User Experience Evaluation
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User Experience Evaluation
User experience evaluation (UXE) or user experience assessment (UXA) refers to a collection of methods, skills and tools utilized to uncover how a person perceives a system (product, service, non-commercial item, or a combination of them) before, during and after interacting with it. It is non-trivial to assess user experience since user experience is subjective, context-dependent and dynamic over time. For a UXA study to be successful, the researcher has to select the right dimensions, constructs, and methods and target the research for the specific area of interest such as game, transportation, mobile, etc. Dimensions There are many different dimensions to consider when choosing the best assessment approach: * Goal: Summative (on the final product) or formative (during the process) * Approach: Objective or subjective * Data: Quantitative or qualitative * Granularity: Momentary, episodic, or overall UX * Setup: Lab or field Laboratory experiments may work well for studying a ...
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Scientific Method
The scientific method is an empirical method for acquiring knowledge that has characterized the development of science since at least the 17th century (with notable practitioners in previous centuries; see the article history of scientific method for additional detail.) It involves careful observation, applying rigorous skepticism about what is observed, given that cognitive assumptions can distort how one interprets the observation. It involves formulating hypotheses, via induction, based on such observations; the testability of hypotheses, experimental and the measurement-based statistical testing of deductions drawn from the hypotheses; and refinement (or elimination) of the hypotheses based on the experimental findings. These are ''principles'' of the scientific method, as distinguished from a definitive series of steps applicable to all scientific enterprises. Although procedures vary from one field of inquiry to another, the underlying process is frequently the sa ...
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Expressed Emotion
Expressed emotion (EE), is a measure of the family environment that is based on how the relatives of a psychiatric patient spontaneously talk about the patient. It specifically measures three to five aspects of the family environment: the most important are critical comments, hostility, emotional over-involvement, with positivity and warmth sometimes also included as indications of a low-EE environment. The psychiatric measure of expressed emotion is distinct from the general notion of communicating emotion in interpersonal relationships, and from another psychological metric known as family emotional expressiveness. A high level of EE in the home can worsen the prognosis in patients with mental illness, such as schizophrenia and social anxiety disorder, or act as a potential risk factor for the development of psychiatric disease. Higher degrees of expressed emotion in the environment of a patient have been empirically found to be robust predictors of relapse of schizophrenia, eating ...
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Diary Studies In User Research
A diary is a written or audiovisual record with discrete entries arranged by date reporting on what has happened over the course of a day or other period. Diaries have traditionally been handwritten but are now also often digital. A personal diary may include a person's experiences, thoughts, and/or feelings, excluding comments on current events outside the writer's direct experience. Someone who keeps a diary is known as a diarist. Diaries undertaken for institutional purposes play a role in many aspects of human civilization, including government records (e.g. '' Hansard''), business ledgers, and military records. In British English, the word may also denote a preprinted journal format. Today the term is generally employed for personal diaries, normally intended to remain private or to have a limited circulation amongst friends or relatives. The word " journal" may be sometimes used for "diary," but generally a diary has (or intends to have) daily entries (from the Latin ...
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Persona (user Experience)
A persona, (also user persona, customer persona, buyer persona) in user-centered design and marketing is a fictional character created to represent a user type that might use a site, brand, or product in a similar way. Marketers may use personas together with market segmentation, where the qualitative personas are constructed to be representative of specific segments. The term persona is used widely in online and technology applications as well as in advertising, where other terms such as ''pen portraits'' may also be used. Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may be used as a tool during the user-centered design process for designing software. They are also considered a part of interaction design (IxD), having been used in industrial design and more recently for onlin ...
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Card Sorting
Card sorting is a technique in user experience design in which a person tests a group of subject experts or users to generate a dendrogram (category tree) or folksonomy. It is a useful approach for designing information architecture, workflows, menu structure, or web site navigation paths. Card sorting uses a relatively low-tech approach. The person conducting the test (usability analyst, user experience designer, etc.) first identifies key concepts and writes them on index cards or Post-it notes. Test subjects, individually or sometimes as a group, then arrange the cards to represent how they see the structure and relationships of the information. Groups can be organized as collaborative groups (focus groups) or as repeated individual sorts. The literature discusses appropriate numbers of users needed to produce trustworthy results. A card sort is commonly undertaken when designing a navigation structure for an environment that offers a variety of content and functions, such as ...
