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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 Q3 COMPUTER SCIENCE, CYBERNETICS 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 Q3 COMPUTER SCIENCE, CYBERNETICS 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 Q3 COMPUTER SCIENCE, CYBERNETICS 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 Q3 COMPUTER SCIENCE, CYBERNETICS 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 Q3 COMPUTER SCIENCE, CYBERNETICS 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
Inferior, Yet Transformative: the User Experience with Robotic Vacuum Cleaners 低劣却又变革:机器人吸尘器的用户体验
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-28 DOI: 10.1093/iwc/iwae003
Morten Hertzum
Robotic vacuum cleaners are a prime example of home automation and a rich source of information about how people experience it. On the basis of a 3-week diary study, this article compares householders’ user experience (UX) of robotic vacuum cleaners with their UX of three types of manual vacuum cleaner. The main finding is that robotic vacuum cleaners are inferior in use, yet transform vacuuming. While their inferiority is about their pragmatic qualities, their transformative power relates to their autonomy, agency and hedonic qualities. This contradictory UX involves that robotic vacuum cleaners perform worse or not at all on seven out of nine surfaces and, at the same time, appear to escalate cleanliness standards. The transformation of household chores such as vacuuming is ongoing and calls for further research on engineering and merging the pragmatic and hedonic aspects of UX.
机器人吸尘器是家庭自动化的一个典型例子,也是人们体验机器人吸尘器的一个丰富信息来源。本文以一项为期三周的日记研究为基础,比较了家庭用户对机器人吸尘器和三种手动吸尘器的用户体验(UX)。主要发现是,机器人吸尘器在使用上不如手动吸尘器,但却能改变吸尘方式。机器人吸尘器的劣势在于其实用性,而其变革能力则与其自主性、代理性和享乐性有关。这种自相矛盾的用户体验涉及到机器人吸尘器在九种表面中的七种表面上的表现较差或根本没有表现,而与此同时,似乎又提高了清洁标准。吸尘等家务劳动的变革仍在继续,需要对工程学以及用户体验的实用性和享乐性方面进行进一步研究。
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引用次数: 0
Evaluating Target Expansion for Eye Pointing Tasks 评估眼睛指向任务的目标扩展性
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-28 DOI: 10.1093/iwc/iwae004
Xinyong Zhang
The idea of target expansion was proposed two decades ago for manual target acquisition, but it is not feasible to implement this idea in traditional user interfaces as the interactive system cannot know exactly which target is the desired one and should be expanded among several candidates. With the increasing maturity of eye tracking technology, gaze input has moved from an academically promising technique to an input method with built-in support in Windows 10; and target expansion has already become very feasible in the context of gaze input, as the user’s eye gaze is inherently an indicator of the desired target due to the natural eye-hand coordination in everyday tasks. However, a comprehensive evaluation is still lacking. In this study, two experiments were conducted, each with a different group of subjects, to investigate the effects of target expansion under different expansion feedback styles (visible vs. invisible), expansion factors, as well as different target appearances (i.e., circular vs. rectangular). The experimental results indicated that (1) the index of difficulty in eye pointing tasks (IDeye) does not depend on the initial size of the target, but on its final size, and that the corresponding human performance can be accurately predicted using the IDeye model instead of Fitts’ law; and that (2) the visible expansion style could disrupt the user’s fixations, making the measured human performance less efficient to some extent, but overall the theoretical predictions using the IDeye model were almost the same as the baselines. Following the experimental results, this study also provided some practical suggestions for UI design.
