Influence of UX Factors on User Behavior: The Critical Incident
Technique
Jessica Kollmorgen
1,2 a
, Yaprak Turhan
2 b
, Mar
´
ıa Jos
´
e Escalona
1 c
and J
¨
org Thomaschewski
2 d
1
University of Sevilla, Seville, Spain
2
University of Applied Sciences Emden/Leer, Emden, Germany
Keywords:
User Experience, UX, Holistic UX Factors, Usage Frequency, Critical Incident Technique.
Abstract:
Measuring user experience (UX) is essential for strengthening user loyalty and product success. Usage fre-
quency plays a central role, as it both can influence and be influenced by UX. Standard measurement methods
like questionnaires can assess UX factors and calculate their impact on usage frequency. Alongside UX factors,
socio-demographic data like gender are also collected in practice, as they can affect usage patterns depending
on the product. However, the question remains whether additional holistic UX factors exist that are not yet
captured in standard UX questionnaires. Understanding these could improve UX and raise long-term usage.
To investigate the possibility of new factors, we applied the Critical Incident Technique (CIT), a method from
psychology, to UX research. Using Netflix as an example, we employed CIT in a questionnaire to capture very
positive/negative (“critical”) user experiences and conducted 12 interviews to assess the incidents’ influence
on usage frequency. The study found that beyond the known UX factors, additional holistic factors such as
Nostalgia and Anticipation were identified. These newly identified factors were also shown to impact usage
frequency. Overall, CIT proves to be a promising method for capturing holistic UX factors, providing a foun-
dation for future research into the context of use.
1 INTRODUCTION
User loyalty plays an important role in supporting the
long-term success of products. To this end, it is ad-
visable to record the expectations and needs of users
and fulfill them. In practice, user experience (UX)
measurement methods can be used for this purpose,
such as questionnaires like the User Experience Ques-
tionnaire Plus (UEQ+) (Schrepp and Thomaschewski,
2019), which can measure relevant UX factors de-
pending on the individual product and use case such
as Efficiency, Quality of Content or Trust. New UX
factors are also constantly being identified and made
measurable (e.g., for voice user interfaces (Klein
et al., 2020) or social factors (Mortazavi et al., 2023)).
However, it can be assumed that it is not clear
whether, in addition to standard UX factors, there
are other factors that have not yet been recorded and
which can be relevant for a positive UX. According to
a
https://orcid.org/0000-0003-0649-3750
b
https://orcid.org/0009-0002-4877-7372
c
https://orcid.org/0000-0002-6435-1497
d
https://orcid.org/0000-0001-6364-5808
ISO 9241-210:2019, UX is defined as “a consequence
of brand image, presentation, functionality, system
performance, interactive behavior, and assistive capa-
bilities of a system, product or service. It also results
from the user’s internal and physical state resulting
from prior experiences, attitudes, skills, abilities and
personality; and from the context of use” (ISO9241-
210, 2020). The ISO definition shows that more UX
factors are possible than we have previously consid-
ered in questionnaires and other UX methods. This is
why we refer to all factors as holistic UX factors in
the following. A more detailed definition is given in
Section 2.1.
In this article, we use a method from the field
of psychology to investigate holistic UX factors: the
Critical Incident Technique (CIT) (Flanagan, 1954).
The CIT is used to record very positive or very nega-
tive (i.e. “critical”) experiences that have had an im-
pact on the perception of the product. The method
has already been applied in the past in customer ex-
perience research to identify factors that have an in-
fluence on purchasing and recommendation behavior
(e.g., (Oh and Oh, 2017), see Section 2.2). The CIT
is therefore transferred to user experience research in
Kollmorgen, J., Turhan, Y., Escalona, M. J. and Thomaschewski, J.
Influence of UX Factors on User Behavior: The Critical Incident Technique.
DOI: 10.5220/0013669600003985
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 21st International Conference on Web Information Systems and Technologies (WEBIST 2025), pages 121-132
ISBN: 978-989-758-772-6; ISSN: 2184-3252
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
121
this study with the help of a questionnaire and 12 in-
terviews to identify factors that can have an influence
on user behavior. The well-known and internationally
popular streaming platform Netflix is being examined
for this purpose. Accordingly, the following first re-
search question is to be answered:
RQ1: Which holistic UX factors are men-
tioned most for the streaming platform Net-
flix?
In addition to UX factors, socio-demographic and
behavioral data (e.g. frequency of use or place of
use) are often recorded in questionnaires to obtain an
holistic overview of the target group. In the past, it
has already been shown that age, gender or culture can
have an influence on the perception of products (Koll-
morgen et al., 2024; Kollmorgen et al., 2023; Santoso
and Schrepp, 2019). This already shows that there are
other factors apart from the UX factors that can influ-
ence user perception. For example, a high frequency
of use can also influence the perceived UX, and con-
versely, a good UX can ensure a high frequency of use
(Kollmorgen et al., 2022). A good UX is described by
a high rating of the UX factors in the questionnaires.
