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Are Video Games and School Conflictual or Complementary Contexts for Affording Psychological Need Fulfillment? Implications for Adolescents’ Problematic Gaming and School Adjustment 电子游戏和学校在满足心理需求方面是冲突还是互补?对青少年游戏问题和学校适应的影响
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-03 DOI: 10.1093/iwc/iwae020
Lowie Bradt, B. Vermote, Bieke Zaman, M. Vansteenkiste, B. Soenens
According to the need density hypothesis, adolescents are at risk for problematic gaming when they only experience satisfaction of their basic psychological needs within, but not outside, the gaming context. This cross-sectional study among daily gamers (N = 309, M age = 15.63, 94.8% boys) is the first to examine this hypothesis in adolescence, thereby comparing adolescents’ need fulfillment between the contexts of video games and school and examining the role of need fulfilment in both contexts in relation to problematic gaming and school outcomes. Response surface analysis showed that adolescents’ overall need satisfaction (across the two contexts) was related to lower problematic gaming and less maladaptive school outcomes. Consistent with the need density hypothesis, adolescents reported more problematic gaming, school disengagement and school burnout when high need satisfaction in the gaming context co-occurred with either low need satisfaction or high need frustration at school. Directions for future research are discussed.
根据需求密度假说,当青少年的基本心理需求只在游戏环境中得到满足,而在游戏环境之外却得不到满足时,他们就有可能出现游戏问题。这项针对日常游戏玩家(人数=309,平均年龄=15.63,94.8%为男生)的横断面研究首次在青少年中研究了这一假设,从而比较了青少年在电子游戏和学校环境中的需求满足情况,并研究了这两种环境中的需求满足情况对问题游戏和学习成绩的影响。响应面分析表明,青少年的总体需求满足(在两种情境中)与较低的游戏问题和较少的不良学习成绩有关。与需求密度假设一致的是,当青少年在游戏情境中的高需求满意度与在学校中的低需求满意度或高需求挫折感同时出现时,他们会报告更多的游戏问题、学校脱离和学校倦怠。本文讨论了未来的研究方向。
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引用次数: 0
Designing for Autonomy: A Process-Oriented Approach Based on Organismic Integration Theory 自主设计:基于有机整合理论的过程导向法
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-03 DOI: 10.1093/iwc/iwae022
Rebecca Gerstenberg, Marc Hassenzahl, Matthias Laschke
In human–computer interaction, self-determination theory (SDT) is best known for its concepts of intrinsic motivation and need fulfillment. In the field of behavior change technologies (BCTs), the need for autonomy, i.e. to act according to one’s own goals and values, has become increasingly important due to its strong positive impact on maintaining behavior change. Still, designers struggle with taking autonomy into account. We believe that organismic integration theory (OIT), an underutilized sub-theory of SDT, is a valuable addition as it allows for a process-oriented view on autonomy. OIT introduces different types of extrinsic motivation (external, introjected, identified and integrated) along a continuum of autonomy. It offers new ways to talk about people's experiences of using BCTs and calls for individualized design strategies. We propose a design approach based on OIT, which understands BCTs as active facilitators to progressively move people along the continuum from external to integrated motivation.
在人机交互领域,自我决定理论(SDT)最著名的概念是内在动机和需求满足。在行为改变技术(BCTs)领域,自主性需求,即按照自己的目标和价值观行事的需求,因其对维持行为改变的强大积极影响而变得越来越重要。尽管如此,设计者在考虑自主性方面仍有困难。我们认为,"有机整合理论"(OIT)是 SDT 中一个未被充分利用的子理论,它是一个有价值的补充,因为它允许以过程为导向来看待自主性。有机整合理论沿着自主性的连续统一体引入了不同类型的外在动机(外部动机、内在动机、认同动机和整合动机)。它为谈论人们使用生物技术的体验提供了新的方法,并要求采取个性化的设计策略。我们提出了一种基于开放式创新技术(OIT)的设计方法,将生物技术视为积极的促进因素,使人们沿着从外部动机到综合动机的连续统一体逐步前进。
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引用次数: 0
What I Don’t Like about You?: A Systematic Review of Impeding Aspects for the Usage of Conversational Agents 我不喜欢你什么?对话代理使用障碍的系统回顾
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-05-31 DOI: 10.1093/iwc/iwae018
Darius Hennekeuser, Daryoush Vaziri, David Golchinfar, Gunnar Stevens
The application and use cases for conversational agents (CAs) are versatile. Smart speakers such as Alexa and Google Home are used in smart home environments, digital agents are integrated into car systems and chatbots are increasingly used in customer service processes. However, human–computer interaction researchers identify and investigate a wide-ranging variety of aspects impeding the usage of CAs by end-users. In general, impediments differ depending on use case contexts, user group characteristics and the CA’s technological infrastructure. Hence, it is difficult and often ambiguous for designers and developers to generate an appropriate awareness about aspects impeding CA usage. We address this problem, by conducting a systematic review of 65 publications surveying impeding aspects of the usage of CAs.
