Skip to main content
. 2022 Feb 22;11(5):1153. doi: 10.3390/jcm11051153

Table 1.

Questionnaire and scale to evaluate the user experience.

Scale Aim Characteristics
User Experience Questionnaire (UEQ) [52,53,54] 1. attractiveness (overall impression of the product)
2. perspicuity: easily to learn how to use the product
3. efficiency (user’s effort to solve tasks)
4. dependability (feeling of control of the interaction)
5. stimulation (motivation to use the product)
6. novelty: (innovation and creation of product)
a 26 item-scale (semantic differential scale: each item consists of two opposite adjectives, e.g., boring vs. exciting) that allows for calculation of the six different domains
ICT—Sense of Presence Inventory (ICT—SOPI) [55] 1. spatial, physical presence: the feeling of being in a physical space in the virtual environment and having control over it
2. engagement: the tendency to feel psychologically and pleasantly involved in the virtual environment
3. ecological validity: the tendency to perceive the virtual environment as real
4. negative effects: adverse psychological reactions
44 item-scale
5-point scale from 1: “strongly disagree” to 5 “strongly agree.”
ICT—SOPI is divided into thoughts and feelings after experiencing the environment (Part A) or while the user was experiencing the environment (Part B). Items are divided into four dimensions, generated by calculating the mean of all items contributing to each factor.
Flow Short Scale (three items) [56] perceived level of:
—abilities in coping with the task
—challenges
—challenge-skill balance
5-point scale: from low to high
Intrinsic Motivation Inventory (subscale enjoyment—four items) [57] participants’ appreciation of the proposed activity (i.e., boring, pleasant, fun and activating) 5-point scale: from low to high
The item boring scores were reversed to align with the remaining items; therefore, in the whole scale, a low value in the items reflects a negative perception of the experience with EXIT 360°.