However, to the best of our knowledge, there is no es-
tablished UX method that can capture the factors in-
fluencing the frequency of use in a holistic way. This
leads to the following second question:
RQ2: Which holistic UX factors can have
an influence on the frequency of use, using
Netflix as an example?
By answering the two research questions, this
study aims to methodologically advance UX research
by exploring the applicability of the CIT for identi-
fying holistic UX factors that influence usage behav-
ior. Using Netflix as a case example, the study pro-
vides new insights into usage-related factors beyond
those covered by standard UX instruments, thereby
contributing both to the development of UX methods
and to the understanding of user experience in real-
world contexts.
The article structures as follows: in Section 2,
background on the Critical Incident Technique and
their application in related studies is given, followed
by the description of this study including participants
and approach in Section 3. Afterwards, in Section
4, the results of the study are presented and then dis-
cussed in Section 5 to answer both research questions.
Finally, a conclusion is drawn and an outlook given in
Section 6.
2 RELATED WORK
As the field of research is constantly evolving and new
UX factors are being identified (e.g., see (Klein et al.,
2020)), this section will first provide an overview of
UX factors and their significance for different expe-
riences. This will be differentiated from the holistic
UX factors. The Critical Incident Technique is then
described in its functionality and application in order
to clarify the research gap and its added value for the
identification of holistic UX factors.
2.1 UX and Holistic UX Factors
To ensure that users can interact with the products sat-
isfactorily, they should be able to use the products ef-
ficiently and with little effort. The intentions of use
are individual and subjective, which raises the ques-
tion of how generalized conclusions can be drawn
(Hinderks et al., 2020; Kollmorgen et al., 2024).
To do this, it is first necessary to measure the user
experience. An established method here is standard-
ized questionnaires such as the UEQ+, which makes
it possible to measure various real UX aspects in a
modular way depending on the use case (Schrepp and
Thomaschewski, 2019). The UX factors measured in
the questionnaire can relate on the one hand to classic
usability aspects such as Efficiency and Usefulness,
for example. On the other hand, the UEQ+ can also
measure UX factors that go beyond usefulness and are
intended to give the user pleasure, such as Stimulation
or Novelty (Schrepp and Thomaschewski, 2025). An
overview of the 27 UX factors that can currently be
measured with the UEQ+ can be found on the web-
site (Schrepp and Thomaschewski, 2025).
The UEQ+ has been further developed over the
years and did not include all 27 UX factors from the
start. With the further development of technology,
such as the establishment of social media and voice
user interfaces, additional factors have been added
over time (e.g., see (Mortazavi et al., 2023; Klein
et al., 2020)). It has also been shown that not all of
the 27 factors are equally relevant for every product.
Different factors should be measured depending on
the investigated product and product category. While
factors such as Stimulation and Novelty are important
for social networks and games, factors such as Trust
and Dependability are important for booking systems
and online banking (Kollmorgen et al., 2024). Fur-
thermore, other experiences also have factors that are
important for consideration, such as Image or Authen-
ticity for the brand experience (Alfikry et al., 2024)
or Price and Personalization for the customer experi-
ence (Garg et al., 2011).
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Against this background, it becomes clear that
UX factors are not only diverse and dynamic, but
also have different relevance depending on the con-
text of use and product type. At the same time, there
are other influencing factors in other areas of expe-
rience, such as brand experience or customer expe-
rience, which also shape the overall experience of a
product. In order to bring these different dimensions
together, holistic UX factors are becoming increas-
ingly important. In this study, holistic UX factors
refer to overarching, context-independent factors that
are not limited to individual areas of experience, but
rather shape the overall perception of a product. The
identification and measurement of such holistic fac-
tors is crucial in order to capture the user experience
in its entirety and to adequately take into account the
ongoing changes brought about by new technologies
and usage contexts.
2.2 The Critical Incident Technique
The Critical Incident Technique (Flanagan, 1954),
which comes from the field of psychology, opens
up new possibilities here by focusing on individual
user experiences. It collects particularly positive or
negative (i.e. “critical”) experiences, which make it
clear which moments have a particularly strong im-
pact on the UX and which factors are most important
for users.
Psychological methods are often very valid and
robustly developed. Their transfer to UX research
brings a plurality of methods and strengthens the sci-
entific foundation of UX studies. It helps to identify
new, emergent factors because the users themselves
prioritize what was critical for them and thus unex-
pected user needs can also be made visible. This often
reveals authentic, unfiltered UX problems or success
factors that would be overlooked in traditional ques-
tionnaires or usability tests.
This subsection thus presents the Critical Incident
Technique as well as scientific papers that have ap-
plied the CIT in different contexts. These papers
aim to illustrate the diverse applications of the CIT
method and serve as a foundation for this work.