会话代理(CA)的应用和用例多种多样。Alexa 和 Google Home 等智能扬声器被用于智能家居环境,数字代理被集成到汽车系统中,聊天机器人也越来越多地用于客户服务流程。然而,人机交互研究人员发现并调查了阻碍终端用户使用 CA 的各种因素。一般来说,阻碍因素因使用情况、用户群特征和 CA 的技术基础设施而异。因此,对于设计者和开发者来说,要适当认识到阻碍 CA 使用的各个方面是很困难的,而且往往是模棱两可的。为了解决这一问题,我们对 65 篇调查 CA 使用障碍方面的出版物进行了系统回顾。
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引用次数: 0
Exploring the Landscape of UX Subjective Evaluation Tools and UX Dimensions: A Systematic Literature Review (2010–2021) 探索用户体验主观评价工具和用户体验维度的前景:系统性文献综述(2010-2021 年)
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-05-30 DOI: 10.1093/iwc/iwae017
Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Mitra Taraghi, Jean-Marc Robert
The quality of the User Experience (UX) with systems, products and services is now considered an indispensable part of success in the market. Users' expectations have increased in such a way that mere usability is no longer sufficient. While numerous UX subjective evaluation tools exist, there is little guidance on how to select or use these tools. Therefore, there is a need to provide a critical state of the art on the topic of subjective evaluation tools and the UX dimensions covered. In this study, we conducted a systematic literature review on UX subjective evaluation tools and the UX dimensions covering the period of 2010–2021 with an initial sample of 3831 publications, 325 of which were selected for the final analysis, to provide researchers and practitioners with the recent changes in the field of UX. Results showed that 104 different tools are available for UX evaluation, they can be classified as general or domain-specific, applicable for a wide variety of products and in total covering more than 300 UX dimensions. Our categorization of UX dimensions under 13 main dimensions (e.g. usability, utility, hedonic, emotion, sensory, etc.) showed that the informational, social, cognitive and physical dimensions appeared to be less frequently present in current tools. We argue that these four dimensions deserve more space in UX tools. Having a high number of UX evaluation tools can be confusing for evaluators, and they need some guidance for selecting and combining tools. Modularity is the emerging trend in the development of UX evaluation questionnaires (e.g. meCUE, UEQ+), bringing the benefits of being thorough, flexible, easy to use, low-cost and rapid, while avoiding overlapping of dimensions and providing comparability through the use of a similar format and rating scale. Finally, the need for having a comprehensive evaluation tool requires updating the set of included dimensions to accommodate for new generations of products and technologies.
