目的:本研究基于瑞幸咖啡本土品牌探究中文版情绪指标结果(EMO)问卷和净推荐值(NPS)量表在中国本土的适用性,并结合实证分析消费者对瑞幸咖啡品牌的满意度和用户体验特性。方法:研究采用EMO问卷和NPS量表,并以系统可用性量表(SUS)为效标...目的:本研究基于瑞幸咖啡本土品牌探究中文版情绪指标结果(EMO)问卷和净推荐值(NPS)量表在中国本土的适用性,并结合实证分析消费者对瑞幸咖啡品牌的满意度和用户体验特性。方法:研究采用EMO问卷和NPS量表,并以系统可用性量表(SUS)为效标,对中文版EMO问卷和NPS量表进行信度和效度分析,并结合描述统计、多因素方差分析和卡方检验等方法,探讨了瑞幸咖啡的用户体验现状。通过线上线下渠道,分别收集了973份和673份有效问卷以完成量表检验,以及669份和425份有效问卷用于现状分析。结论:1) 修订后的中文版EMO问卷和NPS量表具有良好的信度和效度,满足测量学标准,在中国具有一定的文化适用性,可用于评估品牌产品的用户体验满意度和忠诚度。2) 用户对瑞幸咖啡品牌产品及服务的整体用户体验给予了相对积极的评价,但仍需要进一步的优化。这种正面的评价趋势存在性别和消费水平的差异:女性和高消费水平群体的评价更高。Purpose: This study explores the applicability of the Chinese version of the Emotional Metrics Outcome (EMO) questionnaire and the Net Promoter Scale (NPS) in China based on the local brand of Luckin Coffee and analyzes the consumer satisfaction and user experience characteristics of the Luckin Coffee brand in conjunction with empirical evidence. Methods: The study employed the EMO and NPS with the System Usability Scale (SUS) as the criterion, assessed the reliability and validity of the Chinese version of the EMO and NPS scales, and explored the current situation of Luckin Coffee’s user experience by utilizing descriptive statistics, multi-factorial analysis of variance, and Chi-square test. Through online and offline sources, 973 and 673 valid questionnaires were collected to complete the scale test, as well as 669 and 425 valid questionnaires were obtained for the status quo analysis, respectively. Conclusion: 1) The revised Chinese version of the EMO and the NPS scales exhibit good reliability and validity, meet the measurement standards, possess certain cultural applicability in China, and are suitable for assessing user experience satisfaction and loyalty to brand products. 2) Consumers generally provide positive comments regarding the overall user experience of Luckin coffee brand products and services, but further optimization is still needed. There are gender and consumption level differences in this positive evaluation trend: women and higher-consumption level groups have higher evaluations.展开更多
为了探讨国外经典量表的中国文化适用性,探究乡村公益儿童图书馆服务满意度评价,本研究选取福建泉州各乡村公益儿童图书馆的乡村儿童读者220名,以SUS量表为效标效度工具,对CxPi量表、NPS量表进行相关信效度检验。另外选取乡村儿童读者28...为了探讨国外经典量表的中国文化适用性,探究乡村公益儿童图书馆服务满意度评价,本研究选取福建泉州各乡村公益儿童图书馆的乡村儿童读者220名,以SUS量表为效标效度工具,对CxPi量表、NPS量表进行相关信效度检验。另外选取乡村儿童读者285名,调查其对乡村公益儿童图书馆的服务满意度评价。结果显示:1) 经过验证后的中文版本CxPi量表和NPS量表在中国具有一定的文化适用性;2) 乡村公益儿童图书馆的服务整体满意度处于较高水平,借阅服务的满意度高于活动服务,还有持续优化与提升的空间。In order to explore the Chinese cultural applicability of foreign classical scales and investigate the satisfaction levels of children using rural public welfare children’s libraries, the study selected 220 rural children readers from rural public children’s libraries in Quanzhou, Fujian Province. The SUS scale was employed as a criterion for validity to assess the reliability and validity of the CxPi and NPS scales. Furthermore, 285 additional rural children readers were recruited to participate in a service satisfaction evaluation survey for these libraries. The results show that: 1) The Chinese versions of the CxPi and NPS scales have been verified for cultural applicability in China. 2) The overall service satisfaction with rural public children’s libraries is at a relatively high level, and the satisfaction with borrowing services exceeds that of activity services, which necessitates ongoing optimization and enhancement.展开更多
