Methods for questionnaire studies

Questionnaries or scales can be used in various different types of UX studies. In our collection, we have questionnaires and scales that include experiential aspects.

Aesthetics scale

Developed by Lavie and Tractinsky; aesthetic quality in particular of websites. They conducted four studies in order to develop a measurement instrument of perceived web site aesthetics. Using exploratory and confirmatory factor analyses they found that users' perceptions consist of two main dimensions, which were termed "classical aesthetics" and "expressive aesthetics".

Affect Grid

Affect Grid is a scale designed as a quick means of assessing affect along the dimensions of pleasure-displeasure and arousal-sleepiness.

Attrak-Work questionnaire

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

AttrakDiff

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.

Differential Emotions Scale (DES)

The Differential Emotions Scale (DES) is a standardized instrument that reliably divides the individual's description of emotion experience into validated, discrete categories of emotion. The DES was formulated to gouge the emotional state of individuals at that specific point in time when they are responding to the instrument.

e) Theoretical background: theories/models underlying the tool/method
Izard, 1972, 1977

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.

Geneva Appraisal Questionnaire

The Geneva Appraisal Questionnaire (GAQ) can be used to assess, as much as is possible through recall and verbal report, the results of an individual's appraisal process in the case of a specific emotional episode (as based on Scherer's Component Process Model of Emotion). The files available for download contain the current English, French, and German versions (and information on utilization).
This is a tool that can be used to describe emotional experiences (i.e. not a description as such). Tool is available in English, French and German

Geneva Emotion Wheel

Based on Scherer's Component Process Model, the Geneva Emotion Research Group has developed this new instrument to obtain self-report of felt emotions elicited by events or objects.

Hedonic Utility scale (HED/UT)

The HED/UT is developed to both address hedonic aspects of product/website interaction and the utitility and usability aspects. HED/UT is an attitude measure from the consumer behaviour literature, and consists of 12 items measuring hedonic value, and 12 items measuring utilitarian value of a service or concept.

Intrinsic motivation inventory (IMI)

The Intrinsic Motivation Inventory (IMI) is a multidimensional measurement device intended to assess participants' subjective experience related to a target activity in laboratory experiments. It has been used in several experiments related to intrinsic motivation and self-regulation (see weblink for references).

Mental effort

Zijlstra's mental effort scale is an easy and quick to use scale that helps to determine how much (perceived) mental effort was required to complete a task; depending on the setting, product and task, and in combination with other measures, this will help in getting a clearer picture of the overall quality of a product or service - too much mental effort will be stressful, and scary, too little mental effort will be boring....

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.

Positive and Negative Affect Scale (PANAS)

The Positive Affect Negative Affect Schedule (PANAS) is a psychometric scale developed to measure the largely independent constructs of positive and negative affect both as states and traits. Positive and negative affect have been shown to relate to other personality states and traits, such as anxiety. PANAS was originally developed for more clinical settings, but is also used now in evaluation studies in which moods of users might be affected (e.g. studies around effects of lighting, of entertainment content, etc).

Presence questionnaire

Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) The authors of the scale state that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Focus of the PQ is to measure presence in virtual environments and games. In addition the immersive tendencies questionnaire (ITQ) was developed to measure differences in the tendencies of individuals to experience presence.

Product Semantic Analysis (PSA)

A semantic scale that is built for each evaluation case separately via user interviews and by using product semantics as the theoretical basis.

QSA GQM questionnaires

Based on the fact the motivation is acknowledged to be one of the several aspects of UX, the QSA-GQM technique measures the intrinsic motivation of people about knowledge acquisition.

SUMI

Satisfaction is a part of classic definition of usability since a long time. SUMI (Software Usability Measurement Inventory) has been developed to provide an authoritative, standardised measurement of user satisfaction with software. It can be used for the evaluation and comparison of products (or versions of a product) and to set and track verifiable targets regarding satisfaction. SUMI is a classical Likert-type measure of attitude toward a software package. The questionnaire comprises five subscales: efficiency, affect, helpfulness, control and learnability. SUMI analysis also provides a “global” satisfaction score.

Self Assessment Manikin (SAM)

SAM is an emotion assessment tool that uses graphic scales, depicting cartoon characters expressing three emotion elements: pleasure, arousal and dominance. SAM has been used often in evaluations of advertisements, and increasingly also in evaluations of products. SAM is based on the PAD emotion model of Mehrabian.

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.

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.