现在,系统、产品和服务的用户体验(UX)质量已被视为市场成功不可或缺的一部分。用户的期望值越来越高,单纯的可用性已不再足够。虽然用户体验主观评估工具层出不穷,但如何选择或使用这些工具却鲜有指导。因此,有必要对用户体验主观评价工具及其所涵盖的用户体验维度的现状进行深入研究。在本研究中,我们对用户体验主观评价工具和用户体验维度进行了系统的文献综述,时间跨度为 2010 年至 2021 年,初步样本为 3831 篇出版物,最终分析选取了其中的 325 篇,以便为研究人员和从业人员提供用户体验领域的最新变化。结果显示,有 104 种不同的工具可用于用户体验评估,这些工具可分为通用工具和特定领域工具,适用于各种产品,总共涵盖 300 多个用户体验维度。我们将用户体验维度分为 13 个主要维度(如可用性、实用性、享乐性、情感、感官等),结果显示,信息、社会、认知和物理维度在当前工具中出现的频率较低。我们认为,这四个维度应该在用户体验工具中占据更大的空间。大量用户体验评估工具会让评估者感到困惑,他们需要一些指导来选择和组合工具。模块化是用户体验评估问卷(如 meCUE、UEQ+)发展的新趋势,它具有全面、灵活、易用、低成本和快速等优点,同时避免了维度的重叠,并通过使用类似的格式和评分量表提供了可比性。最后,由于需要有一个全面的评估工具,因此需要更新所包含的维度集,以适应新 一代产品和技术的需要。
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引用次数: 0
Narratives of Blended Experience 混合体验叙事
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-05-14 DOI: 10.1093/iwc/iwae010
Tom Flint, Brian O'Keefe, Michael Mastermaker, Miriam Sturdee, David Benyon
This paper focuses on interaction across and between the physical/digital divide. We use blending theory to design for these situations, otherwise known as conceptual integration. Initially, this paper offers a discussion of the literature around blends. From this literature, we applied Benyon’s (Benyon, 2014) proposition of conceptual integration in mixed reality spaces (Blended Spaces) to consider interactions with the digital that complement the physical. We investigated blended spaces in partnership with undergraduate students during a live theatre festival. Our collaborators designed applications that applied blending principles, employing techniques drawn from speculative design. Outputs consist of speculative, narrative storyboards that use data gathered directly from stakeholder interviews and over 380 festival visitors. Our work led us to propose reworking Blended Spaces into a model that novice designers could easily conceive and apply. The work we conducted highlighted the need to consider user transitions from physical to digital and back again and highlighted the experiential nature of this type of interaction.
本文重点讨论物理/数字鸿沟之间的互动。我们使用混合理论来设计这些情况,也就是所谓的概念整合。首先,本文讨论了有关混合的文献。根据这些文献,我们应用了 Benyon(Benyon,2014 年)关于混合现实空间(混合空间)中概念整合的主张,以考虑与数字的互动,从而对物理进行补充。在一次现场戏剧节期间,我们与本科生合作调查了混合空间。我们的合作者设计了应用混合原则的应用程序,并采用了从推测设计中汲取的技术。成果包括推测性、叙事性的故事板,这些故事板使用了从利益相关者访谈和超过 380 名戏剧节参观者那里直接收集到的数据。我们的工作促使我们提出将 "混合空间 "重新制作成新手设计师也能轻松构思和应用的模型。我们所做的工作强调了考虑用户从实体到数字再到实体的转变的必要性,并突出了这种互动方式的体验性质。
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引用次数: 0
Making It Work—Experiences of Women Who Engage in Technological Making at Home 让它发挥作用--在家从事技术制作的妇女的经验
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-05-10 DOI: 10.1093/iwc/iwae011
Georg Regal, Dorothé Smit, Nathalia Campreguer França, Verena Fuchsberger, Manfred Tscheligi
This paper presents the results of a 5-month diary study into the practices and routines that develop around technological making in the home, particularly focused on the experiences of women, as they continue to be an underrepresented group in the maker community. In this study, we provided participants with an entry-level electronics making kit. Over the course of twenty weeks, the participants documented their making activities via photos, videos, text messages and taking part in interviews. By means of interpretative phenomenological analysis, we identified six core themes related to women’s experiences with technological making in the home. These experiences ranged from positive—feeling challenged, proud of accomplishments, inspired; to negative—feeling frustrated, guilty due to lack of progress or confused and overwhelmed. These experiences are discussed and contextualized by aspects related to hurdles experienced by the participants, and success factors that contribute to proactive engagement with making in the home. Research Highlights Twenty-week photo diary study and interpretative phenomenological analysis. Identification of six core themes based on empirical data on experiences with technological making in the home context. Discourse around thresholds to engage women in technological making and the maker community. Design and research directions to reduce barriers in technological making.
