تقييم تجربة المستخدم
مراجع

↑  Law, E., Roto, V., Hassenzahl, M., Vermeeren, A., Kort, J.: Understanding, Scoping and Defining User Experience: A Survey Approach. In Proceedings of Human Factors in Computing Systems conference, CHI'09. 4–9 April 2009, Boston, MA, USA (2009)
↑  Baenziger, T., Tran, V. and Scherer, K.R. (2005) ‘'The EmotionWheel. A Tool for the Verbal Report of Emotional Reactions, poster presented at the conference of the International Society of Research on Emotion, Bari, Italy.
↑  J. P., Adams, P., & Gay, G. (2011). PAM: a photographic affect meter for frequent, in situ measurement of affect. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 725–734). ACM. نسخة محفوظة 26 أبريل 2021 على موقع واي باك مشين.
↑  Laurans, G., Desmet, P.M.A., & Hekkert, P.P.M. (2009). The emotion slider: a self-report device for the continuous measurement of emotion. Proceedings of the 2009 International Conference on Affective Computing and Intelligent Interaction. Amsterdam, The Netherlands.
↑  Isbister, K., Höök, K.  ‏, Sharp, M., and Laaksolahti, J. 2006. The sensual evaluation instrument: developing an affective evaluation tool. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montréal, Québec, Canada, 22–27 April 2006). CHI '06. ACM, New York, NY, 1163–1172
↑  Desmet, P.M.A., Overbeeke, C.J., Tax, S.J.E.T. (2001). Designing products with added emotional value: development and application of an approach for research through design. The Design Journal, 4(1), 32–47.
↑  Bolger, N., Davis, A., & Rafaeli, E. (2003). Diary methods: Capturing life as it is lived. Annual Review of Psychology, 54, 579–616.
↑  Csikszentmihalyi M, Larson R. (1987). Validity and reliability of the Experience-Sampling Method. Journal of Nervous and Mental Disease. Sep 1987;175(9):526–536.
↑  Kahneman, D., Krueger, A., Schkade, D., Schwarz, N., and Stone, A. (2004). A Survey Method for Characterizing Daily Life Experience: The Day Reconstruction Method. Science. 306:5702, pp. 1776–780.
↑  Hassenzahl, M., Burmester, M., & Koller, F. (2003). AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In J.Ziegler & G. Szwillus (Eds.), Mensch & Computer 2003. Interaktion in Bewegung (pp. 187–196). Stuttgart, Leipzig: B.G. Teubner.
↑  Laugwitz, B., Schrepp, M. & Held, T. (2008). Construction and evaluation of a user experience questionnaire. In: Holzinger, A. (Ed.): USAB 2008, LNCS 5298, S. 63-76.
↑  Toussaint, C., Ulrich, S., Toussaint, M. (2012). HUX - Measuring Holistic User Experience. In German UPA e.V., Usability Professionals 2012 - Tagungsband (pp. 90-94).
1 2  Areti Goulati and Dalila Szostak. 2011. User experience in speech recognition of navigation devices: an assessment. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI '11). ACM, New York, NY, USA, 517-520. DOI=10.1145/2037373.2037451
↑  Jennifer Healey and Dalila Szostak. 2013. Relating to speech evoked car personalities. In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13). ACM, New York, NY, USA, 1653-1658. DOI=10.1145/2468356.2468652
↑  Zoë Terken, Roy Haex, Luuk Beursgens, Elvira Arslanova, Maria Vrachni, Jacques Terken, and Dalila Szostak. 2013. Unwinding after work: an in-car mood induction system for semi-autonomous driving. In Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutomotiveUI '13). ACM, New York, NY, USA, 246-249. DOI=10.1145/2516540.2516571
↑  Liang Hiah, Tatiana Sidorenkova, Lilia Perez Romero, Yu-Fang Teh, Ferdy van Varik, Jacques Terken, and Dalila Szostak. 2013. Engaging children in cars through a robot companion. In Proceedings of the 12th International Conference on Interaction Design and Children (IDC '13). ACM, New York, NY, USA, 384-387. DOI=10.1145/2485760.2485815
↑  Lallemand, C. (2012) Dear Diary: Using Diaries to Study User Experience
↑  Kate S. Hone and Robert Graham. (2000). Towards a tool for the Subjective Assessment of Speech System Interfaces (SASSI). Nat. Lang. Eng. 6, 3-4 (September 2000), 287-303. DOI=10.1017/S1351324900002497.
↑  Halo 3: How Microsoft Labs Invented a New Science of Play. Wired.com. Retrieved on 21 October 2011. نسخة محفوظة 2014-01-30 على موقع واي باك مشين.
↑  Bolt, Nate. (22 January 2009) Researching Video Games the UX Way – Boxes and Arrows: The design behind the design. Boxes and Arrows. Retrieved on 21 October 2011. نسخة محفوظة 2012-11-17 على موقع واي باك مشين.
↑  THQ Chooses The Guildhall at SMU to House New Usability Lab | games industry | MCV. Mcvuk.com. Retrieved on 21 October 2011. نسخة محفوظة 9 يناير 2015 على موقع واي باك مشين.
↑  Hong, T. (2008) Shoot to Thrill: Bio-Sensory Reactions to 3D Shooting Games, Game Developer Magazine, October
↑  GamesIndustry.biz. Player Research. Retrieved on 16 March 2013 نسخة محفوظة 24 فبراير 2019 على موقع واي باك مشين.
↑  Game usability testing. PlayableGames. Retrieved on 21 October 2011. نسخة محفوظة 2020-09-29 على موقع واي باك مشين.
↑  Valve. Valvesoftware.com. Retrieved on 21 October 2011. نسخة محفوظة 2018-05-13 على موقع واي باك مشين.
↑  EA Games – Electronic Arts نسخة محفوظة 22 May 2012 على موقع واي باك مشين.. Ea.com. Retrieved on 21 October 2011.
↑  VMC Consulting – Tailored Solutions for Your Business. Vmc.com. Retrieved on 21 October 2011. نسخة محفوظة 2012-01-15 على موقع واي باك مشين.
↑  Bolt | Peters | Research, design, and products. Boltpeters.com. Retrieved on 21 October 2011. نسخة محفوظة 23 فبراير 2021 على موقع واي باك مشين.
↑  Nacke, L., Ambinder, M., Canossa, A., Mandryk, R., Stach, T. (2009). "Game Metrics and Biometrics: The Future of Player Experience Research" Panel at Future Play 2009
↑  8–9 April 2010, Seminar Presentation at Games Research Methods Seminar, "Using physiological measures in conjunction with other UX approaches for better understanding of the player's gameplay experiences", University of Tampere, Finland
↑  Ambinder, M. (2011) Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience. Game Developers Conference 2011
↑  Zammitto, V. (2011) The Science of Play Testing: EA's Methods for User Research. Game Developers Conference 2011
بوابة علم الحاسوب