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Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies 为持续动力而设计:行为改变技术中的自我决定理论综述
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-18 DOI: 10.1093/iwc/iwae040
Lize Alberts, Ulrik Lyngs, Kai Lukoff
Recent years have seen a surge in applications and technologies aimed at motivating users to achieve personal goals and improve their wellbeing. However, these often fail to promote long-term behaviour change, and sometimes even backfire. We consider how self-determination theory (SDT), a metatheory of human motivation and wellbeing, can help explain why such technologies fail, and how they may better help users internalize the motivation behind their goals and make enduring changes in their behaviour. In this work, we systematically reviewed 15 papers in the ACM Digital Library that apply SDT to the design of behaviour change technologies (BCTs). We identified 50 suggestions for design features in BCTs, grounded in SDT, that researchers have applied to enhance user motivation. However, we find that SDT is often leveraged to optimize engagement with the technology itself rather than with the targeted behaviour change per se. When interpreted through the lens of SDT, the implication is that BCTs may fail to cultivate sustained changes in behaviour, as users’ motivation depends on their enjoyment of the intervention, which may wane over time. An underexplored opportunity remains for designers to leverage SDT to support users to internalize the ultimate goals and value of certain behaviour changes, enhancing their motivation to sustain these changes in the long term.
近年来,旨在激励用户实现个人目标和改善健康状况的应用程序和技术激增。然而,这些应用和技术往往无法促进长期的行为改变,有时甚至适得其反。我们考虑了自我决定理论(SDT)这一人类动机和福祉的元理论如何帮助解释此类技术失败的原因,以及如何更好地帮助用户内化其目标背后的动机,并使其行为发生持久的改变。在这项工作中,我们系统回顾了 ACM 数字图书馆中将 SDT 应用于行为改变技术 (BCT) 设计的 15 篇论文。我们在 SDT 的基础上为 BCT 的设计特点确定了 50 项建议,研究人员已将这些建议用于提高用户动机。然而,我们发现 SDT 通常被用来优化技术本身的参与度,而不是目标行为改变本身。如果从 SDT 的角度来解释,其含义是,BCT 可能无法培养持续的行为改变,因为用户的动机取决于他们对干预措施的喜爱程度,而这种喜爱程度可能会随着时间的推移而减弱。对于设计者来说,利用 SDT 来支持用户内化某些行为改变的最终目标和价值,从而增强他们长期保持这些改变的动力,仍然是一个尚未充分开发的机会。
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引用次数: 0
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy 数据公民参与的阶梯:在数据经济中设计民主数字服务的社会技术视角
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-09 DOI: 10.1093/iwc/iwae038
Viktoria Horn, Claude Draude
In the data economy digital services of democratic value such as news platforms are embedded into unjust power imbalances and the intertwining of economic and civic objectives. The authors argue, to design proficient democratic digital services, power structures of the data economy and empowerment stages of data citizenship need to be made visible initially. To do so, a combination of Arnstein’s ‘Ladder of Citizen Participation’ and Rocha’s ‘Ladder of Empowerment’ is translated into the field of the data economy. A small interview study with niche actors from the field of online journalism is conducted to identify phenomena of their embedding into the sociotechnical landscape of the data economy. As a result, the Ladder of Data Citizen Participation is presented. Eventually, this article closes with implications for the sociotechnical design of democratic digital services and suggestions for future research.
