Technical ReportPDF Available

Abstract

This handbook describes how to use the UEQ+ (a modular Extension of the User Experience Questionnaire UEQ). Scales, items and basic information about best practices are provided.
A preview of the PDF is not available
... Der User Experience Questionnaire+ (UEQ+) ist eine modulare Erweiterung des UEQ und wurde 2019 von Martin Schrepp und Jörg Thomaschewski vorgestellt [19]. Der UEQ+ ist ein Framework, mithilfe dessen aus einer Liste verschiedener UX-Faktoren ein spezieller UX-Fragebogen passend zum Testobjekt erstellt werden kann. ...
... Die Wahl viel auf die UX-Faktoren Intuitive Bedienbarkeit, Inhaltsqualität, Inhaltsseriosität, Vertrauen und Stimulation. Die ersten drei UX-Faktoren entsprechen dabei der Empfehlung des UEQ+ Handbuches[19]. Den UX-Faktor Vertrauen haben wir ausgewählt, um festzustellen, ob die Teilnehmer*innen YouTube und somit dem Google-Konzern vertrauen. Der letzte UX-Faktor Stimulation wurde ausgewählt, da YouTube hauptsächlich für Unterhaltungszwecke genutzt wird.Der Fragebogen wurde wie folgt erstellt: UEQ+ Faktoren mit je 4 Items zzgl. ...
Conference Paper
Full-text available
ZUSAMMENFASSUNG Zur Messung der User Experience sind zahlreiche Fragebögen entwickelt worden. Einige von ihnen sind so konstruiert worden, dass sie einen Key Performance Indicator (KPI) berechnen. In diesem Beitrag sind wir der Forschungsfrage nachgegangen, ob die KPIs von etablierten Fragebögen miteinander vergleichbar sind. Zu Beantwortung dieser Frage haben wir eine Studie mit 199 Teilnehmern mit dem Testobjekt YouTube durchgeführt. Ziel war es, die Korrelation der KPIs zwischen dem User Experience Questionnaire+ (UEQ+), der System Usability Scale (SUS) und dem Net Promotor Score (NPS) zu berechnen. Im Ergebnis zeigte sich, dass der UEQ+ Faktor "Intuitive Bedienung" hoch mit der SUS KPI korreliert. Alle anderen Korrelationen weisen moderate bis geringe Werte auf. Abschießend kann zusammengefasst werden, dass die KPIs der einzelnen Fragebögen nicht generell und allgemein vergleichbar sind. In Detail kann aber eine Vergleichbarkeit auf Skalenebene durchgeführt werden.
... In a second step, we updated the list of UX factors Hinderks et al. (2020b) by including the UX factors from the UX questionnaire 'User Experience Questionnaire Plus (UEQ+)' Schrepp and Thomaschewski (2019b). Additionally, we included the UX factors from Klein et al. (2020) and Otten et al. (2020). ...
... 4 Overview of all UX Factors fromHinderks et al. (2020b),Schrepp and Thomaschewski (2019b),Klein et al. (2020), andOtten et al. (2020) Dependability: The product always responds to user interaction in a predictable and consistent way.UX factorHinderks Schrepp Klein Otten Ease of Use: The product is easy to operate. X Efficiency: The user can reach their goals with minimum time required and minimum physical effort. ...
Thesis
Context. Agile methods are increasingly being used by companies, to develop digital products and services faster and more effectively. Today's users not only demand products that are easy to use, but also products with a high User Experience (UX). Agile methods themselves do not directly support the development of products with a good user experience. In combination with UX activities, it is potentially possible to develop a good UX. Objective. The objective of this PhD thesis is to develop a UX Lifecycle, to manage the user experience in the context of Agile methods. With this UX Lifecycle, Agile teams can manage the UX of their product, in a targeted way. Method. We developed the UX Lifecycle step by step, according to the Design Science Research Methodology. First, we conducted a Structured Literature Review (SLR) to determine the state of the art of UX management. The result of the SLR concludes in a GAP analysis. On this basis, we derived requirements for UX management. These requirements were then implemented in the UX Lifecycle. In developing the UX Lifecycle, we developed additional methods (UX Poker, UEQ KPI, and IPA), to be used when deploying the UX Lifecycle. Each of these methods has been validated in studies, with a total of 497 respondents from three countries (Germany, England, and Spain). Finally, we validated the UX Lifecycle, as a whole, with a Delphi study, with a total of 24 international experts from four countries (Germany, Argentina, Spain, and Poland). Results. The iterative UX Lifecycle (Figure 1) consists of five steps: Initial Step 0 ‘Preparation’, Step 1 ‘UX Poker’ (before development/Estimated UX), Step 2 ‘Evaluate Prototype’ (during development/Probable UX), Step 3 ‘Evaluate Product Increment’ (after development/Implemented UX), and a subsequent Step 4 ‘UX Retrospective’. With its five steps, the UX Lifecycle provides the structure for continuously measuring and evaluating the UX, in the various phases. This makes it possible to develop the UX in a targeted manner, and to check it permanently. In addition, we have developed the UX Poker method. With this method, the User Experience can be determined by the Agile team, in the early phases of development. The evaluation study of UX Poker has indicated that UX Poker can be used to estimate the UX for user stories. In addition, UX Poker inspires a discussion about UX, that results in a common understanding of the UX of the product. To interpret the results from the