目标扩展的想法早在二十年前就已提出,用于手动获取目标,但在传统的用户界面中实现这一想法并不可行,因为交互系统无法准确知道哪个目标是所需目标,需要在多个候选目标中进行扩展。随着眼球跟踪技术的日益成熟,注视输入法已从一种学术上很有前途的技术发展成为 Windows 10 内置支持的输入方法;而在注视输入法的背景下,目标扩展已经变得非常可行,因为在日常任务中,用户的眼球注视是自然的眼手协调,因此眼球注视本身就是所需目标的指示器。然而,目前仍缺乏全面的评估。本研究进行了两项实验,每项实验都有一组不同的受试者参加,以研究目标扩展在不同扩展反馈方式(可见与不可见)、扩展因素以及不同目标外观(即圆形与矩形)下的效果。实验结果表明:(1) 眼睛指向任务的难度指数(IDeye)并不取决于目标的初始大小,而是取决于目标的最终大小,使用 IDeye 模型而不是 Fitts' law 可以准确预测相应的人类表现;(2) 可见的扩展方式可能会扰乱用户的固定,在一定程度上使测得的人类表现效率降低,但总体而言,使用 IDeye 模型的理论预测结果与基线基本一致。根据实验结果,本研究还为用户界面设计提供了一些实用建议。
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引用次数: 0
Identifying the Importance of UX Dimensions for Different Software Product Categories 确定不同软件产品类别用户体验维度的重要性
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-03 DOI: 10.1093/iwc/iwae001
Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Jean-Marc Robert
Billions of users around the world use mobile applications and computer software to achieve their professional and personal goals. This situation drives User Experience (UX) researchers and practitioners to assess the importance of UX dimensions across different products, to facilitate the design, development and evaluation of new products. To that end, this study surveyed a group of 200 end users and 8 UX experts from Canada to document the importance of 21 UX dimensions for 15 software product categories. The results confirmed that the importance of UX dimensions varies between product categories. Comparing the findings to those of similar studies conducted in Germany and Indonesia revealed that, while culture influences the rating of UX dimensions, the importance of UX dimensions is still determined by the product category. Comparisons between the importance ratings of UX dimensions between end users and experts and within end users were not significant in 77% and 97% of cases, respectively. Results showed that task-based product categories rely more on pragmatic dimensions (i.e. functionality and usability) while leisure-based products value hedonic dimensions (i.e. pleasure) as well. This study benefits researchers and practitioners by enabling them to select the most important UX dimensions for evaluating their products. CCS CONCEPTS: • Human-centered computing • Human-Computer Interaction (HCI) • HCI design and evaluation methods. Additional Keywords and Phrases: User experience, UX dimension, UX evaluation, culture.
全球数十亿用户使用移动应用程序和计算机软件来实现他们的职业和个人目标。这种情况促使用户体验(UX)研究人员和从业人员评估不同产品的用户体验维度的重要性,以促进新产品的设计、开发和评估。为此,本研究对来自加拿大的 200 名最终用户和 8 名用户体验专家进行了调查,记录了 15 类软件产品的 21 个用户体验维度的重要性。结果证实,不同产品类别的用户体验维度的重要性各不相同。将研究结果与在德国和印度尼西亚进行的类似研究结果进行比较后发现,虽然文化会影响用户体验维度的评级,但用户体验维度的重要性仍然取决于产品类别。最终用户与专家之间以及最终用户内部对用户体验维度重要性的评分比较分别有77%和97%不显著。结果表明,任务型产品类别更依赖于实用性维度(即功能性和可用性),而休闲型产品也重视享乐性维度(即愉悦感)。这项研究有利于研究人员和从业人员选择最重要的用户体验维度来评估他们的产品。CCS 概念:- 以人为本的计算--人机交互(HCI)--人机交互设计与评估方法。其他关键词和短语用户体验、用户体验维度、用户体验评估、文化。
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引用次数: 0
Unraveling the Role of Social Media on Adolescents’ Daily Goals and Affect: The Interplay Between Basic Psychological Needs and Screen Time 解读社交媒体对青少年日常目标和情感的影响:基本心理需求与屏幕时间之间的相互作用
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-29 DOI: 10.1093/iwc/iwad055
Marlies Van de Casteele, Bart Soenens, Koen Ponnet, Simon Perneel, Nele Flamant, Maarten Vansteenkiste
Despite the common belief that spending excessive time on social media apps harms adolescents' daily functioning, the impact of screen time is likely to differ depending on how well the use of social media aligns with adolescents' psychological needs for autonomy, competence, and relatedness. Grounded in self-determination theory, the aim of this study was to examine how both screen time and basic psychological needs on social media relate to adolescents’ daily goal striving and affective states. To this end, a 7-day diary study was conducted, and screen time (i.e. duration and frequency) was monitored objectively through an application on adolescents’ smartphones. In two daily surveys, participants reported on their basic psychological needs (i.e. satisfaction and frustration of the needs for autonomy, competence and relatedness) when spending time on social media, their experienced goal interference (i.e. guilt, goal conflict and rumination) and their affective states (i.e. positive and negative affect). Examining the data of 107 adolescents (M age = 15.28 years, SD = 1.66, range = 12–19; 53.3% female), multilevel path analyses revealed that, at the daily level, frustration of the basic psychological needs on social media was associated with temporary increases in guilt, goal conflict and negative affect. On the contrary, when adolescents felt satisfied with their needs during their time on social media, they reported better affective states. The duration of screen time also yielded an interfering effect (i.e. main effect), but this effect was attenuated when adolescents experienced high need satisfaction during their time on social media (i.e. interaction effect). Some lingering effects were found, with need satisfaction on SMU in the afternoon predicting lower guilt and goal conflict and need frustration on SMU relating to elevated rumination in the evening. These findings highlight the complex interplay between basic psychological needs on SMU and screen time for adolescents’ daily goal striving and affective well-being.