在数据经济中,新闻平台等具有民主价值的数字服务被嵌入到不公正的权力失衡以及经济与公民目标的交织中。作者认为,要设计出完善的民主数字服务,首先需要让数据经济的权力结构和数据公民的赋权阶段清晰可见。为此,作者将阿恩斯坦的 "公民参与阶梯 "和罗卡的 "赋权阶梯 "结合到数据经济领域。我们对网络新闻领域的小众参与者进行了小型访谈研究,以确定他们融入数据经济社会技术景观的现象。因此,本文提出了 "数据公民参与阶梯"(Ladder of Data Citizen Participation)。最后,本文总结了民主数字服务社会技术设计的意义以及对未来研究的建议。
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引用次数: 0
Learning in Pyjamas: What Their Use of Webcams Reveals about Students’ Self-Presentation in Online Learning Activities 穿着睡衣学习:学生使用网络摄像头揭示了他们在在线学习活动中的自我展示方式
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1093/iwc/iwae033
Chiara Succi, Tekila Harley Nobile, Lorenzo Cantoni, Stefano Tardini
The paper aims to describe how higher education students manage their webcams in a synchronous digital learning setting. A survey investigated students' self-presentation and the main factors impacting their decision to turn the camera on or not. The results indicate that only 6% of students always keep their camera on, affected by an inappropriate setting, only 19% have a dedicated space, and by personal appearance, 75% wear pyjamas or a gym suit. Students do not manage their impression either because they are not aware of the implications, or they are not technically equipped, or because they do not consider it relevant in online learning activities. Findings' implications provide relevant recommendations for higher education institutions to better prepare students to study effectively in a digital learning environment.
本文旨在描述高校学生如何在同步数字学习环境中管理他们的网络摄像头。通过调查了解了学生的自我展示情况以及影响他们决定是否打开摄像头的主要因素。结果表明,只有 6% 的学生始终保持摄像头开启状态,受不合适的环境影响,只有 19% 的学生有专门的空间;受个人外表影响,75% 的学生穿着睡衣或运动服。学生没有管理好自己的印象,要么是因为他们没有意识到其影响,要么是因为他们没有技术装备,要么是因为他们认为这与在线学习活动无关。研究结果的影响为高等教育机构提供了相关建议,以更好地帮助学生在数字化学习环境中有效学习。
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引用次数: 0
IIVRS: an Intelligent Image and Video Rating System to Provide Scenario-Based Content for Different Users IIVRS:为不同用户提供基于场景内容的智能图像和视频分级系统
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1093/iwc/iwae034
Rui Kang, Pei-Luen Patrick Rau
Voice Intelligent Assistants provide users with new ways of human-computer interaction. With built-in screens, Voice Intelligent Assistants can display images and videos upon users’ requests. Even though images and videos present information in a lively manner, they might also contain overwhelming harmful contents. Due to the lack of effective evaluation mechanisms, it is difficult to prevent the propagation of harmful contents while ensuring the dissemination of compliant visual contents. This research defined a standardized set of classification criteria to identify and classify harmful visual contents. Then, Intelligent Image and Video Rating System, a prototype rating system that implemented the classification criteria was designed and developed. This research further evaluated and verified the reliability and efficiency of the prototype. The prototype system demonstrated additional advantages in swiftly classifying new hazardous contents, and in differentiating the multiple meanings of the same object in different contexts.
语音智能助理为用户提供了新的人机交互方式。语音智能助手内置屏幕,可以根据用户的要求显示图像和视频。尽管图片和视频以生动活泼的方式呈现信息,但也可能包含令人防不胜防的有害内容。由于缺乏有效的评估机制,很难在确保传播合规视觉内容的同时防止有害内容的传播。本研究定义了一套标准化的分类标准,用于识别和分类有害视觉内容。然后,设计并开发了智能图像和视频分级系统,这是一个实施分类标准的分级系统原型。这项研究进一步评估和验证了原型系统的可靠性和效率。原型系统在快速对新的有害内容进行分类,以及区分同一对象在不同语境中的多重含义方面表现出了更多优势。
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引用次数: 0
Set Players to Stun: Inducing Basic Psychological Need Frustration in a Casual Video Game 让玩家目瞪口呆:在休闲电子游戏中诱发基本心理需求的挫败感
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1093/iwc/iwae015
Cody Phillips, Parker Neufeld, Madison Klarkowski
This study investigates the concept of psychological need frustration within the context of video games. We explore the potential of discrete in-game events, specifically the usage of widely popular ‘stun’ mechanics, to induce feelings of need frustration in players. We designed, developed and experimentally tested a bespoke video game with four conditions: No Stuns, Avoidable Stuns, Unavoidable Stuns and Layered Stuns (a combination of avoidable and unavoidable stuns). Our findings show that Unavoidable Stuns lead to statistically significantly greater autonomy need frustration. This finding has important implications for games research, as psychological need frustration is linked to negative effects on player engagement and wellbeing. Our results also highlight that a variety of stun mechanics can undermine psychological need satisfaction. Taken together, this work makes a meaningful contribution to HCI and games literature, showcasing that game mechanics can be designed in a way that undermines psychological needs.