目的:本研究旨在探讨经典国外用户体验量表在中国本土环境下的适用性,以丰富用户体验领域的测量工具。通过收集哔哩哔哩(B站)大学生用户的数据,本研究旨在评估B站的用户满意度,为其优化和改进提供有效建议,确保用户需求能准确反映在APP...目的:本研究旨在探讨经典国外用户体验量表在中国本土环境下的适用性,以丰富用户体验领域的测量工具。通过收集哔哩哔哩(B站)大学生用户的数据,本研究旨在评估B站的用户满意度,为其优化和改进提供有效建议,确保用户需求能准确反映在APP的改进方向上,从而为B站的发展提供实际的用户意见。方法:本研究采用UMUX量表和WAMMI量表对1011名B站大学生的用户体验进行调查,并以SUS量表作为效标。首先,我们对UMUX量表进行了信效度检验;接着,对WAMMI量表的数据进行了探索性因素分析、验证性因素分析和信效度检验。我们使用经过修订的这两个量表的中文版来评估大学生对B站的用户体验情况。结论:1) 修订后的UMUX量表显示出良好的信效度。对于WAMMI量表,在删除第5题、第10题、第12题和第16题后,剩余的16个题项保持了较高的信效度。两个量表的指标符合测量学标准,表明它们在中国文化环境中具有一定的适用性。2) 总体而言,中国大学生在使用B站时的用户体验较好,且性别因素对用户体验无显著影响。然而,使用时间越长、使用频率越高的用户体验越好。Purpose: This study is to explore the applicability of the classical foreign user experience scale within the local context of China. This aims to enrich the measurement tools available in the field of user experience. By collecting data on college students’ usage of Bilibili (Site B), the study seeks to evaluate user satisfaction with Site B, provide actionable suggestions for its optimization and improvement, ensure that user needs are accurately reflected in the direction of the APP’s enhancements, and thereby contribute practical user feedback to the development of Site B. Methods: The UMUX scale and WAMMI scale were utilized to assess the user experience of 1011 college students on Site B, with the SUS scale serving as the criterion. Initially, we assessed the reliability and validity of the UMUX scale. Subsequently, we conducted exploratory factor analysis, confirmatory factor analysis, and validity testing on the WAMMI scale data. We employed the revised Chinese translations of these two scales to evaluate the user experience of college students on Site B. Conclusion: 1) The revised UMUX scale demonstrated good reliability and validity. Regarding the WAMMI scale, after eliminating questions 5, 10, 12, and 16, the remaining 16 items retained high reliability and validity. The indicators of the two scales fulfill the criteria for measurement, suggesting they possess a degree of applicability within the Chinese cultural context. 2) Overall, Chinese college students report a favorable user experience with Site B, and gender does not appear to significantly influence user experience. Nonetheless, increased duration and frequency of use are associated with improved user experience.展开更多
目的:探索中文版国外经典网络游戏体验量表在中国的适用性;探究英雄联盟网络游戏体验评价。方法:基于全国各地英雄联盟玩家(第一批样本一至样本三)的数据,采用探索性因子分析与验证性因子分析分别检验网络游戏体验问卷(GEQ),其包括游戏...目的:探索中文版国外经典网络游戏体验量表在中国的适用性;探究英雄联盟网络游戏体验评价。方法:基于全国各地英雄联盟玩家(第一批样本一至样本三)的数据,采用探索性因子分析与验证性因子分析分别检验网络游戏体验问卷(GEQ),其包括游戏核心问卷(CGEQ)、游戏后体验问卷(PGQ)和社会存在感问卷(SPGQ)三个分问卷,并进行相关的效度检验。随后采用验证与修订后的三个中文版本分问卷获得第二批样本四至样本六数据,以探究英雄联盟网络游戏体验现状评价。结论:1) 在删除CGEQ分问卷第7、8、9、16题和PGQ分问卷第10、13题后,中文版CGEQ、PGQ和SPGQ三个分问卷表现出中文语境的文化适用性。2) 大部分玩家对英雄联盟网络游戏的游戏体验感较好,每周都会玩英雄联盟,平均游戏时长多在三小时以内,各分问卷均分都大于平均值。3) 在游戏中,游戏时间长的男性和游戏时间短的女性能获得更多的积极体验。在游戏完成后,高频率参与可给玩家带来更多的快感,男性表现更为突出;游戏时间的延长可给玩家带来更优质的体验,但在社交互动层面,过长的游戏时间会引发玩家更强烈的消极情绪。Purpose: To explore the applicability of the Chinese version of foreign classic online game experience scales in China and investigate the evaluation of the online game experience in League of Legends. Methods: Based on data from League of Legends players across China (the first batch of samples 1 to 3), exploratory factor analysis and confirmatory factor analysis were conducted to test the Online Game Experience Questionnaire (GEQ), which includes three sub-questionnaires: the Core Game Experience Questionnaire (CGEQ), the Post-Game