尽管人们普遍认为在社交媒体应用程序上花费过多时间会损害青少年的日常功能,但屏幕时间的影响很可能因社交媒体的使用与青少年对自主性、能力和相关性的心理需求的一致性而有所不同。本研究以自我决定理论为基础,旨在研究社交媒体上的屏幕时间和基本心理需求与青少年的日常目标努力和情感状态之间的关系。为此,我们进行了一项为期 7 天的日记研究,并通过青少年智能手机上的一个应用程序对屏幕时间(即持续时间和频率)进行了客观监测。在每天进行的两次调查中,参与者报告了他们在社交媒体上花费时间时的基本心理需求(即自主性、能力和相关性需求的满足和挫折)、他们所经历的目标干扰(即内疚、目标冲突和反刍)以及他们的情绪状态(即积极和消极情绪)。对 107 名青少年(中位年龄 = 15.28 岁,标差 = 1.66,年龄范围 = 12-19;53.3% 为女性)的数据进行多层次路径分析后发现,在日常层面上,社交媒体上基本心理需求的受挫与内疚感、目标冲突和消极情绪的暂时增加有关。相反,当青少年在社交媒体上的需求得到满足时,他们的情绪状态会更好。屏幕时间的长短也会产生干扰效应(即主效应),但当青少年在使用社交媒体期间体验到高需求满足感时,这种效应就会减弱(即交互效应)。研究还发现了一些持续效应,下午社交媒体上的需求满足预示着较低的内疚和目标冲突,而社交媒体上的需求挫折则与晚上的反刍增加有关。这些研究结果凸显了SMU上的基本心理需求和屏幕时间对青少年日常目标努力和情感幸福之间复杂的相互作用。
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引用次数: 0
Usable Cybersecurity: a Contradiction in Terms? 可用的网络安全:自相矛盾?
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-24 DOI: 10.1093/iwc/iwad035
Steven Furnell
Encounters and interactions with cybersecurity are now regular and routine experiences for information technology users across a variety of devices, systems and services. Unfortunately, however, despite long-term recognition of the importance of usability in the technology context, the user experience of cybersecurity and privacy is by no means guaranteed to address this criterion. This paper presents an outline of usability issues and challenges in the cybersecurity context, with examples of how it has (or indeed has not) evolved in some established contexts (looking in particular at web browsing and user authentication), as well as consideration of the extent to which any better attention is apparent within more recent and emerging technology contexts (considering the presentation of related features in scenarios including app stores and smart devices). Based on the evidence, cybersecurity is clearly yet to reach a stage where its mention would naturally imply usability, but at the same time the two concepts do not have to represent a contradiction in terms. The resulting requirement is for the increasing recognition of the issue to translate into a greater level of resulting attention and action.
现在,信息技术用户在各种设备、系统和服务上与网络安全的接触和互动已成为常规和例行的体验。然而,遗憾的是,尽管人们长期以来一直认识到可用性在技术领域的重要性,但网络安全和隐私的用户体验绝不能保证满足这一标准。本文概述了网络安全背景下的可用性问题和挑战,举例说明了在一些既定背景下可用性是如何发展的(或实际上并没有发展)(特别关注网页浏览和用户身份验证),并考虑了在较新的和新兴的技术背景下(考虑到应用程序商店和智能设备等场景中相关功能的呈现),可用性在多大程度上得到了更好的关注。根据这些证据,网络安全显然还没有达到这样一个阶段,即提到网络安全就会自然而然地想到可用性,但同时这两个概念并不一定是相互矛盾的。由此产生的要求是,对这一问题的认识不断提高,从而转化为更大程度的关注和行动。
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引用次数: 0
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