本研究探讨了电子游戏中的心理需求挫折概念。我们探讨了游戏中离散事件,特别是广受欢迎的 "眩晕 "机制的使用,诱发玩家需求挫败感的可能性。我们设计、开发并实验测试了一款定制视频游戏,该游戏有四个条件:无眩晕、可避免眩晕、不可避免眩晕和分层眩晕(可避免眩晕和不可避免眩晕的组合)。我们的研究结果表明,从统计学角度看,不可避免的眩晕会导致更大的自主需求挫败感。这一发现对游戏研究具有重要意义,因为心理需求挫折与玩家参与度和幸福感的负面影响有关。我们的研究结果还突出表明,各种眩晕机制都会损害心理需求的满足。综上所述,这项研究对人机交互和游戏文献做出了有意义的贡献,它展示了游戏机制的设计方式可能会损害玩家的心理需求。
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引用次数: 0
Flow State Requires Effortful Attentional Control but Is Experienced Effortlessly by Video Game Players 流状态需要费力的注意力控制,但电子游戏玩家却能毫不费力地体验到这种状态
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1093/iwc/iwae026
Morgane Pujol, Loïc Caroux, Céline Lemercier
Flow is a mental state of intense concentration that occurs when a person is completely absorbed in a task. The amount of mental effort required by this mental state is currently subject to debate. The present experimental study explored the link between flow and both objective and subjective measures of mental effort. Subjective measures of flow and mental effort, and objective measures of mental effort (pupil diameter and heart rate variability), were collected during a puzzle video game played at one of three levels of difficulty: too easy, optimal and too difficult. Participants in the optimal condition reported more flow than those in both the too-easy condition (which generated less mental effort and less subjective mental effort) and too-difficult condition (which generated an equal amount of mental effort and more subjective mental effort). Flow is a state that may require mental effort, even if it feels effortless for video game players.
流是一种精神高度集中的状态,当一个人完全专注于一项任务时,就会出现这种状态。关于这种心理状态所需的脑力劳动量,目前还存在争议。本实验研究探讨了 "流 "与客观和主观心理努力测量之间的联系。在以三种难度(太容易、最佳和太难)之一进行的益智视频游戏中,收集了对 "流 "和脑力劳动的主观测量值,以及对脑力劳动的客观测量值(瞳孔直径和心率变异性)。与太容易条件(产生的脑力劳动和主观脑力劳动较少)和太困难条件(产生的脑力劳动和主观脑力劳动相当)下的参与者相比,最佳条件下的参与者报告的流畅度更高。流畅是一种可能需要脑力劳动的状态,即使电子游戏玩家感觉毫不费力。
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引用次数: 0
Digital Confessions: The Willingness to Disclose Intimate Information to a Chatbot and its Impact on Emotional Well-Being 数字告白:向聊天机器人披露亲密信息的意愿及其对情感幸福的影响
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-12 DOI: 10.1093/iwc/iwae016
E. Croes, M. Antheunis, Chris van der Lee, Jan M S de Wit
Chatbots have several features that may stimulate self-disclosure, such as accessibility, anonymity, convenience and their perceived non-judgmental nature. The aim of this study is to investigate if people disclose (more) intimate information to a chatbot, compared to a human, and to what extent this enhances their emotional well-being through feelings of relief. An experiment with a 2 (human vs. chatbot) by 2 (low empathetic vs. high empathetic) design was conducted (N = 286). Results showed that there was no difference in the self-reported intimacy of self-disclosure between the human and chatbot conditions. Furthermore, people perceived less fear of judgment in the chatbot condition, but more trust in the human interactant compared to the chatbot interactant. Perceived anonymity was the only variable to directly impact self-disclosure intimacy. The finding that humans disclose equally intimate information to chatbots and humans is in line with the CASA paradigm, which states that people can react in a social manner to both computers and humans.