To design a product or service tailored to the pref-
erences and needs of the end user or customer, the
challenge lies not only in the precise analysis of their
characteristics and abilities but also in understand-
ing the relationships between these factors and the
end users. Thus, it is crucial to identify which par-
ticularly positive attributes of the product experience
contribute to its success, while also adopting a holis-
tic perspective to thoroughly examine its particularly
negative attributes. In this way, a comprehensive un-
derstanding can be developed of how a product can be
improved and aligned with the needs of the end user.
The methodological approach of the CIT (Flanagan,
1954) is suitable for this purpose. It focuses on ana-
lyzing both the significantly positive and significantly
negative critical incidents to draw conclusions for im-
provements. In this context, a Critical Incident (CI) is
an event related to the product or service investigated
that is outside the normal expectations of the interac-
tion and therefore easier to recall than everyday events
(Oh and Oh, 2017).
Grison et al. (2013) investigated in 2013 routes
using public transportation using CIT and identified
key insights. Interviews were conducted with 19 par-
ticipants and a questionnaire was completed by them.
The authors identified 94 critical incidents (35 posi-
tive and 59 negative). The most important findings
were that route choice depended on different fac-
tors, such as contextual/personal factors (e.g., time or
personal comfort), (un)satisfying factors (e.g., unex-
pected events or delays), alternatives or different per-
ceptions (e.g., age and knowledge). Thus, the authors
stated that the decision-making was influenced by in-
dividual and contextual variables.
Oh and Oh (2017) describe in their study from
2016 the behavior of smartphone users across the cat-
egories of devices, device-related services, network
services, and content services. Using the CIT method,
the authors conducted a two-staged survey, whereby
the responses of 144 participants to a questionnaire
were first evaluated to identify CIs, which were di-
vided into 13 categories (factors). Subsequently, 651
responses were analyzed, whereby the influence of
the 13 factors on future intentions was examined. The
authors found that positive critical incidents improved
user intentions and increased willingness to recom-
mend, whereas negative critical incidents weakened
these aspects. This study also highlights that the CIT
method is not only flexible in its application but also
capable of identifying both positive and negative ex-
periences.
Overall, it becomes clear that all four studies
use the CIT method to analyze specific challenges
in different application areas and derive certain fac-
tors. The related work has shown that, in addition to
the specific product and use case-related factors, also
contextual and personal factors can be relevant for a
good experience. The CIT considers a wide range of
factors, leading to more differentiated results. This is
achieved through the indicators of positively critical
and negatively critical factors. Thus, it can be said
that the versatility of CIT enables detailed examina-
tion of human behavior in various usage contexts. It
can be assumed that it is possible to transfer the CIT to
Influence of UX Factors on User Behavior: The Critical Incident Technique
123
the field of UX research and thus identify holistic fac-
tors that have an influence on the perception of prod-
ucts (RQ1). Furthermore, Oh and Oh (Oh and Oh,
2017) have also already investigated the influence of
the factors on the future intentions of customers based
on the CIT, so that an investigation of the influence on
the frequency of use is also possible (RQ2).
3 STUDY DESCRIPTION
The procedure for this study is based on the approach
already used in other human factors research, includ-
ing research on public transport modes (Grison et al.,
2013) and the customer experience (Oh and Oh, 2017)
(see Section 2). The streaming platform Netflix was
chosen as the product to be investigated, as the prod-
uct is used internationally by different target groups in
a wide variety of contexts and can therefore generate
findings that are as heterogeneous as possible.
In the first step, a qualitative questionnaire was
created to obtain as many answers as possible and
to derive UX factors from the critical incidents. In
the second step, five specific UX factors from the
first step (Subscription Price, Bingewatching, Recom-
mendations, Nostalgia, Amount of Time until Goal is
Reached, see Section 4.1) were selected as a sample
and their influence on the frequency of use was exam-
ined in interviews. The structure of the questionnaire
and the interviews are described in the following sub-
sections and an overview of the participants is given.
3.1 Questionnaire
In the first part of the questionnaire, socio-
demographic information on age, gender and country
of residence was requested (see Figure 1). In the sec-
ond part, the duration of use, frequency of use, place
of use and self-assessed knowledge were recorded. In
the third part, firstly the positive “critical” incidents
were recorded using the following three questions:
What has happened that you remember as partic-
ularly positive in relation to Netflix? Please also
explain when/where/with whom it happened.
What makes this event critical / particularly posi-
tive for you?
What were the short, medium and long-term con-
sequences of this event?
In this way, the scope for interpretation could be
limited. The users were also asked to rate on a scale
from 1 (not significant) to 5 (significant) how critical
they considered the incident described to be. Subse-
quently, up to two further critically positive incidents
could be explained. Afterwards, the procedure was
repeated for up to three critically negative incidents.
The critical incidents form the basis for identifying
the holistic UX factors and thus for answering RQ1.