本文介绍了一项为期 5 个月的日记研究的结果,研究内容是家庭技术制作的实践和常规,特别关注女性的体验,因为她们仍然是创客群体中代表性不足的群体。在这项研究中,我们为参与者提供了一套入门级电子制作工具。在二十周的时间里,参与者通过照片、视频、短信和参加访谈记录了他们的制作活动。通过解释性现象学分析,我们确定了与女性在家庭中的技术制作体验相关的六个核心主题。这些体验既有积极的--感觉受到挑战、为取得的成就感到自豪、受到鼓舞;也有消极的--感觉沮丧、因缺乏进展而内疚或感到困惑和不知所措。我们将对这些经历进行讨论,并从参与者所经历的障碍以及有助于积极主动参与家庭制作的成功因素等方面进行分析。研究重点 为期二十周的照片日记研究和解释现象学分析。根据有关家庭技术制作经验的实证数据,确定六个核心主题。围绕妇女参与科技制作和创客社区的门槛展开讨论。减少技术制作障碍的设计和研究方向。
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引用次数: 0
Enriching Cultural Heritage Communities: New Tools and Technologies 丰富文化遗产社区:新工具和新技术
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-04-21 DOI: 10.1093/iwc/iwae009
Alan Dix, Elizabeth Jones, Rachel Cowgill, Charlotte Armstrong, Rupert Ridgewell, Michael Twidale, J Stephen Downie, Maureen Reagan, Christina Bashford, David Bainbridge, Carys-Ann Neads, Vince Davies
This paper explores ways in which scholarly skill and expertise might be embodied in tools and sustainable practices that enable communities to create and manage their own digital archives. We focus particularly on tools and practices related to the recording and annotation of digitized materials. The paper is based on co-production practice in two very different kinds of community. Although the communities are different we find that tools designed for a specific community are valuable for others, thus offering the promise of general tools to support community-centred digitization and potentially also traditional archival practice.
本文探讨了如何将学术技能和专业知识体现在工具和可持续实践中,使社区能够创建和管理自己的数字档案。我们特别关注与数字化资料的记录和注释有关的工具和实践。本文基于两个截然不同的社区的共同制作实践。虽然社区不同,但我们发现,为特定社区设计的工具对其他社区也很有价值,从而为支持以社区为中心的数字化和潜在的传统档案实践提供了通用工具。
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引用次数: 0
‘I Feel Like I’m with You; Therefore, I’m Having Fun’: The Effects of Social Comparison and Belongingness on Continuous Play Intention for Online Games and Loyalty 我感觉和你在一起,所以我玩得很开心":社会比较和归属感对持续玩网络游戏的意愿和忠诚度的影响
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-04-03 DOI: 10.1093/iwc/iwae005
Jihyeon Lee, Hanku Kim
Playing a massively multiplayer online role-playing game (MMORPG) is no longer just a personal hobby, and the genre has evolved into a forum that encourages continual interaction among its users. To determine the motivation behind the user’s participation of MMORPG, we suggest social comparison and self-expansion theories. Specifically, this study proposes a research model that comprehensively identifies the effects of psychological motives (social comparison motive and belongingness) and immersive gaming behaviors (social presence and flow experience) on behavioral factors (continuous play intention and loyalty). We analyzed 274 valid survey questionnaire responses. Our findings contribute to a growing body of literature that identifies the motives of users to play MMORPGs by applying social comparison and self-expansion theories to understand the factors that influence people to play MMORPGs. Furthermore, the study’s results have practical implications for game developers, suggesting that they should develop content strategically to attract users.