聊天机器人有几个特点可能会刺激人们进行自我披露,比如可访问性、匿名性、便利性以及人们认为聊天机器人不带评判性。本研究的目的是调查与人类相比,人们是否会向聊天机器人披露(更多)私密信息,以及这在多大程度上会通过缓解情绪来提高他们的情感幸福感。实验采用了 2(人类与聊天机器人)乘 2(低同理心与高同理心)的设计(N = 286)。结果表明,人类和聊天机器人在自我报告的自我披露亲密程度方面没有差异。此外,在聊天机器人条件下,人们对判断的恐惧感较低,但与聊天机器人互动者相比,人们对人类互动者的信任感较高。认为匿名是唯一直接影响自我披露亲密程度的变量。人类向聊天机器人和人类披露同样亲密的信息这一发现符合CASA范式,CASA范式认为人们可以对电脑和人类做出社交反应。
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引用次数: 0
Competition and Digital Game Design: a Self-Determination Theory Perspective 竞争与数字游戏设计:自我决定理论的视角
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-10 DOI: 10.1093/iwc/iwae023
Arlen C. Moller, Rachel Kornfield, A. S. Lu
Although competition is a common feature of digital games, nuances of when and why aspects of competition influence players' motivation and well-being have been surprisingly underexplored, especially through the lens of self-determination theory (SDT). In this critical review, we: (1) describe how a mini-theory of SDT, cognitive evaluation theory (CET), can help predict when and why aspects of competition will alternatively satisfy or frustrate basic psychological needs in digital games with downstream effects on players' motivation and well-being; (2) apply the Motivation, Engagement and Thriving in User Experience (METUX) model to outline ways competition in digital games can influence motivation and well-being at multiple levels; and (3) prioritize future research directions. Finally, we argue that digital games, given their diversity, adaptability and massive reach, represent an especially powerful context for studying competition, motivation and well-being. Research Highlights This critical review integrates self-determination theory (SDT)-guided models and research related to HCI, sports psychology and well-being supportive design to advance understanding of competition in digital games. Introduces a new taxonomy of competition relevant to SDT and digital games, including macro-level categories, general elements and specific features. Presents a competition and digital gaming specific cognitive evaluation theory (CET) model linking different aspects of competition in digital games to basic psychological need satisfaction and frustration, motivation, health and well-being. Applying the METUX model, we map out ways researchers and game makers can think about aspects of competition in digital games at multiple levels or spheres of influence. Prioritizes future directions for research, specifically related to experimentally manipulating digital feedback and digital representations of self and others in digital games.