This is where the CIT differs from simple open-
ended questions. While the latter often capture gen-
eral impressions or opinions that could be influenced
by the current mood, the CIT is not about average
experiences, but about outstanding, memorable mo-
ments that have made a difference. This forces re-
spondents to focus on specific details, actions and
consequences rather than sticking to generalities (e.g.,
“It was okay”, “I found it user-friendly”). The CIT is
exploratory and designed to draw conclusions about
overarching success or failure factors from the criti-
cal incidents (Flanagan, 1954).
Next, based on the 90 UX factors generated in
this CIT questionnaire, the 5 UX factors Subscrip-
tion Price, Bingewatching, Recommendations, Nos-
talgia and Amount of Time until Goal is Reached were
then selected as random samples in order to subse-
quently investigate their influence on the frequency of
use with the help of interviews. These 5 factors were
determined based on the number of mentions, the al-
location of both positive and negative characteristics
as well as the significance of the associated CIs indi-
cated by the participants (see Section 5.1 for further
explanations on the selection).
3.2 Interviews
In the first part of the interviews (see Figure 2), socio-
demographic data (age, gender, country of origin) and
information on usage behavior (duration of use, fre-
quency of use, place of use and self-assessed knowl-
edge) were again recorded.
In the second part, a UX factor was used as an ex-
ample to explain what a critical incident is and how
the interview will proceed. To ensure a common un-
derstanding, the meaning of the five UX factors was
explained with an example at the beginning of the
interview. Questions were asked by the participants
in case of uncertainty (e.g., regarding nostalgia: “Do
you mean nostalgia through content or through inter-
face design?”).
Subsequently, the number of positive and negative
critical incidents for the five UX factors that the par-
ticipant can specifically remember for each UX factor
was recorded, and explanations of the respective CIs
were queried. An example of this is:
“How many situations can you remember in which
the factor ’Nostalgia’ made you think critically posi-
tive about Netflix?”
If anything was unclear, follow-up questions were
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Figure 1: Structure of the questionnaire to query the critical (positive/negative) incidents in order to derive the UX factors.
Figure 2: Structure of the questionnaire to query the critical (positive/negative) incidents according to the 5 chosen UX
factors in order to investigate their influence on the frequency of use.
asked that were similar to the open-ended questions
in the questionnaire (see Section 3.1).
In the third part, we then recorded how a change
in the UX factors affects the frequency of use, both
positively and negatively. Participants were given a
7-point Likert scale to choose from, including the fol-
lowing labels:
1 (“I would use Netflix significantly less”)
4 (“I would use Netflix just as often”)
7 (“I would use Netflix significantly more often”)
They were asked the according questions in the
following format:
“If the ’Nostalgia’ factor improved according to
your needs, how would your frequency of Netflix use
change?”
Finally, respondents were asked whether they
would recommend the product in general, whether
they would only recommend content/functions and
whether they would subscribe to another streaming
service (possibly additionally).
Based on the interviews, the influence of the 5
holistic UX factors on the frequency of use can be
investigated in order to answer RQ2.
3.3 Participants
The questionnaire ran from November 11 to Decem-
ber 5, 2024. The participants were recruited via dif-
ferent channels in order to ensure a sample that was as
diverse and relevant to the study as possible. On the
one hand, LinkedIn posts were created and shared by
the authors, and on the other hand, people from the
extended professional network (e.g. acquaintances
of colleagues or former work colleagues) were also
contacted to share the questionnaire. In addition, the
questionnaire was linked to a survey platform where
interested people worldwide could answer it free of
charge to reach as many people as possible. In this
way, a total of 49 participants were recruited who
completed the questionnaire in full. All participants
answered the quality assurance question correctly and
apart from that had no anomalies in their answers or
processing time, which is why all data sets could be
used. The participants were between 19 and 65 years
old (33.29 years on average). There were 28 male, 18
female and 3 diverse participants.
Subsequently, UX factors were derived from the
questionnaire and the interview guideline was created
so that the interviews could be conducted between
Influence of UX Factors on User Behavior: The Critical Incident Technique
125
January 3 and 10, 2025. Overall 12 users from the
extended professional network (e.g. acquaintances
of colleagues or former work colleagues) were inter-
viewed, who came from different professional areas
and had different socio-demographic characteristics
to gain the most heterogeneous insights possible. The
participants (6 men and 6 women) came from differ-
ent backgrounds, such as software development, ac-
count management, media design or planning in the
field of fiber optics. The participants were between
19 and 35 years old (29.17 years on average).
4 RESULTS
This section first describes the usage behavior of the
study participants, followed by the holistic UX factors
identified in the questionnaire and the influence of 5
UX factors on the frequency of use.
4.1 Usage Behavior
The usage behavior of the participants for the
questionnaire (N=49) and the interviews (N=12) is
described in the following. The questionnaire showed
that the majority of participants rated their knowledge
of Netflix as medium (n=29) or high (n=13) and
only a few as low (n=5) or excellent (n=2). This is
also reflected in the duration of use, as most of the
participants had been using Netflix for between 3 and
7 years (see Table 1). Around 16% of participants
were frequent users and used Netflix once a day or
more (see Table 2).