Experience Questionnaire (PGQ), and the Social Presence in Gaming Questionnaire (SPGQ). Then the reliability and validity assessments were performed. Subsequently, the verified and revised Chinese versions of these three subquestionnaires were used to gather data for the second phase of the study. Data from Sample 4 to Sample 6 were collected to explore the current evaluation of the online gaming experience in League of Legends. Conclusion: 1) After removing Questions 7, 8, 9, and 16 from the CGEQ and Questions 10 and 13 from the PGQ, the revised Chinese version of the tests demonstrated cultural applicability in the Chinese context. 2) The majority of players have a good understanding of the gameplay experience in online League of Legends games. They engage in at least one session of League of Legends per week, with each game lasting an average of more than three hours. Furthermore, they generally rate higher than the mean score on each sub-questionnaire. 3) In games, players who spent a longer time playing had more positive experiences compared to those who played for a short time. After the game was completed, the frequency of participation was found to bring greater pleasure to the players, with men showing more pronounced satisfaction. Furthermore, longer playtime was associated with a better overall experience for players. However, in terms of social interaction, engaging in longer playtime could lead to stronger negative emotions.展开更多
文摘目的:本研究基于瑞幸咖啡本土品牌探究中文版情绪指标结果(EMO)问卷和净推荐值(NPS)量表在中国本土的适用性,并结合实证分析消费者对瑞幸咖啡品牌的满意度和用户体验特性。方法:研究采用EMO问卷和NPS量表,并以系统可用性量表(SUS)为效标,对中文版EMO问卷和NPS量表进行信度和效度分析,并结合描述统计、多因素方差分析和卡方检验等方法,探讨了瑞幸咖啡的用户体验现状。通过线上线下渠道,分别收集了973份和673份有效问卷以完成量表检验,以及669份和425份有效问卷用于现状分析。结论:1) 修订后的中文版EMO问卷和NPS量表具有良好的信度和效度,满足测量学标准,在中国具有一定的文化适用性,可用于评估品牌产品的用户体验满意度和忠诚度。2) 用户对瑞幸咖啡品牌产品及服务的整体用户体验给予了相对积极的评价,但仍需要进一步的优化。这种正面的评价趋势存在性别和消费水平的差异:女性和高消费水平群体的评价更高。Purpose: This study explores the applicability of the Chinese version of the Emotional Metrics Outcome (EMO) questionnaire and the Net Promoter Scale (NPS) in China based on the local brand of Luckin Coffee and analyzes the consumer satisfaction and user experience characteristics of the Luckin Coffee brand in conjunction with empirical evidence. Methods: The study employed the EMO and NPS with the System Usability Scale (SUS) as the criterion, assessed the reliability and validity of the Chinese version of the EMO and NPS scales, and explored the current situation of Luckin Coffee’s user experience by utilizing descriptive statistics, multi-factorial analysis of variance, and Chi-square test. Through online and offline sources, 973 and 673 valid questionnaires were collected to complete the scale test, as well as 669 and 425 valid questionnaires were obtained for the status quo analysis, respectively. Conclusion: 1) The revised Chinese version of the EMO and the NPS scales exhibit good reliability and validity, meet the measurement standards, possess certain cultural applicability in China, and are suitable for assessing user experience satisfaction and loyalty to brand products. 2) Consumers generally provide positive comments regarding the overall user experience of Luckin coffee brand products and services, but further optimization is still needed. There are gender and consumption level differences in this positive evaluation trend: women and higher-consumption level groups have higher evaluations.
