Martin Schrepp

dblp:93/6122 · DBLP profile ↗
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13ranked-venue papers
5as first author
7since 2021 · last 2026
0000-0001-7855-2524ORCID · verified

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Applied, interdisciplinary, general and emerging computing · 10 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021
YearPublicationVenuePosition
2026 A Review of Design, User Experience, and Usability in HCI, Through the Lens of the DUXU Conference
abstract
The increasing digitalization heighten the demand for intuitive and enjoyable interactions between humans and technology, facilitating broader participation in social and economic activities for as many individuals as possible. This requires a comprehensive understanding of Usability and User Experience and effective Design methods to transform insights into successful interfaces and usage scenarios. Design, User Experience and Usability (DUXU) is one of the affiliated conferences of HCI International. It was established 2011 by Aaron Marcus and contributed over the past 13 years 2253 papers to the HCI field. An analysis of these papers can provide valuable insights into important topics and trends concerning Design, User Experience and Usability in HCI. Topics and trends are identified by an analysis of the keywords and full texts of the published papers. The most frequent topics are described by selected papers. Finally, we try to derive some insights about future trends from these results.
Martin Schrepp, Elizabeth Rosenzweig, Marcelo Márcio Soares, Aaron Marcus
Int. J. Hum. Comput. Interact.1
2025 Classification of Augmented Reality Design Recommendations on User Experience Dimensions: Preliminary Study Results
Stefan Graser, Jessica Kollmorgen, Martin Schrepp, María José Escalona Cuaresma, Stephan Böhm
WEBIST3
2024 Impact of a Split into Single Items on the Response Rate of the User Experience Questionnaire Short (UEQ-S)
Marco Schaa, Jessica Kollmorgen, Martin Schrepp, Jörg Thomaschewski
WEBIST3
2024 Construction of a Questionnaire to Measure the Learner Experience in Online Tutorials
Martin Schrepp, Harry B. Santoso
WEBIST1
2023 Reconstruction and Validation of the UX Factor Trust for the User Experience Questionnaire Plus (UEQ+)
abstract
As digital technologies advance, user experience (UX) has become crucial for software and services success. The User Experience Questionnaire Plus (UEQ+) is a flexible tool used to evaluate UX through questionnaires tailored to specific problems, yet a critical factor often overlooked is Trust. Trust, understood as a user’s belief in a software’s ability to function consistently, securely, and with respect for user data privacy, is especially pivotal in areas like financial services, health informatics, and e-commerce platforms. This paper focuses on the construction and validation of Trust as a new factor in the UEQ+. During the construction phase, an initial collection of potential items was assembled for the trust factor. A subsequent study involving 405 participants facilitated the reduction of these items to four, a task accomplished via factor analysis. The proceeding stages involved two additional validation phases, enlisting a total of 897 participants, wherein the selected items were subject to validation. The culmination of this process resulted in a newly validated factor, Trust, which is constituted by the following items: insecure-secure, untrustworthy-trustworthy, unreliable-reliable, and non-transparent-transparent.
Andreas Hinderks, Martin Schrepp, Maria Rauschenberger, Jörg Thomaschewski
WEBIST2
2023 Impact of Item Polarity on the Scales of the User Experience Questionnaire (UEQ)
abstract
Measuring user experience is vital for long-term success of interactive products. Questionnaires like the modular extension of the User Experience Questionnaire (UEQ+) are an established instrument for this purpose. Different item formats are available for these questionnaires, such as the number of response options (most frequent 5- or 7- point Likert scales). But the item format of an UX questionnaire can of course influence the measured results. We investigate in this paper if the change to a one-sided polarity of semantic differential items influences the effort of the participants required to answer these items and on the measured scale scores. Therefore, we conducted 6 studies with 438 collected responses for the well-known products Microsoft PowerPoint, WhatsApp and Google Maps. Each product was evaluated by a sample of participants with the original UEQ and a modified version of the UEQ with one-sided polarity. In the modified version, the positive term of the semantic differ ential was always placed in the right position, while it is placed in half of the items in the positive and the other half in the left position in the original UEQ version. The results showed that the effort to complete the questionnaire (completion time and number of required corrections) was lower for the version with one-sided polarity, but the differences were so small that they are not practically relevant. But the results also showed that the change to a one-sided polarity introduced an answer tendency, which impact the scale scores. Therefore, the results obtained with the two versions of the UEQ cannot directly be compared. Based on this, we can conclude that it is not possible to directly compare the scores of the original UEQ scales with the corresponding scores of UEQ+ scales.
