Find it time-consuming to find or create standardized questionnaires in Human-Computer Interaction (HCI) for your research? This project collects popular HCI surveys and provides them in copyable Google Forms or external links. Grab the ones you need and speed up your research ⚡ ⚡ ⚡.
*Make sure you've read the questionnaire explanation below before copying the form. Using a wrong template could lead to a waste of effort and false conclusions!
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AttrakDiff: measuring the attractiveness [Hassenzahl et al. 2003]. Attrakdiff3 is used here.
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GEQ - Game Experience Questionnaire: [Poels et al. 2007]. Note there are different versions of GEQ exist and the factor structure of the GEQ might not be stable [Law et al. 2018]--please be cautious when applying it. We used the original version with 42 items here.
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FSS - Flow Short State: measuring the flow-inducing aspects of the gameplay. The longer form (Flow State Scale) can be found in this work [Jackson and Marsh, 1996]
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IPQ - Igroup Presence Questionnaire: measuring the sense of presence experienced in a virtual environment [Schubert et al. 2001]. The questionnaire follows this webpage.
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PQ - Presence Questionnaire: measuring the degree to which individuals experience presence in a virtual environment [Witmer 1998].
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ITQ - Immersive Tendencies Questionnaire: to measure differences in the tendencies of individuals to experience presence [Witmer 1998].
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Raw NASA-TLX - Raw Task Load Index: measuring subjective workload [Hart and Staveland 1988]. This template is a short version of NASA-TLX [Hart 2006] on Likert 7-point scale.
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SAM - Self-Assessment Manikin questionnaire: measuring emotion [Bradley 1994]. This version is used here.
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SSQ - Simulator Sickness Questionnaire: measuring simulator sickness and cybersickness [Kennedy et al. 1993].
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SUS (Presence) - Slater-Usoh-Steed questionnaire: measuring presence in a virtual environment [Usoh et al. 2000].
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SUS (Usability) - System Usability Scale: measuring system usability [Brooke 1996].
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UEQ - User Experience Questionnaire: measuring the user experience of interactive products [Laugwitz 2008].
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UEQ-S - User Experience Questionnaire-Short: the shorter version of UEQ [Schrepp et al. 2017]. The authors have also made an online version here.
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Margaret M. Bradley and Peter J. Lang. 1994. Measuring emotion: the self-assessment manikin and the semantic differential. In Journal of behavior therapy and experimental psychiatry 25 (1), pp. 49-59. DOI: 10.1016/0005-7916(94)90063-9
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John Brooke. 1996. SUS-A quick and dirty usability scale. In Usability evaluation in industry 189 (194), pp. 4-7.
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Sandra G. Hart, Lowell E. Staveland. 1988. Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research. In Advances in psychology 52, pp. 139-183. DOI: 10.1016/S0166-4115(08)62386-9
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Sandra G. Hart. 2006. Nasa-Task Load Index (NASA-TLX); 20 Years Later. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting 50 (9), pp. 904–908. DOI: 10.1177/154193120605000909
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Marc Hassenzahl, Michael Burmester, and Franz Koller. 2003. AttrakDiff: A questionnaire to measure perceived hedonic and pragmatic quality. In Mensch & computer 2003, pp. 187-196. DOI: 10.1007/978-3-322-80058-9_19
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Susan A. Jackson and Herbert W. Marsh. "Development and validation of a scale to measure optimal experience: The Flow State Scale." Journal of sport and exercise psychology 18, no. 1 (1996): 17-35.
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Robert S. Kennedy, Norman E. Lane, Kevin S. Berbaum, and Michael G. Lilienthal. 1993. Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. In the international journal of aviation psychology 3 (3), pp. 203-220. DOI: 10.1207/s15327108ijap0303_3
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Bettina Laugwitz, Theo Held, and Martin Schrepp. 2008. Construction and evaluation of a user experience questionnaire. In Symposium of the Austrian HCI and Usability Engineering Group, pp. 63-76. DOI: 10.1007/978-3-540-89350-9_6
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Effie L-C. Law, Florian Brühlmann, and Elisa D. Mekler. 2018. Systematic Review and Validation of the Game Experience Questionnaire (GEQ)-Implications for Citation and Reporting Practice. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, pp. 257-270. DOI: 10.1145/3242671.3242683
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Karolien Poels, Y. A. W. De Kort, and Wijnand A. IJsselsteijn. 2007. D3. 3: Game Experience Questionnaire: development of a self-report measure to assess the psychological impact of digital games. Eindhoven: Technische Universiteit Eindhoven.
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Martin Schrepp, Andreas Hinderks, and Jörg Thomaschewski. 2017. Design and Evaluation of a Short Version of the User Experience Questionnaire (UEQ-S). In IJIMAI 4 (6), pp. 103–108. DOI: 10.9781/ijimai.2017.09.001
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Thomas Schubert, Frank Friedmann, and Holger Regenbrecht. 2001. The experience of presence: Factor analytic insights. In Presence: Teleoperators & Virtual Environments 10 (3), pp. 266-281. DOI: 10.1162/105474601300343603
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Martin Usoh, Ernest Catena, Sima Arman, and Mel Slater. "Using presence questionnaires in reality." In Presence: Teleoperators & Virtual Environments 9 (5), pp.497-503. DOI: 10.1162/105474600566989
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Bob G. Witmer, and Michael J. Singer. 1998. Measuring presence in virtual environments: A presence questionnaire. In Presence 7 (3), pp. 225-240. DOI: 10.1162/105474698565686
There are many other standardized surveys in HCI and it will be very nice to include more of them here. Please help us to improve the project by either
- Pose a new issue on GitHub and provide external links of the questionnaire(s); or
- Create and share your own questionnaire templates in Google Forms by following these steps and pull a new request to this project.
Difeng Yu |