玩大型多人在线角色扮演游戏(MMORPG)已不再仅仅是一种个人爱好,这种游戏类型已发展成为一个鼓励用户之间持续互动的论坛。为了确定用户参与 MMORPG 的动机,我们提出了社会比较和自我扩张理论。具体来说,本研究提出了一个研究模型,全面识别心理动机(社会比较动机和归属感)和沉浸式游戏行为(社会临场感和流动体验)对行为因素(持续游戏意向和忠诚度)的影响。我们对 274 份有效调查问卷进行了分析。我们的研究结果为越来越多的文献做出了贡献,这些文献通过运用社会比较和自我扩张理论来理解影响人们玩 MMORPG 的因素,从而确定了用户玩 MMORPG 的动机。此外,研究结果对游戏开发者也有实际意义,建议他们有策略地开发内容以吸引用户。
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引用次数: 0
Paintings, Not Noise—The Role of Presentation Sequence in Labeling 绘画,而非噪音--呈现序列在标记中的作用
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-03-16 DOI: 10.1093/iwc/iwae008
Merlin Knaeble, Mario Nadj, Alexander Maedche
Labeling is critical in creating training datasets for supervised machine learning, and is a common form of crowd work heteromation. It typically requires manual labor, is badly compensated and not infrequently bores the workers involved. Although task variety is known to drive human autonomy and intrinsic motivation, there is little research in this regard in the labeling context. Against this backdrop, we manipulate the presentation sequence of a labeling task in an online experiment and use the theoretical lens of self-determination theory to explain psychological work outcomes and work performance. We rely on 176 crowd workers contributing with group comparisons between three presentation sequences (by label, by image, random) and a mediation path analysis along the phenomena studied. Surprising among our key findings is that the task variety when sorting by label is perceived higher than when sorting by image and the random group. Naturally, one would assume that the random group would be perceived as most varied. We choose a visual metaphor to explain this phenomenon, whereas paintings offer a structured presentation of coloured pixels, as opposed to random noise.
贴标签是为监督机器学习创建训练数据集的关键,也是人群工作异构的一种常见形式。它通常需要体力劳动,报酬很低,而且经常会让参与其中的工人感到厌烦。虽然众所周知,任务的多样性能激发人的自主性和内在动力,但在标签领域,这方面的研究却很少。在此背景下,我们在一项在线实验中操纵了贴标签任务的呈现顺序,并使用自我决定理论的理论视角来解释心理工作结果和工作绩效。我们依靠 176 名人群工作者的贡献,对三种呈现顺序(按标签、按图像、随机)进行了分组比较,并对所研究的现象进行了中介路径分析。在我们的主要发现中,令人惊讶的是,按标签排序时的任务多样性感知高于按图像和随机组排序时的任务多样性感知。自然,我们会认为随机组被认为是最多样化的。我们选择了一个视觉隐喻来解释这一现象,而绘画则提供了一个彩色像素的结构化呈现,而不是随机噪音。
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引用次数: 0
Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study 作为用户体验研究方法的句子完成:一项实验研究的建议
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2024-03-07 DOI: 10.1093/iwc/iwae002
Denise Schmidt, Karsten Nebe, Carine Lallemand
The aim of this study is to investigate the use of the sentence completion technique (SCT) as a user experience (UX) research method. We conducted an online experiment (N = 400) to test the effect of sentence stem variations on sentence completion outcomes. Using a between-subjects design, half of the participants were exposed to impersonal sentence stems that did not include pronouns while the other half were exposed to stems formulated using first-person pronouns (PR). Additional hypotheses around stem formats (use of redundant stems, imaginative stems, two blanks stems, generic stems, stems prompting others’ perception) were tested using a within-subject design. The results do not support hypothesized differences between the pronoun and no pronoun condition. Findings however show that varying the format of the stem influences response behavior, as measured by variety, quantity and novelty of ideas, as well as the length of response. This study contributes to consolidating the use of SCT as a user research method and proposes actionable recommendations on how to create optimal sentence completion surveys in Human-Computer Interaction (HCI).
本研究的目的是调查作为用户体验(UX)研究方法的句子完成技术(SCT)的使用情况。我们进行了一项在线实验(N = 400),以测试句干变化对完句结果的影响。采用主体间设计,一半参与者接触不包含代词的非人称句干,另一半参与者接触使用第一人称代词(PR)的句干。围绕句干格式的其他假设(使用冗余句干、想象性句干、两空句干、通用句干、提示他人感知的句干)也通过被试内部设计进行了测试。结果并不支持代词条件和无代词条件之间存在差异的假设。然而,研究结果表明,不同的语干格式会影响反应行为,具体表现为想法的多样性、数量和新颖性,以及反应的长度。本研究有助于巩固SCT作为用户研究方法的使用,并就如何在人机交互(HCI)中创建最佳的完形填空调查提出了可行的建议。
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引用次数: 0
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Interacting with Computers
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