尽管竞争是数字游戏的一个共同特征,但对于竞争何时以及为何会影响玩家的动机和幸福感的细微差别,研究却少得令人吃惊,尤其是通过自我决定理论(SDT)的视角。在本评论中,我们将(1) 描述认知评价理论(CET)这一 SDT 小理论如何帮助预测竞争的各个方面何时以及为何会在数字游戏中满足或挫败玩家的基本心理需求,并对玩家的动机和幸福感产生下游影响;(2) 应用用户体验中的动机、参与和繁荣(METUX)模型,概述数字游戏中的竞争如何在多个层面上影响玩家的动机和幸福感;以及 (3) 确定未来研究方向的优先次序。最后,我们认为,鉴于数字游戏的多样性、适应性和广泛性,数字游戏是研究竞争、动机和幸福感的一个特别有力的背景。研究亮点 本评论整合了以自我决定理论(SDT)为指导的模型以及与人机交互、运动心理学和幸福感支持设计相关的研究,以促进对数字游戏中竞争的理解。介绍与 SDT 和数字游戏相关的新的竞争分类法,包括宏观类别、一般要素和具体特征。提出一个竞争和数字游戏特定认知评价理论(CET)模型,将数字游戏中竞争的不同方面与基本心理需求的满足和挫折、动机、健康和幸福联系起来。应用 METUX 模型,我们描绘了研究人员和游戏制作者在多个层面或影响范围内思考数字游戏中竞争问题的方法。优先考虑未来的研究方向,特别是与实验操作数字反馈以及数字游戏中自我和他人的数字表现相关的方向。
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引用次数: 0
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users 反馈类型对年轻用户和老年用户触摸屏导航的影响
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-10 DOI: 10.1093/iwc/iwae021
Y. Chen, Bingxin Li, Tong Yang, Yanfang Liu, Feng Du
This study investigates how feedback from different modalities affect window navigation tasks performed on a touchscreen by younger and older users. Thirty-two younger and 32 older users moved a window toward one of four or eight target areas with no feedback or visual, tactile or visual–tactile feedback. Visual feedback produced significantly higher accuracy and shorter task completion times than tactile feedback. Generally, visual–tactile feedback did not produce statistically higher accuracy or shorter task completion time than visual feedback. However, visual–tactile feedback prevented both younger and older users from overshooting the windows. Additionally, when users attempted to move the window to one of the eight target areas, the visual–tactile feedback helped younger users perform better. According to theories about human processing, the reason for the subtle advantage of visual–tactile feedback is that the unintuitive tactile force induces a higher cognitive load than straightforward visual information during window navigation. Nevertheless, visual–tactile feedback elicited the best user experience, as measured by questionnaires on emotion and fatigue, gesture usability and preference. Furthermore, more older users prefer visual–tactile feedback than younger users. Therefore, visual–tactile feedback should be considered, and the tactile feedback should be modified to be more intuitive in window navigation tasks. Research Highlights Visual feedback improved task performance more than tactile feedback in window navigation task. Visual–tactile feedback did not improve task performance compared to visual feedback. Visual–tactile feedback prevented users from overshooting the window. More older users than younger users prefer visual–tactile feedback.
本研究调查了不同模式的反馈如何影响年轻和年长用户在触摸屏上完成窗口导航任务。32 名年轻用户和 32 名老年用户在无反馈或视觉、触觉或视觉-触觉反馈的情况下,将窗口移向四个或八个目标区域中的一个。与触觉反馈相比,视觉反馈的准确率明显更高,任务完成时间也更短。一般来说,视觉-触觉反馈并不比视觉反馈产生更高的准确率或更短的任务完成时间。不过,视觉-触觉反馈可以防止年轻和年长的用户过度点击窗口。此外,当用户试图将窗口移动到八个目标区域之一时,视觉-触觉反馈有助于年轻用户更好地完成任务。根据人类处理理论,视觉-触觉反馈之所以具有微妙的优势,是因为在窗口导航过程中,与直观的视觉信息相比,不直观的触觉力会引起更高的认知负荷。尽管如此,根据情绪和疲劳、手势可用性和偏好等方面的问卷调查,视觉触觉反馈仍能给用户带来最佳体验。此外,与年轻用户相比,更多的老年用户更喜欢视觉触觉反馈。因此,在窗口导航任务中应考虑视觉-触觉反馈,并对触觉反馈进行修改,使其更加直观。研究亮点 在窗口导航任务中,视觉反馈比触觉反馈更能提高任务表现。与视觉反馈相比,视觉-触觉反馈不能提高任务绩效。视觉-触觉反馈可防止用户过度点击窗口。与年轻用户相比,更多的老年用户更喜欢视觉触觉反馈。
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引用次数: 0
Development of the Empathy in Design Scale: Measuring Employees’ Empathy Toward Users in Service Design 设计移情量表的开发:测量员工在服务设计中对用户的同理心
