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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.
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.