文摘为了探讨国外经典量表的中国文化适用性,探究乡村公益儿童图书馆服务满意度评价,本研究选取福建泉州各乡村公益儿童图书馆的乡村儿童读者220名,以SUS量表为效标效度工具,对CxPi量表、NPS量表进行相关信效度检验。另外选取乡村儿童读者285名,调查其对乡村公益儿童图书馆的服务满意度评价。结果显示:1) 经过验证后的中文版本CxPi量表和NPS量表在中国具有一定的文化适用性;2) 乡村公益儿童图书馆的服务整体满意度处于较高水平,借阅服务的满意度高于活动服务,还有持续优化与提升的空间。In order to explore the Chinese cultural applicability of foreign classical scales and investigate the satisfaction levels of children using rural public welfare children’s libraries, the study selected 220 rural children readers from rural public children’s libraries in Quanzhou, Fujian Province. The SUS scale was employed as a criterion for validity to assess the reliability and validity of the CxPi and NPS scales. Furthermore, 285 additional rural children readers were recruited to participate in a service satisfaction evaluation survey for these libraries. The results show that: 1) The Chinese versions of the CxPi and NPS scales have been verified for cultural applicability in China. 2) The overall service satisfaction with rural public children’s libraries is at a relatively high level, and the satisfaction with borrowing services exceeds that of activity services, which necessitates ongoing optimization and enhancement.
文摘目的:本研究旨在探讨经典国外用户体验量表在中国本土环境下的适用性,以丰富用户体验领域的测量工具。通过收集哔哩哔哩(B站)大学生用户的数据,本研究旨在评估B站的用户满意度,为其优化和改进提供有效建议,确保用户需求能准确反映在APP的改进方向上,从而为B站的发展提供实际的用户意见。方法:本研究采用UMUX量表和WAMMI量表对1011名B站大学生的用户体验进行调查,并以SUS量表作为效标。首先,我们对UMUX量表进行了信效度检验;接着,对WAMMI量表的数据进行了探索性因素分析、验证性因素分析和信效度检验。我们使用经过修订的这两个量表的中文版来评估大学生对B站的用户体验情况。结论:1) 修订后的UMUX量表显示出良好的信效度。对于WAMMI量表,在删除第5题、第10题、第12题和第16题后,剩余的16个题项保持了较高的信效度。两个量表的指标符合测量学标准,表明它们在中国文化环境中具有一定的适用性。2) 总体而言,中国大学生在使用B站时的用户体验较好,且性别因素对用户体验无显著影响。然而,使用时间越长、使用频率越高的用户体验越好。Purpose: This study is to explore the applicability of the classical foreign user experience scale within the local context of China. This aims to enrich the measurement tools available in the field of user experience. By collecting data on college students’ usage of Bilibili (Site B), the study seeks to evaluate user satisfaction with Site B, provide actionable suggestions for its optimization and improvement, ensure that user needs are accurately reflected in the direction of the APP’s enhancements, and thereby contribute practical user feedback to the development of Site B. Methods: The UMUX scale and WAMMI scale were utilized to assess the user experience of 1011 college students on Site B, with the SUS scale serving as the criterion. Initially, we assessed the reliability and validity of the UMUX scale. Subsequently, we conducted exploratory factor analysis, confirmatory factor analysis, and validity testing on the WAMMI scale data. We employed the revised Chinese translations of these two scales to evaluate the user experience of college students on Site B. Conclusion: 1) The revised UMUX scale demonstrated good reliability and validity. Regarding the WAMMI scale, after eliminating questions 5, 10, 12, and 16, the remaining 16 items retained high reliability and validity. The indicators of the two scales fulfill the criteria for measurement, suggesting they possess a degree of applicability within the Chinese cultural context. 2) Overall, Chinese college students report a favorable user experience with Site B, and gender does not appear to significantly influence user experience. Nonetheless, increased duration and frequency of use are associated with improved user experience.
