scale and an additional item that measures how important this UX aspect is for the overall UX impression. Some situations require that a UX questionnaire is extremely short and for such situations the standard scale format may be too time consuming. We describe how short forms of the UEQ+ can be built. The impact of shortening the scales on the results is investigated in several studies.
As collaborative technologies become integral in both professional and leisurely settings, especially during the rise of remote work and digital communities due to COVID-19, understanding the user experience (UX) factors is critical. This study aims to explore the differential importance of these UX factors across professional and leisure contexts, leveraging the widespread use of collaboration tools for an in-depth analysis. The objective of the study is to identify and assess key UX factors in collaboration tools, and to quantify their differential impact in professional and leisure settings. Our research underscores the nuanced role of context in evaluating User Experience (UX) factors’ importance in collaboration tools, with significant variances observed across professional and leisure settings. While some UX factors, including accessibility, clarity, and intuitive use, maintained universal importance across contexts and tools, others—specifically dependability and efficiency—co ntradicted assumptions of being universal "hygiene factors", demonstrating the complexity of UX evaluations. This complexity necessitates a differentiated approach for each context and collaboration tool type, challenging the possibility of a singular evaluation or statement.