Introduction to Volume 16, Issue 1
Our November 2020 invited essay is “No Interface? No Problem. Applying Human-Centered Design and HCDAgile to Data Projects,” by Carol Righi. The essay describes the insights of a group of human-centered designers, agilists, data scientists, and other technology enablement practitioners who tackled the question of how to apply the principles and practices of human-centered design […] [Read More]
Invited Essay: No Interface? No Problem. Applying Human-Centered Design and HCDAgile to Data Projects
In October 2019, a group of human-centered designers, agilists, data scientists, and other technology enablement practitioners joined to share their thoughts about a topic of common interest: How should the principles and practices of human-centered design, Agile development, and the overarching process of HCDAgile be applied to products that have no obvious user interface? The […] [Read More]
Validity of Three Discount Methods for Measuring Perceived Usability
Abstract Within the domain of subjective usability assessment, several potential discount methods exist. However, there is little or no prior research investigating how these methods compare in their impact on subjective usability ratings. This study compared four methods of collecting subjective usability data with the System Usability Scale (SUS). Users were asked to use and […] [Read More]
TrustDiff: Development and Validation of a Semantic Differential for User Trust on the Web
Abstract Trust is an essential factor in many social interactions involving uncertainty. In the context of online services and websites, the problems of anonymity and lack of control make trust a vital element for successful e-commerce. Despite trust having received sustained attention, there is a need for validated questionnaires that can be readily applied in […] [Read More]
Validation of the GUESS-18: A Short Version of the Game User Experience Satisfaction Scale (GUESS)
Abstract The Game User Experience Satisfaction Scale (GUESS) is a 55-item tool assessing nine constructs describing video game satisfaction. While the development of the GUESS followed best practices and resulted in a versatile, comprehensive tool for assessing video game user experience, responding to 55 items can be cumbersome in situations where repeated assessments are necessary. […] [Read More]