evaluation of a prototype and product increment, we developed or derived the User Experience Questionnaire KPI and Importance-Performance Analysis. In a first study, we were able to successfully apply the two methods and, in combination with established UEQ methods, derive recommendations for action, regarding the improvement of the UX. This would not have been possible without their use. The results of the Delphi study, to validate the UX Lifecycle, reached consensus after two rounds. The results of the evaluation and the comments lead to the conclusion, that the UX Lifecycle has a sufficiently positive effect on UX management. Conclusion. The goal-oriented focus on UX factors and their improvement, as propagated in the UX Lifecycle, are a good way of implementing UX management in a goal-oriented manner. By comparing the results from UX Poker, the evaluation of the prototype, and product increment, the Agile team can learn more about developing a better UX, within a UX retrospective. The UX Lifecycle will have a positive effect on UX management. The use of individual components of the UX Lifecycle, such as UX Poker or Importance-Performance Analysis, already helps an Agile team to improve the user experience. But only in combination with the UX Lifecycle and the individual methods and approaches presented in this PhD thesis, is a management of the user experience in a targeted manner possible, in our view. This was the initial idea of this PhD thesis, which we are convinced we could implement.
... For this purpose, a UX strategy can be developed from different UX methods. For instance, to reach the UX goal, you can conduct a survey with a UX questionnaire, such as the User Experience Questionnaire [13] or the SUPR-Q [14], before and after the development. The UX strategy is that the results from the questionnaires after the development should be better than what they were before the development. ...
Article
Full-text available
Context Software development companies use Agile methods to develop their products or services efficiently and in a goal-oriented way. But this alone is not enough to satisfy user demands today. It is much more important nowadays that a product or service should offer a great user experience—the user wants to have some positive user experience while interacting with the product or service. Objective An essential requirement is the integration of user experience methods in Agile software development. Based on this, the development of positive user experience must be managed. We understand management in general as a combination of a goal, a strategy, and resources. When applied to UX, user experience management consists of a UX goal, a UX strategy, and UX resources. Method We have conducted a systematic literature review (SLR) to analyse suitable approaches for managing user experience in the context of Agile software development. Results We have identified 49 relevant studies in this regard. After analysing the studies in detail, we have identified different primary approaches that can be deemed suitable for UX management. Additionally, we have identified several UX methods that are used in combination with the primary approaches. Conclusions However, we could not identify any approaches that directly address UX management. There is also no general definition or common understanding of UX management. To successfully implement UX management, it is important to know what UX management actually is and how to measure or determine successful UX management.
... This comprised practising drills for the concerning subject that were pre-made by the teacher. Consequently, we evaluated it using a questionnaire constructed with the modular extension of the User Experience Questionnaire (UEQ+) (Laugwitz et al., 2008, Schrepp andThomaschewski, 2019). We could map the user expectations discovered by our thematic analysis to the actual experience found by analysing responses to the UEQ+. ...
Preprint
Full-text available
Chatbots are increasingly popular, but state-of-the-art chatbots still struggle to meet user expectations, limiting their application in many domains. The factors affecting use have been studied extensively in laboratory contexts, resulting in context-independent requirements. However, user expectations and experiences of chat interfaces are affected by the context of use. Research efforts measuring experiences with chat interfaces need to shift from studies in controlled laboratory settings to studies in real-life settings in various domains. This paper explores this field of study by reporting on a small-scale real-life case study on the gap between expectations and experiences with an educational chatbot. More case studies in the wild, such as this one, could contribute to a deeper understanding of factors affecting acceptance and real use. We propose the use of the CIMO logic across these studies to build upon previous results.
... The additional use cases prohibit an obvious mapping. After completing all five use cases within one modality in a randomized order, the participants were asked to rate the robot communicating with the given modality regarding user experience (intuitive use, joy of use, attractiveness [34]) and intent to use [35]. The blocks of each modality were randomized as well to avoid anchoring and sequence effects [33]. ...
