However, the situation is different with the hedonic
quality. Netflix also showed reasonable ratings
concerning hedonic quality, which is of course
important for a product mainly used for fun and
leisure activities. The other three products scored
clearly worse concerning hedonic quality. These
products are of course more task-related, i.e. their
design goals are of course more related to the
pragmatic quality or usability.
The studies also showed that the used
measurement instrument is important to draw the
right conclusions from results. If hedonic quality is an
important success factor for a product it is important
to measure this with a dedicated scale. If you use a
purely usability centric method like SUS or UMUX-
LITE, differences in hedonic quality are invisible in
your results.
Finally, some limitations of our studies must be
mentioned. First, the available number of respondents
was relatively low in our studies. This is especially
problematic, since these respondents did not
distribute equally over all categories of the
investigated influencing factors, so some results are
based on only a small number of responses. Of
course, the results should be confirmed with a wider
range of products as well.
REFERENCES
Brooke, J. (1996). SUS-A quick and dirty usability scale. In
Jordan, P., Thomas, B. (Ed.). Usability Evaluation in
Industry, 189(194). London: Taylor & Francis. pp. 4-7.
Davis, F. (1986). A technology acceptance model for
empirically testing new end-user information systems -
Theory and results. PhD Thesis, Massachusetts Inst. of
Technology.
Finstad, K. (2010). The Usability Metric for User
Experience. In Interacting with Computers 22(5). pp.
323-327. DOI 10.1016/j.intcom.2010.04.004
Hassenzahl, M. (2001). The Effect of Perceived Hedonic
Quality on Product Appealingness. In International
Journal of Human-Computer Interaction 13(4). pp.
481-499. DOI 10.1207/S15327590IJHC1304_07
Hassenzahl, M. (2008): Towards an experiential
perspective on product quality. In Proceedings of the
20th International Conference of the Association
Francophone d'Interaction Homme-Machine on - IHM
'08, Metz, France: Association for Computing
Machinery. pp. 11-15. DOI 10.1145/1512714.1512717
Hassenzahl, M., Diefenbach, S., Göritz, A. (2010): Needs,
affect, and interactive products - Facets of user
experience. Interacting with Computers 22(5). pp. 353-
362. DOI 10.1016/j.intcom.2010.04.002
Karapanos, E., Hassenzahl, M., Martens, J.-B. (2008). User
experience over time. In CHI EA ’08 26
th
Annual ACM
Conference on Human Factors in Computing Systems.
Florency, Italy: Association for Computing Machinery,
Inc. pp. 3561-3566. DOI 10.1145/1358628.1358891
Kollmorgen, J., Meiners, A.-L., Schrepp, M. &
Thomaschewski, J. (2021). Ermittlung relevanter UX-
Faktoren je Produktkategorie für den UEQ+. In
Wienrich, C., Wintersberger, P. and Weyers, B. (Ed.).
Mensch und Computer 2021 - Workshopband. Bonn:
Gesellschaft für Informatik e.V. DOI
10.18420/muc2021-mci-ws01-362
Kollmorgen, J., Schrepp, M., Thomaschewski, J. (2022).
Protocol for A Comparison of three short User
Experience Questionnaires. DOI
10.13140/RG.2.2.32773.01760
Laugwitz, B., Schrepp, M., Held, T. (2008). Construction
and evaluation of a user experience questionnaire. In
Holzinger, A. (Ed.). USAB 2008, LNCS 5298. pp. 63-
76. DOI 10.1007/978-3-540-89350-9_6
Lewis, J. R. (2018). The System Usability Scale: Past,
Present, and Future. In International Journal of
Human–Computer Interaction 34(7). pp. 577-590. DOI
https://doi.org/10.1080/10447318.2018.1455307
Meiners, A.-L., Kollmorgen, J., Schrepp, M.,
Thomaschewski, J. (2021). Which UX Aspects Are
Important for a Software Product? In Schneegass, S.,
Pfleging, B. and Kern, D. (Ed.). Mensch und Computer
2021. MuC '21: Mensch und Computer 2021. Ingolstadt
Germany, 05 09 2021 08 09 2021. New York, NY, USA:
ACM. pp. 136–139. DOI 10.1145/3473856.3473997
Schrepp, M., Hinderks, A., & Thomaschewski, J. (2017).
Design and evaluation of a short version of the user
experience questionnaire (UEQ-S). In International
Journal of Interactive Multimedia and Artificial
Intelligence 4 (6). pp. 103-108. DOI
10.9781/ijimai.2017.09.001
Schrepp, M., Thomaschewski, J. (2019). Design and
Validation of a Framework for the Creation of User
Experience Questionnaires. In International Journal of
Interactive Multimedia and Artificial Intelligence, Vol.
5, No. 7. pp. 88-95. DOI 10.9781/ijimai.2019.06.006
Schrepp, M. (2021). User Experience Questionnaires: How
to use questionnaires to measure the user experience of
your products? KDP, ISBN-13: 979-8736459766.
von Wilamowitz-Moellendorff, M., Hassenzahl, M., Platz,
A. (2007). Veränderung in der Wahrnehmung und
Bewertung interaktiver Produkte. In Gross, T. (Ed.).
Mensch & Computer 2007: Interaktion im Plural.
München: Oldenbourg Verlag. pp. 49-58. Retrieved
from https://dl.gi.de/handle/20.500.12116/7273;jsessi
onid=C644DF5B586213C455E74EC0A4D4B835
Winter, D., Hinderks, A., Schrepp, M., Thomaschewski, J.
(2017). Welche UX-Faktoren sind für mein Produkt
wichtig? In Hess, S. and Fischer, H. (Ed.). Mensch und
Computer 2017 – Usability Professionals, Regensburg:
Gesellschaft für Informatik e.V. pp. 191-200. DOI
10.18420/muc2017-up-0002