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Mind Mapping
A mind map is a diagram used to visually organize information into a hierarchy, showing relationships among pieces of the whole. It is often created around a single concept, drawn as an image in the center of a blank page, to which associated representations of ideas such as images, words and parts of words are added. Major ideas are connected directly to the central concept, and other ideas branch out from those major ideas. Mind maps can also be drawn by hand, either as "notes" during a lecture, meeting or planning session, for example, or as higher quality pictures when more time is available. Mind maps are considered to be a type of spider diagram. Origins Although the term "mind map" was first popularized by British popular psychology author and television personality Tony Buzan, the use of diagrams that visually "map" information using branching and radial maps traces back centuries. These pictorial methods record knowledge and model systems, and have a long history i ...
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Wireframing
A website wireframe, also known as a page schematic or screen blueprint, is a visual guide that represents the skeletal framework of a website. The term wireframe is taken from other fields that use a skeletal framework to represent 3 dimensional shape and volume. Wireframes are created for the purpose of arranging elements to best accomplish a particular purpose. The purpose is usually driven by a business objective and a creative idea. The wireframe depicts the page layout or arrangement of the website's content, including interface elements and navigational systems, and how they work together. The wireframe usually lacks typographic style, color, or graphics, since the main focus lies in functionality, behavior, and priority of content. In other words, it focuses on what a screen does, not what it looks like. Wireframes can be pencil drawings or sketches on a whiteboard, or they can be produced by means of a broad array of free or commercial software applications. Wireframes ...
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Prototyping
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation 'prototypical'. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes. The word ''prototype'' derives from the Greek , "primitive form", neutral of , "original, primitive", from πρῶτο ...
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Co-design
Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable. Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, product design, sustainability, graphic design, planning, and even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is also one approach to placemaking. Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own. Participato ...
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Kristina Höök
Kristina Höök (born 1964) is a Swedish computer scientist specializing in human–computer interaction and known for her work in somaesthetics. She is a professor in interaction design at the KTH Royal Institute of Technology. Education and career Höök earned a bachelor's degree in 1987 from Uppsala University, completed a Ph.D. in 1996 at Stockholm University, and earned a habilitation in 2002 from Stockholm University. She has been a researcher for the Research Institutes of Sweden (RISE) since 1990, and became a professor at Stockholm University in 2003. She moved to KTH in 2012. Books Höök is the author of the book ''Designing with the Body: Somaesthetic Interaction Design'', published in 2018 by the MIT Press. Her edited volumes include ''Designing Information Spaces: The Social Navigation Approach'' (with David Benyon and Alan J. Munro, Springer, 2003) and Social Navigation of Information Space (with Munro and Benyon, Springer, 1999). Recognition Höök was the ...
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Positive And Negative Affect Schedule
The Positive and Negative Affect Schedule (PANAS) is a self-report questionnaire that consists of two 10-item scales to measure both positive and negative affect. Each item is rated on a 5-point scale of 1 ''(not at all)'' to 5 ''(very much)''. The measure has been used mainly as a research tool in group studies, but can be utilized within clinical and non-clinical populations as well. Shortened, elongated, and children's versions of the PANAS have been developed, taking approximately 5–10 minutes to complete. Clinical and non-clinical studies have found the PANAS to be a reliable and valid instrument in the assessment of positive and negative affect. Development and history The PANAS was developed in 1988 by researchers from the University of Minnesota and Southern Methodist University. Previous mood measures have shown correlations of variable strength between positive and negative affect, and these same measures have questionable reliability and validity. Watson, Clark, and ...
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Think Aloud Protocol
A think-aloud (or thinking aloud) protocol is a method used to gather data in usability testing in product design and development, in psychology and a range of social sciences (e.g., reading, writing, translation research, decision making, and process tracing). Description Think-aloud protocols involve participants thinking aloud as they are performing a set of specified tasks. Participants are asked to say whatever comes into their mind as they complete the task. This might include what they are looking at, thinking, doing, and feeling. This gives observers insight into the participant's cognitive processes (rather than only their final product), to make thought processes as explicit as possible during task performance. In a formal research protocol, all verbalizations are transcribed and then analyzed. In a usability testing context, observers are asked to take notes of what participants say and do, without attempting to interpret their actions and words, and especially noting ...
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