Psychometric Properties of the User Experience Qestionnaire (UEQ) Andrea Schankin andrea.schankin@fom.de FOM University of Applied Sciences Karlsruhe, Germany Matthias Budde 2 matthias.budde@disy.net Disy Informationssysteme GmbH Karlsruhe, Germany Till Riedel riedel@teco.edu Karlsruhe Institute of Technology Karlsruhe, Germany Michael Beigl michael.beigl@kit.edu Karlsruhe Institute of Technology Karlsruhe, Germany ABSTRACT User experience (UX) summarizes user perceptions and responses resulting from the interaction with a product, system, or service. The User Experience Questionnaire (UEQ) is one standardized in- strument for measuring UX. With six scales, it identifes areas in which product improvements will have the highest impact. In this paper, we evaluate the reliability and validity of this questionnaire. The data of N = 1, 121 participants who interacted with one of 23 products indicated an acceptable to good reliability of all scales. The results show, however, that the scales were not independent of each other. Combining perspicuity, efciency, and dependability to pragmatic aspects as well as novelty and stimulation to hedo- nic aspects of UX improved the model ft signifcantly. The sys- tematic variations of product properties and correlations with the System Usability Scale (SUS) in a second experiment with N=499 participants supported the validity of these two factors. Practical implications of the results are discussed. CCS CONCEPTS · Human-centered computing HCI design and evaluation methods; HCI theory, concepts and models. KEYWORDS user experience, psychometric properties, UEQ ACM Reference Format: Andrea Schankin, Matthias Budde, Till Riedel, and Michael Beigl. 2022. Psychometric Properties of the User Experience Questionnaire (UEQ). In CHI Conference on Human Factors in Computing Systems (CHI ’22), April 29-May 5, 2022, New Orleans, LA, USA. ACM, New York, NY, USA, 11 pages. https://doi.org/10.1145/3491102.3502098 Also with Karlsruhe Institute of Technology. 2 Also with Karlsruhe Institute of Technology. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for proft or commercial advantage and that copies bear this notice and the full citation on the frst page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specifc permission and/or a fee. Request permissions from permissions@acm.org. CHI ’22, April 30śMay 06, 2022, New Orleans, LA © 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-9157-3/22/04. . . $15.00 https://doi.org/10.1145/3491102.3502098 1 INTRODUCTION Research on user experience (UX) began more than 20 years ago, around the turn of the millennium, with the argument that usability research was too focused on task efciency and work. The goal was to design pleasurable products [22], to increase hedonic quality [20], or to engineer joy [18]. UX has been supposed to complement the task-oriented view of the usability of interactive products by hedonic qualities, such as aesthetics [33], self-actualization [16], and positive emotions [21] that people experience when interacting with a product. It goes beyond goal achievements. Interacting with products also fulflls the human needs for stimulation and personal growth [17], evokes memories [26], and communicates messages about self-identity in social settings [2]. After a period of defning and conceptualization (see [21] for a review), UX is now defned as "a person’s perceptions and responses that result from the use or anticipated use of a product, system or service." (ISO 9241-210 [13]). UX describes the subjective (cognitive and afective), evaluative judgment of a product by the user, i.e., it results from the interaction between characteristics and needs of the user with the properties of the product. Accordingly, even when using and interacting with the same product, users’ experience might strongly vary, depending on the heterogeneity of their current needs and previous experiences. There are two main approaches to measure UX. Either subjective statements of the users are gathered, e.g., by (standardized) ques- tionnaires or interviews, or UX is inferred from objective measures, e.g., gaze direction, response times or physiological parameters [1]. Both approaches allow a complementary view on diferent aspects of UX. In the current paper, we focus on standardized questionnaires. They can be applied, analyzed, and interpreted fast and easily. Thus, it is very attractive to use them in user studies. Several standardized questionnaires aim at measuring UX, e.g., the Questionnaire for User Interaction Satisfaction (QUIS) [14], the Standardized User Experience Percentile Rank Questionnaire (SUPR-Q) [28], the At- trakDif2 [19], and the User Experience Questionnaire (UEQ)[23]. When standardized questionnaires are considered to be applied in a user study, they need to fulfll at least three main quality criteria (i.e., psychometric properties of the test) ś objectivity, reliability, and validity. Objectivity is given when measurements are independent of efects of the experimenter or situational conditions during application, analysis, and interpretation.