Posting Content, Collecting Points, Staying Anonymous: An Evaluation of Jodel

  • Philipp NowakEmail author
  • Karoline Jüttner
  • Katsiaryna S. Baran
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10913)


While most social networking services require a registration and a user profile, the student app Jodel works in a different way, as it is completely anonymous, like its American former counterpart Yik Yak. This article comprises a comprehensive evaluation of the app, leading to a final assessment of its quality as an information service. To conduct this evaluation, the Information Service Evaluation (ISE) model from Schumann and Stock [1] is used. The users’ experiences were determined by an online survey with a total of 1,009 participants which therefore provided representative results. Furthermore, the expectations of the Jodel developers, regarding the user responses, were queried and the differences were determined according to Customers Value Research [2]. In addition, an expert interview with Jodel founder Alessio Avellan Borgmeyer was conducted. The survey showed that Jodel reached its target group, since 72% of the respondents are students. The users’ satisfaction with the app is extremely high. 92% of the respondents are satisfied with the app while 97% said that they would recommend Jodel. The network effect is therefore particularly pronounced. The used elements of gamification were discreetly but effectively implemented. The results of Customers Value Research showed, on the one hand, the accuracy of the developers assessing the participants’ responses and, on the other hand, that they are aware of possible vulnerabilities of the app. Overall, the evaluation showed that Jodel is a social information service of high quality.


Usability Social networking services Anonymity User experience Jodel Evaluation 


  1. 1.
    Schumann, L., Stock, W.G.: The Information Service Evaluation (ISE) model. Webology 11(1), 1–20 (2014). Scholar
  2. 2.
    McKnight, S.: Customers value research. In: Flaten, T.K. (ed.) Management, Marketing and Promotion of Library Services Based on Statistics, Analysis and Evaluation, pp. 206–216. K.G. Saur, Munich (2006)Google Scholar
  3. 3.
    Graham, J.: Yik Yak, The Once Popular and Controversial College Messaging App, Shuts Down. USA Today, 28 April 2017. Accessed 31 Jan 2018
  4. 4.
    Lee, J.-S., Yang, S., Munson, A.L., Donzo, L.: What people do on Yik Yak: analyzing anonymous microblogging user behaviors. In: Meiselwitz, G. (ed.) SCSM 2017. LNCS, vol. 10283, pp. 416–428. Springer, Cham (2017). Scholar
  5. 5.
    McAuley, D.: Digital graffiti. Forum Mag. 2015(1), 32–34 (2015)Google Scholar
  6. 6.
    Likert, R.: A technique for the measurement of attitudes. Arch. Psychol. 22(140), 5–55 (1932)Google Scholar
  7. 7.
    Jamieson, S.: Likert scales: how to (Ab)use them. Med. Educ. 38, 1212–1218 (2004). Scholar
  8. 8.
    Carifio, J., Perla, R.J.: Ten common misunderstandings, misconceptions, persistent myths and urban legends about likert scales and likert response formats and their antidotes. J. Soc. Sci. 3(3), 106–116 (2007). Scholar
  9. 9.
    Parasuraman, A., Zeithaml, V.A., Berry, L.L.: SERVQUAL: a multiple-item scale for measuring consumer perceptions of service quality. J. Retail. 64(1), 12–40 (1988)Google Scholar
  10. 10.
    Parker, M.B., Moleshe, V., De la Harpe, R., Wills, G.B.: An evaluation of information quality frameworks for the world wide web. In: 8th Annual Conference on WWW Applications, 6–8 September 2006, Bloemfontein, Free State Province, South Africa (2006)Google Scholar
  11. 11.
    Knautz, K.: Gamification im Kontext der Vermittlung von Informationskompetenz. In: Gust von Loh, S., Stock, W.G. (eds.) Informationskompetenz in der Schule. Ein informationswissenschaftlicher Ansatz, pp. 223–257. De Gruyter Saur, Berlin, Boston (2012)Google Scholar
  12. 12.
    Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “Gamification”. In: Lugmayr, A., Franssila, H., Safran, C., Hammouda, I. (eds.) Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–11. ACM, New York (2011).
  13. 13.
    Knautz, K., Göretz, J., Wintermeyer, A.: “Gotta catch ‘em all” - game design patterns for guild quests in higher education. In: Kindling, M., Greifeneder, E. (eds.) IConference 2014 Proceedings, pp. 690–699. iSchools, Illinois (2014).
  14. 14.
    Röttger, M., Stock, W.G.: Die mittlere Güte von Navigationssystemen. Ein Kennwert für komparative Analysen von Websites bei Usability-Nutzertests. Information - Wissenschaft und. Praxis 54, 401–404 (2003)Google Scholar
  15. 15.
    Shachaf, P., Hara, N.: Beyond vandalism: wikipedia trolls. J. Inf. Sci. 36(3), 357–370 (2010). Scholar
  16. 16.
    Schlenk, C.T.: Studenten-App Jodel erhält sechs Millionen – und will in die USA expandieren. Gründerszene, 7 June, 2017. Accessed 31 Jan 2018
  17. 17.
    Prensky, M.: Digital natives, digital immigrants. Horizon 9(5), 1–6 (2001)CrossRefGoogle Scholar
  18. 18.
    Palfrey, J.G., Gasser, U.: Born Digital: Understanding the First Generation of Digital Natives. Basic Books, New York (2008)Google Scholar
  19. 19.
    Morrison, S., Gomez, R.: Pushback: the growth of expressions to resistance to constant online connectivity. In: Kindling, M., Greifeneder, E. (eds.) IConference 2014 Proceedings, pp. 1–15. iSchools, Illinois (2014).
  20. 20.
    Johann, M., Wiedel, F., Tonndorf, K., Windscheid, J.: Anonymous online communication between disinhibition, self-disclosure and social identity. a complementary mixed-method study. Presentation on the ICA Annual Conference, 9–13 June, 2016, Fukoka, Japan (2016)Google Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Philipp Nowak
    • 1
    Email author
  • Karoline Jüttner
    • 1
  • Katsiaryna S. Baran
    • 1
  1. 1.Department of Information ScienceHeinrich Heine UniversityDüsseldorfGermany

Personalised recommendations