Methods to study long-term UX

The methods in this category study user experience over a longer period use than one test session only. Examples of these methods include long-term field studies, retrospective evaluation sessions, and questionnaires.

Attrak-Work questionnaire

Questionnaire for evaluating UX of mobile news journalism systes. Based on AttrakDiff but elaborated for the context.


Assess the user's feelings about the system with a questionnaire. In AttrakDiff questionnaire, both hedonic and pragmatic dimensions of UX are studied with semantic differentials.

Audio narrative

Let the users verbally tell about their experiences in a free story format.

Contextual Laddering

One-to-one interviewing technique (qualitative data gathering) + quantitative data analysis technique. Preferably to be done in context.

Day Reconstruction Method

DRM is a self-report method during a field study. Instead of reporting all use cases with the system each day to a diary, the participant picks e.g. 3 most impactful experiences each day to be reported.

Emotion Cards

Provide a way for users to quickly document emotions at a specific moment

Experience Sampling Method (ESM)

Experience sampling is a method for collecting experiences "in situ" and immediately, thus there is no disturbance because of memory effects.

Experience clip

When collecting data about user experience evoked by mobile acpplications, one user uses the mobile application to be evaluated, and another uses a mobile phone to shoot clips about usage and expressions of experiences. The two users know each others, and interact in natural situations and environment without presence of researcher. The method takes use of the social interaction between the user and someone the user knows well.

Exploration test

Etnographic test for evaluating user's perception of a design

Game experience questionnaire (GEQ)

The questionnaire consists of different modules: 1) Core module - concers actual experiences during game play; 2) social presence module - concerns gaming with others; 3) post game module - conserns experiences once a player has stopped gaming.

I.D. Tool

(From the ENGAGE Web site description:) I.D. Tool identifies the physical design attributes that a product has in order to evoke the desired experience by the target customers. This is uncovered by mapping the user's mental reactions that creates the immediate affective impressions of the product as well as the long term opinions towards it.


The investigator herself uses the system in real contexts and evaluates it. So, the investigator is the only “participant” in the field study.

Kansei Engineering Software

The software follows the Kansei Engineering procedure suggested by Schütte (2006). {Additional info: Kansei Engineering is a method for translating feelings and impressions into product parameters. The method was invented in the 1970ies by Prof. Nagamachi at Kure University (now Hiroshima International University). Prof. Nagamachi recognized that companies often want to quantify the customer's impression of their products. Kansei Engineering can "measure" the feelings and shows the correlation to certain product properties. In consequence products can be designed in a way, which responds the intended feeling. Source:

It uses techniques such as Semantic differential technique (Osgood, 1957) and the Quantification Theory Type I (Komazawa and Hajashi, 1976)

Living Lab Method

Living labs presents a research methodology for sensing, prototyping, evaluating and refining complex solutions in multiple and evolving real life contexts. Living Lab is aiming to create and evaluate in collaborative multi-contextual empirical real-world environment.

Long term diary study

Study UX over time.

Mental mapping

Participants see or try out a design and then select a famous person or film that best describes the design. E.g. Sylvester Stallone or Fatal Attraction. Alternatively, participants may be asked to imagine the product as a person and make up some stories of its life.

Perceived Comfort Assessment

A scale for assessing comfortability of car seats. The method description includes the steps to develop the scale, which are applicable for various other domains as well.

Private camera conversation

To avoid interviewer bias, the participant goes to a booth and talks to the camera about the topics given to her/him. Videorecording may bring out more hedonic aspects than with an interviewer, because participants want to act rationally with the interviewer.

Product Attachment Scale

Consumer-product attachment is defined as the strength of the emotional bond a person experiences to a product during ownership. People can experience strong or weak emotional bonds to their products. Therefore, the degree of attachment can vary. To investigate in what way designers can best stimulate the emotional bonding to a product, the degree of product attachment needs to be quantified. The Product Attachment scale provides a quantitative measure of the strength of the emotional bond a person experiences to a product during ownership.

Repertory Grid Technique (RGT)

RGT is a technique for eliciting and evaluating people's subjective experiences of interacting with technology, through the individual way they construe the meanings of members of the set of artifacts under investigations. It thus attempts to capture how users experience things, what the experience means for them, and covers both emotionally- based constructs (warm-cold) and more “rational” ones (professional-popular). Kelly suggested the Repertory Grid Technique (RGT) as a methodological extension of his Personal Construct Theory (Kelly, 1955). Kelly argued that we make sense of our world through our own ‘construing' of it. That is, we tend to model what we find in the world according to a number of personal constructs, which are bipolar in nature. According to Kelly, a ‘construct' is a single dimension of meaning for a person allowing two phenomena to be seen as similar and thereby as different from a third (Bannister & Fransella, 1985).

Semi-structured experience interview

Face to face or online interview. Ask people what they think, feel, experience

Sentence Completion

After using a system, a participant is handed a set of beginnings of sentences that she then completes. The beginnings of the sentences trigger the user think the experiential aspects of product use, e.g."When I use this product, I feel myself…", or "The appearance of this product is…"

ServUX questionnaire

A modular questionnaire for evaluating Service User eXperience (ServUX). The questionnaire is constructed of modules, each addressing distinct aspects of ServUX: cross-platform and crossmedial interaction, user-driven service composition, social communication and construction, dynamic content and functionality, contextual computing, and other ServUX-related issues such as trust and privacy.


Remote, automated, online sampling of user experiences, based on automatic logging of user actions or on timing over the network.

Timed ESM

Experience sampling during field studies, so that the participant reports their experience at a certain point of time.

UX Curve

UX Curve method aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time.

UX laddering

UX Laddering is an adapted interview method and adapted data analysis process for investigating the user experience, adapted from Laddering in consumer research and based upon Means-end Theory. The goal of laddering -as with all means-end approaches- is to identify and understand the linkages between key perceptual elements across the range of attributes, consequences and values. Therefore, UX Laddering helps researchers and designers understand how concrete product attributes benefit personal values for end users.

WAMMI (Website Analysis and Measurement Inventory)

To help you accomplish your Web goals, WAMMI (1) Measures user experience of your website based on visitors reactions using a 20 item-questionnaire; (2) Benchmarks your website relative to other websites in our international standardized database; (3) Generates objective data for your management in an easy-to-read hypertext report; (4) Analyses qualitative comments and reactions to your website from visitors; (5) Interprets quantitative and qualitative data to determine what to improve and how much to invest.


iScale is a survey tool for the retrospective elicitation of longitudinal user experience data.