Martin Schrepp, Jessica Kollmorgen, Jörg Thomaschewski
WEBIST1
2022 Impact of Usage Behaviour on the User Experience of Netflix, Microsoft Powerpoint, Bigbluebutton and Zoom
abstract
In order to be able to meaningfully classify the user experience and thus the popularity of products, UX questionnaires such as the UEQ, SUS or UMUX are frequently used in practice to measure the UX. This makes it possible to specifically evaluate the ratings of pragmatic and hedonic UX factors. However, it is conceivable that, in addition to users’ own perceptions, external factors also have an influence on the evaluation of the UX of products. These include, for example, time or duration of use. It can be assumed that users who rate the UX of a product as good also use this product more frequently and vice versa. Such a consideration of influencing factors is particularly interesting for products that have been used frequently in recent years and thus also during the pandemic. For this reason, Netflix, Microsoft PowerPoint, Zoom and BigBlueButton were selected, which cover the range from primarily hedonic to primarily pragmatic quality. These are examined for their UX ratings as we ll as influencing factors.
Jessica Kollmorgen, Martin Schrepp, Jörg Thomaschewski
WEBIST2
2018 A Benchmark for the Short Version of the User Experience Questionnaire
abstract
To enable an interactive product to provide adequate user experience (UX), it is important to ensure the quantitative measurability of this parameter. The User Experience Questionnaire (UEQ) is a well-known and popular method for such a UX measurement. One of the key features of this questionnaire is a benchmark that helps to interpret measurement results by a comparison with a large dataset of results obtained for other products. For situations where filling out the entire UEQ is too time-consuming, there is a short version (UEQ-S). However, there is currently no sufficient data available to construct an independent and interpretable benchmark for this short version. This paper examines the efficiency of using a modified version of the existing benchmark of the full UEQ for this purpose. The paper also presents some additional evaluation results concerning the UEQ-S.
Andreas Hinderks, Martin Schrepp, Jörg Thomaschewski
WEBIST2
2011 Acceptance and Speed of Animations in Business Software
Lisa Mattes, Martin Schrepp, Theo Held, Patrick Fischer
INTERACT (4)2
2008 Making Business Software Usable for Handicapped Employees
Annett Hardt, Martin Schrepp
ICCHP2
2006 A GOMS Model for Keyboard Navigation in Web Pages and Web Applications
Martin Schrepp, Patrick Fischer
ICCHP1
2006 The influence of hedonic quality on the attractiveness of user interfaces of business management software
abstract
Recent work concerning user satisfaction shows that hedonic aspects of a user interface influence the perceived usability and attractiveness of the product. We investigate if these results can also be applied to business management software. In addition, we try to clarify the impact of hedonic aspects on user preference for different user interfaces. In an empirical study subjects judged three different user interfaces for the same business task with respect to their attractiveness by filling out the AttrakDiff2 questionnaire (Hassenzahl, M., Burmester, M., Koller, F., 2003. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. [AttrakDiff: A questionnaire for the measurement of perceived hedonic and pragmatic quality]. In: J. Ziegler and G. Szwillus (Eds.), Mensch and Computer 2003: Interaktion in Bewegung, 187-196. Stuttgart, Leipzig: B.G. Teubner). The subjects ranked the interfaces also by personal preference. The results show that pragmatic and hedonic qualities have an impact on attractiveness. In addition, the more attractive an interface is the higher is the preference of subjects for this interface.
Martin Schrepp, Theo Held, Bettina Laugwitz
Interact. Comput.1
2004 Influence of Accessibility Related Activities on the Usability of Business Software
Rakesh Jani, Martin Schrepp
ICCHP2