An individual method can collect data about a set of specific constructs of user experience. For instance,
usability testing is used to collect data about usability construct. Methods also differ if they are to measure a momentary or episodic experience (i.e., assessing how a person feels about a specific interaction episode or after executing a task) or an experience over time, also known as an longitudinal experience. UXA methods can be classified in three categories: implicit, explicit and creative methods.
Implicit methods Implicit methods of UX research focus not just only on what the users say, but also on what the user cannot express verbally. Many available tools can assist in the implicit evaluation, in particular to gather implicit or objective data. When available, UX researchers utilize state of the art equipment to uncover all aspects of the experience. Examples of implicit evaluation methods and tools: •
Eye tracking • Attention tracking • User tracking • Task and reaction measurement,
galvanic skin response or
skin conductance •
Electroencephalography (EEG) • Observation studies:
participant observation where observers monitor the participant's reactions such as facial and other gestures, the tone of voice or other body language cues
Explicit methods Explicit methods of UX research explore what the user is consciously aware of getting them to reflect on their own feelings or thoughts, and gather their views and opinions. An important aspect of explicit methods includes
usability testing and emotion evaluation.
Emotion assessment When investigating momentary user experiences, we can evaluate the level of positive affect, negative affect, joy, surprise, frustration, etc. The measures for emotions are bound to the methods used for emotion assessment, but typical emotion measures are e.g.
valence and
arousal. Objective emotion data can be collected by
psychophysiological measurements or by observing
expressed emotions. Subjective emotional data can be collected by using
self-report methods, which can be verbal or non-verbal. Examples of emotion assessment methods: •
Psychophysiological emotion measurements aim to identify emotions from physiological changes in muscles (e.g. face), pupils, skin, heart, brains, etc. • Expression •
Think aloud protocol can be used for reporting emotions (real-time verbal self-report) •
Positive and Negative Affect Schedule (PANAS) (retrospective verbal self-report) • Geneva emotion wheel (retrospective verbal self-report) • Photographic Affect Meter (PAM) • Emotion slider (continuous non-verbal self-report) • Sensual evaluation instrument (SEI) (snapshot non-verbal self-report) • PrEmo, a new version of EmoCards for assessing emotion (snapshot non-verbal self-report)
Creative methods Equally important to implicit and explicit methods are the creative methods that the user researcher can utilize in order to bring together the
design team's view, as well as the target market's dreams, aspirations and ideas of optimal design. These activities are more open and allow people to either co-create with the engineers/designers, or to use their imagination to express their ideal system. Examples of creative assessment methods •
Co-design activities • Creativity workshops • Paper
prototyping,
wireframing,
mind mapping •
Card sorting •
Personas
Longitudinal In contrast to identifying a momentary emotion, longitudinal UXA investigates how a person feels about a system as a whole, after using it for a while. Examples of longitudinal UXA methods (excluding traditional usability methods): •
Diary methods for self-reporting experiences during field studies •
Experience sampling method (ESM) for self-reporting during field studies • Day reconstruction method (DRM) – story-telling to reveal the meaningful experiences during field studies • AttrakDiff questionnaire for overall UX evaluation • User experience questionnaire (UEQ) (available in several language versions) •
Ladder interviews – e.g. to find out attitudes or values behind behaviour or experience • Holistic user experience (HUX) identifying the relevant product factors for holistic user experience ==Areas of UXA research==