Table 1: Number of participants for questionnaire (N=49)
and interviews (N=12) with respective usage duration.
Duration of Use Participants
Questionnaire
Participants
Interviews
Less than 1 year 1 0
1-3 years 7 1
3-5 years 18 0
5-7 years 15 4
More than 7 years 8 7
Overall 49 12
The sample for the interviews was slightly differ-
ent. Two persons rated their knowledge as medium,
nine as high and one as excellent. 11 out of 12 peo-
ple had been using Netflix for more than 5 years (see
Table 1). Over 91% were frequent users (see Table 2).
Table 2: Number of participants for questionnaire (N=49)
and interviews (N=12) with respective usage frequency.
Frequency of Use Participants
Questionnaire
Participants
Interviews
1x a month/less 4 0
>1x a month 11 1
1-3x a week 11 0
>3x a week 12 0
1x a day 8 7
>3x a week 3 4
Overall 49 12
4.2 Questionnaire: RQ1 and Holistic
UX Factors
In the first step, the holistic UX factors were deter-
mined based on the critically positive and negative
incidents of the N=49 participants. As described in
Section 2, these UX factors are all factors influencing
the positive/negative perception of Netflix.
All 49 participants described at least one positive
as well as one negative critical incident. In addition,
5 participants described another critically positive in-
cident and 6 participants described another negative
incident.
The critical incidents were summarized into holis-
tic UX factors based on recurring terms. One example
of this is the statement “It gives me a particularly nos-
talgic feeling, like being a child at home on the sofa
again”, which was assigned to the UX factor Nos-
talgia. The explanatory questions concerning the im-
pression and consequences of the incident (see Figure
1) were used as an additional limitation of the inter-
pretation. In this way, also multiple UX factors could
be identified in one critical incident. The assignment
was carried out and compared by two researchers to
achieve a higher quality of identifying the factors.
A total of 55 UX factors with positive incidents
(e.g., Trust, Fun or Nostalgia) and 35 UX factors with
negative incidents (e.g., Time Wasting, Frustration or
Addiction Potential) were formed. Several UX fac-
tors could be formed by one participant, and one UX
factor could be named by several participants. The
most frequently mentioned UX factors are shown in
Table 3. Some of the identified UX factors were rated
as positive by some participants, while others found
them to be negative. These included, for example,
Versatility (“Lots of Choice” vs. “Too much con-
tent suddenly dropped, leading to little choice”), Sub-
scription Price or Nostalgia.
At this point, it becomes clear that only one of the
most frequently mentioned positive and negative UX
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factors is included in standard questionnaires such as
the UEQ+ (Social Interaction). Moreover, this factor
was not included in the UEQ+ until 2023 (Mortazavi
et al., 2023). Furthermore, factors from other experi-
ences were identified (e.g., Subscription Price of the
customer experience), which are included in the holis-
tic UX consideration.
Table 3: Most frequently mentioned holistic UX factors
using Netflix as an example based on the questionnaire
(N=49). One factor could be named by multiple partici-
pants, and one participant could name multiple factors.
Number of Mentions UX Factor (positive)
27 Versatility
13 Social Interaction
12 Bingewatching
12 Comfortability
7 Self-Improvement
Number of Mentions UX Factor (negative)
17 Subscription Price
10 Patience
7 Consistency
6 Transparency
6 Recommendations
Afterwards, 5 of the 90 identified holistic UX fac-
tors should be selected to be examined in interviews
for their influence on the frequency of use. For this
purpose, the 10 most frequently mentioned positive
and negative UX factors (20 factors overall) were first
taken into consideration to ensure that the selected
factors have a broad relevance for the sample. The se-
lection was then reduced to 8 factors that caused both
positive and negative events. Subsequently, 3 factors
that had lower significance values (<3) in relation to
the critical incidents were removed to further limit the
amount of UX factors to be investigated. As a result,
the following 5 holistic factors remained for an inves-
tigation of their influence on the frequency of use in
the interviews:
Subscription Price: Perception of the pricing
model in relation to benefits
e.g., ”Netflix’s subscription model has become far
too expensive.
Bingewatching: Ability to watch multiple
episodes in a row
e.g., ”I ended up watching the entire season in
one night. I didn’t plan to, but Netflix kept auto-
playing – it was addictive.
Recommendations: Quality and relevance of sug-
gestions in the interface
e.g., ”The recommendations were completely off.
I kept seeing shows I’d never watch, which made
browsing frustrating.
Nostalgia: Emotional recollection of earlier times
through content
e.g., ”Netflix offers many old series that remind
me of my childhood, which I think is great.
Amount of Time until Goal is Reached: Time until
desired content is found or experience is achieved
e.g., ”It sometimes takes me 20 minutes just to
find something I actually want to watch. There’s
too much irrelevant content.