Preprint
Full-text available
Communicating the robot state is vital to creating an efficient and trustworthy collaboration between humans and collaborative robots (cobots). Standard approaches for Robot-to-human communication face difficulties in industry settings, e.g., because of high noise levels or certain visibility requirements. Therefore, this paper presents zoomorphic gestures based on dog body language as a possible alternative for communicating the state of appearance-constrained cobots. For this purpose, we conduct a visual communication benchmark comparing zoomorphic gestures, abstract gestures, and light displays. We investigate the modalities regarding intuitive understanding, user experience, and user preference. In a first user study (n = 93), we evaluate our proposed design guidelines for all visual modalities. A second user study (n = 214) constituting the benchmark indicates that intuitive understanding and user experience are highest for both gesture-based modalities. Furthermore, zoomorphic gestures are considerably preferred over other modalities. These findings indicate that zoomorphic gestures with their playful nature are especially suitable for novel users and may decrease initial inhibitions.
... The additional use cases prohibit an obvious mapping. After completing all five use cases within one modality in a randomized order, the participants were asked to rate the robot communicating with the given modality regarding user experience (intuitive use, joy of use, attractiveness [34]) and intent to use [35]. The blocks of each modality were randomized as well to avoid anchoring and sequence effects [33]. ...
Article
Full-text available
Communicating the robot state is vital to creating an efficient and trustworthy collaboration between humans and collaborative robots (cobots). Standard approaches for Robot-to-human communication face difficulties in industry settings, e.g., because of high noise levels or certain visibility requirements. Therefore, this letter presents zoomorphic gestures based on dog body language as a possible alternative for communicating the state of appearance-constrained cobots. For this purpose, we conduct a visual communication benchmark comparing zoomorphic gestures, abstract gestures, and light displays. We investigate the modalities regarding intuitive understanding, user experience, and user preference. In a first user study $(n = 93)$ , we evaluate our proposed design guidelines for all visual modalities. A second user study $(n = 214)$ constituting the benchmark indicates that intuitive understanding and user experience are highest for both gesture-based modalities. Furthermore, zoomorphic gestures are considerably preferred over other modalities. These findings indicate that zoomorphic gestures with their playful nature are especially suitable for novel users and may decrease initial inhibitions.
Article
Full-text available
The purpose of this study is to evaluate the user experience (UX) of academic information system (SIAKAD) using the User Experience Questionnaire (UEQ). Although SIAKAD has been running for two years, user experience testing has not yet been carried out to assess whether this application is sufficient to meet user needs or not. Questionnaires were distributed to all lecturers, administrative units, and cadets and 70 people filled out the survey. The results showed positive values on the scale of attractiveness, clarity, efficiency, accuracy, and stimulation with means > 0,8. The negative values are finding on the novelty scale where the mean is < 0,8 or 0.564. The reliability test showed that five of the six aspects were good with Cronbach-alpha > 0.7, while the UEQ weakness was on the novelty scale with an Alpha score of 0.16. A benchmark study conducts, and results shows a scale of accuracy, attractiveness, and stimulation to get an “Excellent” Product rating. Clarity and efficiency scale reach a “Good” category. Poor rating with “Below Average” obtained by novelty scale. Suggestions for further improvement is to re-evaluate the novelty aspect of SIAKAD with important points that must be considered related to innovation, invention, and creative design.
Article
Recently, the cryptocurrency market has been overgrowing, many investors from the global stock market entered the cryptocurrency business. Users interact and manage their investments and transactions through the cryptocurrency wallet, which is the gateway to buying, selling, sending, receiving, and trading. Studies and statistics show sixfold growth in cryptocurrency wallet accounts over the past 4 years (2017–2020). However, the rate of inactive trading that occurs during the same period causes market sluggishness. This paper examines the reasons behind the high adoption and low usage rate of cryptocurrency wallets, highlighting the factors impacting the utilization of cryptocurrency wallets. We aim to testify the impact of user experience (UX) on the usage level and the impact of trust on wallet usage. We designed a new model to understand the actual users' behavior on using the cryptocurrency wallets. This model combined User Experience Questionnaire (UEQ) with usability to comprehend UX and add trust as a significant construct to understand the impact of user trust in cryptocurrency wallets. The examination was performed with an actual user on an online survey. The data were analyzed using Smart‐PLS. The results show good outcomes that contribute to developing and enhancing the implementation of cryptocurrency wallets. Highlighting the importance of UEQ, Usability, and Trust in a blockchain‐based application and showed vital signs affecting wallet users. These results could be applied to enhance cryptocurrency wallet utilization and improving the adoption of blockchain applications.
Experiment Findings
Full-text available
The UEQ (Laugwitz, Schrepp & Held, 2008) is a frequently used questionnaire that measures user experience (short UX) on 6 distinct scales (Attractiveness, Efficiency, Perspicuity, Dependability, Stimulation, Novelty). Of course, these 6 scales do not cover the entire spectrum of UX. For some products special UX aspects not contained in the UEQ are of high importance for the overall UX impression. For this reason, some authors already created extension scales for the UEQ. To cover a broader range of UX we describe the construction and first validation of several additional extension scales. This research report gives a detailed description of the data analysis done for scale construction and first validations of the extension scales.