文摘目的:探索中文版国外经典网络游戏体验量表在中国的适用性;探究英雄联盟网络游戏体验评价。方法:基于全国各地英雄联盟玩家(第一批样本一至样本三)的数据,采用探索性因子分析与验证性因子分析分别检验网络游戏体验问卷(GEQ),其包括游戏核心问卷(CGEQ)、游戏后体验问卷(PGQ)和社会存在感问卷(SPGQ)三个分问卷,并进行相关的效度检验。随后采用验证与修订后的三个中文版本分问卷获得第二批样本四至样本六数据,以探究英雄联盟网络游戏体验现状评价。结论:1) 在删除CGEQ分问卷第7、8、9、16题和PGQ分问卷第10、13题后,中文版CGEQ、PGQ和SPGQ三个分问卷表现出中文语境的文化适用性。2) 大部分玩家对英雄联盟网络游戏的游戏体验感较好,每周都会玩英雄联盟,平均游戏时长多在三小时以内,各分问卷均分都大于平均值。3) 在游戏中,游戏时间长的男性和游戏时间短的女性能获得更多的积极体验。在游戏完成后,高频率参与可给玩家带来更多的快感,男性表现更为突出;游戏时间的延长可给玩家带来更优质的体验,但在社交互动层面,过长的游戏时间会引发玩家更强烈的消极情绪。Purpose: To explore the applicability of the Chinese version of foreign classic online game experience scales in China and investigate the evaluation of the online game experience in League of Legends. Methods: Based on data from League of Legends players across China (the first batch of samples 1 to 3), exploratory factor analysis and confirmatory factor analysis were conducted to test the Online Game Experience Questionnaire (GEQ), which includes three sub-questionnaires: the Core Game Experience Questionnaire (CGEQ), the Post-Game Experience Questionnaire (PGQ), and the Social Presence in Gaming Questionnaire (SPGQ). Then the reliability and validity assessments were performed. Subsequently, the verified and revised Chinese versions of these three subquestionnaires were used to gather data for the second phase of the study. Data from Sample 4 to Sample 6 were collected to explore the current evaluation of the online gaming experience in League of Legends. Conclusion: 1) After removing Questions 7, 8, 9, and 16 from the CGEQ and Questions 10 and 13 from the PGQ, the revised Chinese version of the tests demonstrated cultural applicability in the Chinese context. 2) The majority of players have a good understanding of the gameplay experience in online League of Legends games. They engage in at least one session of League of Legends per week, with each game lasting an average of more than three hours. Furthermore, they generally rate higher than the mean score on each sub-questionnaire. 3) In games, players who spent a longer time playing had more positive experiences compared to those who played for a short time. After the game was completed, the frequency of participation was found to bring greater pleasure to the players, with men showing more pronounced satisfaction. Furthermore, longer playtime was associated with a better overall experience for players. However, in terms of social interaction, engaging in longer playtime could lead to stronger negative emotions.