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To enable an interactive product to provide adequate user experience (UX), it is important to ensure the quantitative measurability of this parameter. The User Experience Questionnaire (UEQ) is a well-known and popular method for such a UX measurement. One of the key features of this questionnaire is a benchmark that helps to interpret measurement results by a comparison with a large dataset of results obtained for other products. For situations where filling out the entire UEQ is too time-consuming, there is a short version (UEQ-S). However, there is currently no sufficient data available to construct an independent and interpretable benchmark for this short version. This paper examines the efficiency of using a modified version of the existing benchmark of the full UEQ for this purpose. The paper also presents some additional evaluation results concerning the UEQ-S.
As digital technologies advance, user experience (UX) has become crucial for software and services success. The User Experience Questionnaire Plus (UEQ+) is a flexible tool used to evaluate UX through questionnaires tailored to specific problems, yet a critical factor often overlooked is Trust. Trust, understood as a user’s belief in a software’s ability to function consistently, securely, and with respect for user data privacy, is especially pivotal in areas like financial services, health informatics, and e-commerce platforms. This paper focuses on the construction and validation of Trust as a new factor in the UEQ+. During the construction phase, an initial collection of potential items was assembled for the trust factor. A subsequent study involving 405 participants facilitated the reduction of these items to four, a task accomplished via factor analysis. The proceeding stages involved two additional validation phases, enlisting a total of 897 participants, wherein the selected items were subject to validation. The culmination of this process resulted in a newly validated factor, Trust, which is constituted by the following items: insecure-secure, untrustworthy-trustworthy, unreliable-reliable, and non-transparent-transparent.
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—contradicted 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.
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.
The user experience questionnaire (UEQ) is a widely used questionnaire to measure the subjective impression of users towards the user experience of products. The UEQ is a semantic differential with 26 items. Filling out the UEQ takes approximately 3-5 minutes, i.e. the UEQ is already reasonably efficient concerning the time required to answer all items. However, there exist several valid application scenarios, where filling out the entire UEQ appears impractical. This paper deals with the creation of an 8 item short version of the UEQ, which is optimized for these specific application scenarios. First validations of this short version are also described.
User experience (UX) is a holistic concept. We conceptualize UX as a set of semantically distinct quality aspects. These quality aspects relate subjectively perceived properties of the user interaction with a product to the psychological needs of users. Not all possible UX quality aspects are equally important for all products. The main use case of a product can determine the relative importance of UX aspects for the overall impression of the UX. In this paper, the authors present several studies that investigate this dependency between the product category and the importance of several well-known UX aspects. A method to measure the importance of such UX aspects is presented. In addition, the authors show that the observed importance ratings are stable, i.e., reproducible, and hardly influenced by demographic factors or cultural background. Thus, the ratings reported in our studies can be reused by UX professionals to find out which aspects of UX they should concentrate on in product design and evaluation.
User experience (UX) is an important quality in differentiating products. For a product team, it is a challenge to develop a good positive user experience. A common UX vision for the product team supports the team in making goal-oriented decisions regarding the user experience. This paper presents an approach to developing a shared UX vision. This UX vision is developed by the product team while a collaborative session. To validate our approach, we conducted a first validation study. In this study, we conducted a collaborative session with two groups and a total of 37 participants. The group of participants comprised product managers, UX designers and comparable professional profiles. At the end of the collaborative session, participants had to fill out a questionnaire. Through questions and observations, we identified ten good practices and four bad practices in the application of our approach to developing a UX vision. The top 3 good practices mentioned by the participants include the definition of decision-making procedures (G1), determining the UX vision with the team (G2), and using general factors of the UX as a basis (G3). The top 3 bad practices are: providing too little time for the development of the UX vision (B1), not providing clear cluster designations (B2) and working without user data (B3). The results show that the present approach for developing a UX vision helps to promote a shared understanding of the intended UX in a quickly and simply way.
Today’s users expect to be able to interact with the products they own without much effort and also want to be excited about them. The development of a positive user experience must therefore 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. We conducted a tertiary study and examined the current state of existing literature regarding possible requirements. We want to figure out, what requirements can be derived from the literature reviews with the focus on UX and agile development. In total, we were able to identify and analyse 16 studies. After analysing the studies in detail, we identified different requirements for UX management. In summary, we identified 13 requirements. The most frequently mentioned requirements were prototypes and UX/usability evaluation. Communication between UX professionals and developers was identified as a major improvement in the software development process. In summary, we were able to identify requirements for UX management of People/Social, Technology/Artifacts, and Process/Practice. However, we could not identify requirements for UX management that enabled the development and achievement of a UX goal.
Agile methods are used more and more frequently to develop products by reducing development time. Requirements are typically written in user stories or epics. In this paper, a new method called UX Poker is presented. This is a method to estimate the impact of a user story on user experience before development. Thus, there is the opportunity that the product backlog can also be sorted according to the expected UX. To evaluate UX Poker, a case study was conducted with four agile teams. Besides, a workshop followed by a questionnaire was conducted with all four agile teams. The goal of being able to estimate the UX even before development was achieved. Using UX Poker to create another way to sort the product backlog can be considered achieved in this first evaluation. The results show that UX Poker can be implemented in a real- life application. Additionally, during the use of UX Poker, it was found that a shared understanding of UX began. The participants clarified in the team discussion about UX Poker what related to influence the user stories had on UX and what UX meant for their product.
Questionnaires are a cheap and highly efficient tool for achieving a quantitative measure of a product’s user experience (UX). However, it is not always easy to decide, if a questionnaire result can really show whether a product satisfies this quality aspect. So a benchmark is useful. It allows comparing the results of one product to a large set of other products. In this paper we describe a benchmark for the User Experience Questionnaire (UEQ), a widely used evaluation tool for interactive products. We also describe how the benchmark can be applied to the quality assurance process for concrete projects.