Conference Paper
Full-text available
Langwierige Diskussionen, bei denen sich die beteiligten Personen über einzelne Aspekte eines Designs nicht einigen können, sind für erfahrene UX-Professional nichts Neues. Solche Konflikte sind in der Regel kraft- und zeitraubend. Diese Konflikte resultieren oft aus unterschiedlichen Einschätzungen bzgl. der Wichtigkeit bestimmter Qualitätseigenschaften eines Produkts. Allerdings ist den meisten Produktteams, und damit den Beteiligten am Design-Prozess, nicht bewusst welche Aspekte wichtig sind und welche vernachlässigt werden können. Das macht die Diskussion in solchen Konfliktsituationen umso schwieriger, da die Beteiligten aus ihrer jeweiligen Perspektive Recht haben. Wir stellen einen Prozess vor, der die Reduzierung von Abstimmungskonflikten unterstützt und die Produktentwicklung dadurch beschleunigt. Als Grundlage verwenden wir 16 klar beschriebene UX-Faktoren, welche in empirischen Studien ermittelt und bzgl. ihrer Wichtigkeit für bestimmte Produktgruppen bewertet wurden.
Thesis
Full-text available
Der Mehrwert dieser Masterarbeit lässt sich in drei Bereiche zusammenfassen. Erstens wurde ein Fragebogen mit den Dimensionen Vertrauen, Attraktivität, Steuerbarkeit und Durchschaubarkeit entwickelt. Zweitens wurde eine Methode vorgestellt, mit der die Faktorenanalyse iterativ eingesetzt wird, um ein bessere Aussage bezüglich des Faktorenmodells und der Stichprobengröße geben zu können. Und als drittes wurde durch die Modifikation des UEQ die Grundlage für eine mögliche Modularisierung gelegt.
Conference Paper
Full-text available
User Experience ist eine Aggregation vieler unterschiedlicher Faktoren bzw. Qualitätsaspekte. Je nach Produkt sind andere Faktoren wichtig, um ein positives Nutzungserlebnis zu erzeugen. Für den Praktiker ist ein klares Bild der vorhandenen Faktoren wichtig, um für den Designprozess schon frühzeitig Schwerpunkte zu setzen (welche Faktoren sind für dieses Produkt wichtig). Auch helfen die Faktoren nach Fertigstellung des Produkts, die richtigen Fragebögen zur Evaluation der erreichten User Experience auszuwählen. Die für die Wahrnehmung der User Experience wichtigsten Qualitätsaspekte wurden durch Literaturanalyse, Expertenbefragungen und -diskussionen gesammelt und kritisch betrachtet. Dazu wurde eine erste Studie durchgeführt, um zu erfahren, welche Faktoren für welche Produkttypen besonders relevant sind. Es wird weiterhin für die verbreitetsten UX-Fragebögen eine Übersicht gegeben, welche der vorgestellten Faktoren durch den Fragebogen jeweils erfasst werden.
Conference Paper
Full-text available
An end-user questionnaire to measure user experience quickly in a simple and immediate way while covering a preferably comprehensive impression of the product user experience was the goal of the reported construction process. An empirical approach for the item selection was used to ensure practical relevance of items. Usability experts collected terms and statements on user experience and usability, including ‘hard’ as well as ‘soft’ aspects. These statements were consolidated and transformed into a first questionnaire version containing 80 bipolar items. It was used to measure the user experience of software products in several empirical studies. Data were subjected to a factor analysis which resulted in the construction of a 26 item questionnaire including the six factors Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. Studies conducted for the original German questionnaire and an English version indicate a satisfactory level of reliability and construct validity.
Erweiterung des UEQ um die Dimensionen Akustik und Haptik
  • B Boos
  • H Brau
Boos, B. & Brau, H., (2017). Erweiterung des UEQ um die Dimensionen Akustik und Haptik. In: Hess, S. & Fischer, H. (Hrsg.), Mensch und Computer 2017 -Usability Professionals, Regensburg: Gesellschaft für Informatik e.V., S. 321 -327.
User Experience mit Fragebögen messen
  • M Schrepp
Schrepp, M. (2018). User Experience mit Fragebögen messen. Amazon CreateSpace, ISBN: 9781986843768.
Faktoren der User ExperienceSystematische Übersicht über produktrelevante UX-Qualitätsaspekte
  • D Winter
  • M Schrepp
  • J Thomaschewski
Winter, D.; Schrepp, M. & Thomaschewski, J. (2015). Faktoren der User ExperienceSystematische Übersicht über produktrelevante UX-Qualitätsaspekte. In: Endmann, A.; Fischer, H. & Krökel, M. (Eds.), Mensch und Computer 2015 -Usability Professionals, S. 33-41, DE GRUYTER 2015. DOI: 10.1515/9783110443882-005.