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-10 DOI: 10.1093/iwc/iwae019
Luce Drouet, Kerstin Bongard-Blanchy, Carine Lallemand
To design user-centered services, it is essential to build empathy toward users. It is hence strategic to trigger empathy for users among professionals concerned with shaping service user experiences. There is, however, a lack of quantitative tools to measure empathy in design. Through two studies, we report on the development and validation of the Empathy in Design Scale (EMPA-D). The tool aims to measure service employees’ empathy toward users. Grounded in theories from psychology and design, we first generated and tested a pool of items through expert inspection and cognitive interviews. In Study 1, we administered 16 items to 406 full-time service employees from various industries, including employees in customer-facing positions. In Study 2, we iterated on additional items and administered a revised scale to 305 service employees. The selected model consists of 11 items and has a three-factor structure (Emotional interest/Perspective-taking, Personal experience and Self-awareness), which showed an adequate model fit and good internal consistency. Evidence of convergent validity was provided by moderate correlations of the EMPA-D scale with empathy measures in psychology (SITES, Empathy Quotient, Interpersonal Reactivity Index), whereas discriminant validity was demonstrated by low correlations with the narcissism measure Narcissistic Personal Inventory. We outline how this self-reported empathy measure can support organizations in enhancing their services and discuss potential limitations of quantitatively measuring empathy in service teams. Research Highlights We present the development and validation of the Empathy in Design Scale (EMPA-D), a self-report measure of employees’ empathy toward users of a service. We report on two validation studies and document the psychometric properties of the scale. The selected model consists of 11 items and a three-factor structure (Emotional interest/Perspective-taking, Personal experience and Self-awareness). The resulting EMPA-D scale contributes to filling the gap in metrics to assess empathy in the service design context. In industry, measuring employees’ empathy support the selection of appropriate empathic interventions to foster the service user-centeredness.
要设计以用户为中心的服务,就必须对用户产生共鸣。因此,激发与塑造用户服务体验相关的专业人员对用户的共鸣具有战略意义。然而,目前还缺乏定量工具来衡量设计中的移情。通过两项研究,我们报告了设计移情量表(EMPA-D)的开发和验证情况。该工具旨在测量服务人员对用户的同理心。我们以心理学和设计理论为基础,首先通过专家检查和认知访谈生成并测试了一批项目。在研究 1 中,我们对来自各行各业的 406 名全职服务人员(包括面向客户的员工)施测了 16 个项目。在研究 2 中,我们反复修改了其他项目,并对 305 名服务业员工实施了修订后的量表。所选定的模型由 11 个项目组成,具有三因素结构(情感兴趣/透视能力、个人经历和自我认知),显示出足够的模型拟合度和良好的内部一致性。EMPA-D量表与心理学中的移情测量(SITES、移情商数、人际反应指数)之间的中等相关性为收敛效度提供了证据,而与自恋测量 "自恋个人量表 "之间的低相关性则证明了辨别效度。我们概述了这一自我报告的移情测量方法可如何帮助组织提升其服务,并讨论了定量测量服务团队移情的潜在局限性。研究亮点 我们介绍了 "设计中的移情量表"(EMPA-D)的开发和验证情况,这是一种员工对服务用户移情的自我报告测量方法。我们报告了两项验证研究,并记录了量表的心理测量特性。所选模型包括 11 个项目和一个三因素结构(情感兴趣/透视、个人经历和自我意识)。由此产生的 EMPA-D 量表有助于填补服务设计中同理心评估指标的空白。在工业领域,对员工移情能力的测量有助于选择适当的移情干预措施,以促进服务以用户为中心。
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引用次数: 0
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Interacting with Computers
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