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…"
The participants can freely express themselves so the data is more reliable than traditional questionnaires (which may not provide the right options).
A fun method both for participants and researchers.
The tests are easily administered
Can be used to assess motivations
Data analysis is quite laborious.
An example from
References describing the method
Kujala, S. & Nurkka, P.: PRODUCT SYMBOLISM IN DESIGNING FOR USER EXPERIENCE. Proc. Designing Pleasurable Products and Interfaces 2009. Compiegne, France.
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