4.3 Interviews: RQ2 and Frequency of
Use
The first aim of the interviews was to encourage par-
ticipants to think about the UX factors and gain an
impression of the positive and negative connections
between critical incidents and the factors. To this
end, the participants were asked for each factor how
many and which critical incidents they could remem-
ber. The number of CIs per factor is shown in Table
4. For the 12 participants, the Subscription Price and
Amount of Time until Goal is Reached are linked more
to negative impressions overall (63.6% and 60.5% re-
spectively), while Nostalgia and Recommendations
are more linked to positive impressions (86.7% for
both factors).
Table 4: Number of Positive Incidents (pCI) and Negative
Critical Incidents (nCI) for the five investigated holistic UX
factors.
UX Factor pCI nCI Overall
Subscription Price 12 21 33
Bingewatching 18 11 29
Recommendations 23 6 29
Nostalgia 26 4 30
Amount of Time un-
til Goal is Reached
15 23 38
Regarding the frequency of use subsequently sur-
veyed, it should first be noted that participants gen-
erally stated that the frequency of use would remain
the same or increase if the UX factor improved. If the
respective factor deteriorated, a constant or lower fre-
quency of use was expected. Thus, positive (negative)
experiences in relation to the 5 factors do not appear
to result in a reduction (increase) in the frequency of
use on the example of the streaming platform Netflix.
Related to the Subscription Price factor, 11 of the
12 participants stated that they would still watch Net-
flix just as often if the price were better, one per-
son slightly more often. The most common argument
Influence of UX Factors on User Behavior: The Critical Incident Technique
127
given here was that this would be limited by the time
available. Conversely, 7 participants stated that they
would use Netflix less or significantly less if the price
got worse, while 5 would still watch just as often.
Here, the lack of alternatives or general satisfaction
with Netflix was cited as an argument.
The Recommendations factor showed that only
one person would watch just as often if the sugges-
tions within Netflix improved, while 11 people would
watch it slightly to significantly more often. However,
if the Recommendations worsened, 8 people would
watch less, 1 person would watch slightly less and
3 people would watch as often. The available time
and the switch to alternative streaming platforms were
also cited as arguments for this factor.
Regarding Bingewatching, half of the people
stated that they would watch Netflix just as often if the
factor improved, while 2 participants would watch it
slightly more often, more often or significantly more
often. If the factor worsened, half of the people would
watch Netflix significantly less, related to the addic-
tion risk.
With regard to the Amount of Time until Goal is
Reached, 3 people would watch significantly more of-
ten if less time was required, 5 people would watch
slightly more often and 3 participants would watch
just as often. If it worsened, half of the people would
watch Netflix less.
Related to the Nostalgia factor, it also became
clear that 11 of the 12 people would watch Netflix
slightly to significantly more often if the factor im-
proved. If it worsened, half would still watch just as
often and only one person would watch significantly
less.
Figure 3 provides a visual overview of how the
five holistic UX factors influence the frequency of
Netflix usage, depending on whether the factor im-
proves or deteriorates. The vertical positioning of the
factors in the graph is for illustrative purposes only
and does not represent a quantitative Y-axis. The
focus lies solely on the comparison of mean values
along the X-axis.
The sample shows that the holistic UX factor of
Nostalgia has the greatest influence on increasing the
frequency of use in the case of an improvement of the
factor. The argument put forward by the participants
was that they would then be able to watch movies etc.
without other streaming services, leaving more time
to use Netflix. The UX factor Subscription Price,
on the other hand, has the least influence on the fre-
quency of use, which was argued with the available
free time.
If the UX factor deteriorates, however, the Binge-
watching factor has the greatest influence on the re-
duction in usage frequency, which was linked to a
higher risk of addiction and corresponding action
measures. The Nostalgia factor has the least influ-
ence in case of deterioration, as streaming new con-
tent would be preferred.
In summary, the 5 holistic UX factors using Net-
flix as an example showed that the factors have an
influence on the frequency of use.
5 DISCUSSION
In this section, the research questions
RQ1: Which holistic UX factors are mentioned
most for the streaming platform Netflix? (Sec-
tion 5.1) and
RQ2: Which holistic UX factors can have an
influence on the frequency of use, using Netflix
as an example? (Section 5.2)
are answered based on the results. The key find-
ings are summarized in Figure 4.
5.1 RQ1: Most Mentioned Holistic UX
Factors
Based on the responses of 49 participants to critical
incidents in connection with the streaming platform
Netflix, a total of 90 holistic UX factors were iden-
tified. These were 55 positive and 35 negative UX
factors. The identified factors provided a better im-
pression of the target group and their needs. Some
of the factors were both positive and negative, such
as Versatility or Nostalgia. The first thing that be-
comes clear is that only one (Social Interaction) of
the 10 most frequently mentioned factors can already
be measured using established UX methods such as
the UEQ+ (see Table 3 in Section 4.2).
