by an assistant who was responsible for displaying
the confirmation. Participants were not told that the
assistant operates the display and thus had the im-
pression of a functioning system (wizard-of-oz simu-
lation). Restaurant staff was briefed for co-operation
in advance for a more realistic simulation. Partici-
pants were asked to perform a complete consumption
process, i.e. choose and pay a meal (sweets), eat and
small talk (as in a typical lunch situation), and return
the meal tray including feedback elicitation.
In total, 14 participants took part in the evaluation,
57% male and 43% female. All were students having
lunch regularly in the university restaurant. Partici-
pants were divided into three groups with each four
to five participants as smaller groups are more real-
istic and easier to observe. Their impressions from
the test were obtained through Likert-scale question-
naires and a group discussion.
Participants fulfilled most tasks without notable
problems. There was little uncertainty with the pro-
totype’s feedback lights as some participants were not
sure about the correct meal tray positioning for touch-
ing the light. In such a case, either other participants
gave assistance or the persons interacted with the pro-
totype, e.g. by trying out other positions, until the
notebook display showed a confirmation.
Results and Lessons Learned. In summary, the re-
sults indicate that a majority of the participants would
like to have the opportunity to contribute their feed-
back daily (71 % completely agree (ca), 29 % partly
agree (pa)), would daily provide their feedback (50 %
ca, 43 % pa) and would like to know the other’s feed-
back (14 % ca, 57 % pa). These results indicate that
the design was successful in building on participant’s
intrinsic motivation. Prototype experience was rated
as fun (43 % ca, 57 % pa), simple to use (57 % ca,
43 % pa) and feedback elicitation was rated practical
(64 % ca, 36 % pa). Immediate receipt confirmation
of the submitted feedback on a screen was also agreed
with as a good idea, but it was noted that other cus-
tomers should not see one’s own rating. This points
to the importance of anonymity and implies need for
further research on this aspect of the framework de-
sign. Participants also favored the prototype system
over traditional feedback methods and would want to
have it implemented in the university restaurant.
In the discussion, participants suggested using a
lamp indicating successful feedback contribution or
an acoustic signal instead of showing the selected
feedback light itself.
Overall, the prototype evaluation indicates that
the derived ubiquitous customer feedback elicitation
framework is suitable for instantiation of a concrete
prototype. The prototype was evaluated as appropri-
ate for feedback elicitation by the participants and was
perceived as satisfying user needs (user-centredness).
5 CONCLUSIONS
We have presented an approach to elicit customer
feedback based on user-centeredness and ubiquity as
principal design guidelines. A framework for user-
centered, ubiquitous customer feedback elicitation
has been proposed as an artifact supporting vendors in
the development of such feedback systems. Through
an instantiation of a concrete prototype and its eval-
uation by a wizard-of-oz simulation in a field-test,
the internal validity and design goals of the proposed
framework were validated.
The evaluation represents a first test with limi-
tations regarding prototype implementation, partici-
pant representativeness and other influencing circum-
stances. Thus, the results allow only limited gener-
alization and depict therefore a first indicator of the
suitability of the proposed solution. Further evalua-
tions with repeated tests and more participants over a
longer period of time are recommended. In addition,
other use cases should be included for producing dif-
ferent instantiations and validating more comprehen-
sively the different parts of the proposed framework.
Future research should also address the question
of feedback confirmation in more detail, as well as the
integration of mobile devices (e.g. smartphones) and
the integration with feedback in online-communities.
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