This also shows that within the 90 holistic UX fac-
tors, UX factors were found that can already be mea-
sured using standard UX methods such as the UEQ+
questionnaire. These include Trust, Efficiency, Clar-
ity and Novelty (see Table 5).
Furthermore, factors were identified that can al-
ready be measured using standard methods from other
experiences, such as Subscription Price of the cus-
tomer experience or Image and Exclusivity from the
brand experience.
Additional holistic UX factors were also identi-
fied, which make it clear that even more factors are
relevant for the positive perception and expectations
of users than can currently be measured using es-
tablished UX methods. With regard to the Netflix
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Figure 3: Mean rating of the influence of the 5 holistic UX factors on the frequency of use using the streaming platform
Netflix as an example (N=12).
streaming platform, these include, for example, Nos-
talgia, Frustration, Internationality and Anticipation.
It became clear that the Critical Incident Technique
is also suitable for UX measurement to identify user
expectations and needs and form a basis for a good
UX.
Table 5: Examples of the 5 most frequently mentioned
established UX factors, factors of other experiences and
newly identified holistic UX factors.
Existing UX
Factors
Factors of Other
Experiences
Identified Holis-
tic UX Factors
Social
Interaction
Subscription
Price
Versatility
Trust Image Bingewatching
Efficiency Exclusivity Patience
Clarity Personalization Consistency
Novelty Social
Responsibility
Self-
Improvement
5.2 RQ2: Influence on Frequency of Use
The holistic UX factors that can have an influence on
the frequency of use were also investigated. This was
done using the example of the 5 factors Subscription
Price, Bingewatching, Recommendations, Nostalgia
and Amount of Time until Goal is Reached with the
help of 12 interviews.
It was shown that all of the factors examined have
an influence on the frequency of use. In the case of an
improvement in the respective factor, the frequency
of use increased or remained the same, while in the
case of a deterioration, the factor remained the same
or decreased.
It should be noted that some of the factors are lim-
ited by the context of use. For example, the frequency
of use changes little or not at all when the Subscrip-
tion Price improves, as according to the participants,
the available free time is decisive and the subscription
simply continues as normal.
In contrast, improving the Nostalgia factor would
significantly increase the frequency of use, as in this
case there would be no need to subscribe to addi-
tional streaming platforms. This shows that not only
product-related but also emotional factors can have an
influence on the perceived user experience. With the
targeted use of these factors, it is also possible to in-
fluence user behavior.
By using the Critical Incident Technique when
evaluating the product, it is possible to identify sig-
nificant events and factors that have a long-term influ-
ence on the perceived UX. Factors that are associated
with positive memories (positive CIs) can increase the
frequency of use. By using these findings, it is possi-
ble to increase the quality of products, strengthen user
loyalty and create products that are more memorable
and stand out from the competition.
5.3 Limitations
As with any empirical study, several limitations
should be acknowledged, even though steps were
taken to mitigate their impact.
First, the number of participants in the interview
phase (N=12) is relatively small, which may affect the
generalizability of the findings. However, this sample
size aligns with common practice in qualitative UX
research using the CIT, where depth and richness of
Influence of UX Factors on User Behavior: The Critical Incident Technique
129
Figure 4: Summary of key findings of the research questions.
individual responses are prioritized over quantity. The
participants were selected to represent diverse profes-
sional and demographic backgrounds in order to cap-
ture a wide range of experiences.
Second, while the five UX factors examined in the
interviews do not represent an exhaustive list, they
were selected systematically based on the most fre-
quently mentioned and critically rated factors from
the questionnaire phase. This approach was used to
ensure relevance and to capture factors with both pos-
itive and negative connotations. Additionally, the se-
lection process considered diversity across emotional,
functional, and contextual dimensions.
Third, the context of the study, with using Net-
flix as a single application example, may limit the
applicability of the findings to other domains. How-
ever, Netflix was deliberately chosen as a widely used
and context-rich platform that offers both utilitarian
and emotional UX touchpoints. The goal was not to
generalize to all platforms, but to demonstrate how
CIT can uncover holistic UX factors in a concrete and
well-understood use case.
Finally, while CIT provides valuable qualitative
insights, it is also resource-intensive in both data col-
lection and analysis. This study followed a two-stage
process to balance exploratory depth with feasibility.
Future work could explore hybrid approaches (e.g.,
combining CIT with standardized questionnaires) to
scale the method for broader use.
Despite these limitations, the study provides
a solid methodological foundation and contributes
meaningful insights into holistic UX measurement us-
ing CIT.
6 CONCLUSION
That UX factors can have an influence on user behav-
ior has been demonstrated in the past. However, it
was unclear whether, in addition to the UX factors of
established UX methods such as questionnaires, there
are other holistic factors that can influence user be-
havior (Kollmorgen et al., 2024; Kollmorgen et al.,
2023; Santoso and Schrepp, 2019; Kollmorgen et al.,
2022). For this reason, this article uses the stream-
ing platform Netflix as an example to examine which
holistic UX factors are mentioned most frequently
and what influence they have on the frequency of use.
For this purpose, the Critical Incident Technique
(Flanagan, 1954) was used, which has been used to in-
vestigate influences on future intentions in other areas
such as customer experience. In the first part of the
study, critical incidents were recorded from 49 people
using a questionnaire. A total of 90 holistic UX fac-
tors (55 positive and 35 negative) were derived from
these incidents. This showed that only one (Social In-
teraction of the 10 most frequently mentioned holis-
tic UX factors can already be measured using stan-
dard questionnaires such as the UEQ+. Furthermore,
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130
factors from other experiences such as Subscription
Price of the customer experience or Image and So-
cial Responsibility of the brand experience were also
among the factors identified. It is clear that a more
holistic picture of the user experience may be neces-
sary to support product success in the long term, for
which the transfer of CIT to UX research is suitable.
A sample was selected in the form of the five
most frequently mentioned factors to investigate their
influence on the frequency of use: Subscription
Price, Bingewatching, Recommendations, Nostalgia
and Amount of Time until Goal is Reached. It was
found that each of the factors had an influence on the
frequency of use. When the corresponding factor im-
proved, the frequency of use also increased on aver-
age, and when it deteriorated, it decreased. The holis-
tic UX factor Nostalgia stood out, as it had the great-
est influence on the frequency of use when improved,
with the absence of additional competitor products
being cited as an argument. The Subscription Price
factor had the greatest influence on the frequency of
use when the factor deteriorated, which was justified
by the increased use of competitor products. It can
therefore be seen that the consideration of critical in-
cidents and the holistic UX factors derived from them
can influence usage behavior. By strengthening the
positive characteristics, it may also be possible to in-
crease long-term customer loyalty and create products
that stand out from the competition.
The critical incidents were formed based on par-
ticipants with different frequencies of use. However,
it should be noted that, with one exception, the in-
terview participants were frequent users (they used
Netflix at least once a day). Furthermore, the actual
strength of the influence cannot be determined due to
the small sample size. A future investigation of the
strength of the influence of the holistic UX factors for
different participant groups can therefore be an inter-
esting prospect.
In summary, the implication for researchers is
that the example of the streaming platform Netflix
demonstrates how CIT can effectively uncover in-
dividual, subjectively significant experiences, even
within narrowly defined product categories. It makes
it possible to identify key experiences from the user’s
perspective that are often not depicted in traditional
models or questionnaires.
At the same time, it becomes clear that the CIT
works depending on the context and product. The
type of factors identified depends heavily on the prod-
uct, its use and target group. However, this does
not speak against the method, but rather shows the
strength of the CIT, as it can be used flexibly and
adapted to different contexts.
The holistic factors found are initially specific
to the streaming platform Netflix and similar, but
provide indications of general categories that could
also be relevant in other areas (e.g., Social Interac-
tion,Personalization or Consistency). Such factors
can serve as a starting point for comparative studies
to find out which holistic UX factors actually apply
across products and which are context-specific. They
also help to expand and refine existing UX models.
The results of this study also offer several impli-
cations for practitioners. First, the identified holistic
UX factors, such asNostalgia or Amount of Time until
Goal is Reached, highlight that emotional and contex-
tual aspects can significantly influence usage behav-
ior. These factors are not integrated in standardized
questionnaires, yet they may play a role in product en-
gagement and long-term user retention. Practitioners
should consider incorporating such dimensions into
their UX strategies, especially when aiming to design
for memorable and emotionally resonant experiences.
Furthermore, although the CIT is not yet widely
used in UX practice, our study demonstrates its po-
tential to uncover rich, context-sensitive insights that
might remain hidden through conventional methods.
CIT is particularly suited for early-stage product eval-
uations, where understanding real user experiences
and expectations is essential. However, due to its
resource-intensive nature by requiring detailed qual-
itative data collection and analysis, its use in large-
scale evaluations is limited unless the method is
adapted.
To enhance practical usability, a two-stage pro-
cess could be applied: first using CIT to explore
unknown or product-specific UX factors, followed
by a standardized survey to quantify their relevance.
Alternatively, CIT elements may be integrated into
lightweight methods such as diary studies, post-test
interviews, or in-situ feedback prompts. In this way,
practitioners can benefit from the depth of CIT in-
sights while maintaining efficiency in applied set-
tings.
Overall, the results show that UX cannot be de-
scribed in purely functional or rational terms, but is
strongly characterized by individual and emotional
experiences. They suggest that holistic UX factors
provide added value in understanding the overall per-
ception of a product. Even if the generalizability is
limited, the results exemplify how important it is to
consider usage contexts in UX research.
Influence of UX Factors on User Behavior: The Critical Incident Technique
131
ACKNOWLEDGEMENTS
This research was supported by the EQUAVEL
project PID2022-137646OB-C31, funded by MI-
CIU/AEI/10.13039/501100011033 and by ERDF,
EU.
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