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Advanced robot interfaces are unnecessary for effective psychological health interventions 先进的机器人界面对于有效的心理健康干预是不必要的
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-29 DOI: 10.1016/j.chbr.2026.100955
Ivy S. Huang , Johan F. Hoorn
Depression is prevalent among young adults, many of whom encounter obstacles to accessing traditional interventions. This study investigated whether the modality of robotic delivery influences outcomes when administering identical psychological health intervention content. We compared three modalities, a text-based chatbot, an audio bot, and a video telepresence robot, each delivering the same imagery-enhanced interpretation bias modification (eiIBM) intervention. Forty-nine young adults with depressive symptoms (Mage = 22.71, SD = 3.30) were randomly assigned to one of the three robot conditions and completed six eiIBM sessions over two weeks. An additional control group (n = 18) received no intervention. User experience was assessed using the I-PEFiC framework, and measures of depression severity and interpretation biases were collected. All three robot modalities yielded comparable outcomes, with substantial reductions in depression symptoms (Hedges' g = 1.11–1.33) and approximately 40 % decreases in negative interpretation biases. Bayesian analyses focusing on the modality provided substantial evidence for the absence of differences between modalities regarding intervention outcomes (BFincl < 0.026). Notably, user experience emerged as a significant predictor of intervention efficacy: participants who reported positive user experiences exhibited markedly greater reductions in interpretation bias (Cohen's d > 3.0) regardless of the robot modality. These findings suggest that, when intervention content is standardized, increasing the sensory richness of the delivery modality does not enhance intervention outcomes. For structured cognitive interventions such as eiIBM, the fidelity of content delivery and the quality of user experience are more critical determinants of effectiveness than the sensory richness.
抑郁症在年轻人中很普遍,他们中的许多人在获得传统干预措施方面遇到障碍。本研究调查了当给予相同的心理健康干预内容时,机器人分娩方式是否会影响结果。我们比较了三种模式,基于文本的聊天机器人、音频机器人和视频远程呈现机器人,每种模式都提供相同的图像增强解释偏差修正(eiIBM)干预。49名有抑郁症状的年轻人(Mage = 22.71, SD = 3.30)被随机分配到三种机器人环境中的一种,并在两周内完成了六次eiIBM会话。另一对照组(n = 18)不进行干预。使用I-PEFiC框架评估用户体验,并收集抑郁严重程度和解释偏差的测量。所有三种机器人模式都产生了类似的结果,抑郁症状显著减少(赫奇斯的g = 1.11-1.33),负面解释偏差减少约40%。专注于模式的贝叶斯分析提供了大量证据,证明在干预结果方面,模式之间没有差异(BFincl < 0.026)。值得注意的是,用户体验成为干预效果的重要预测因素:报告积极用户体验的参与者在解释偏差方面表现出明显更大的减少(Cohen's d > 3.0),而不管机器人的形式如何。这些发现表明,当干预内容标准化时,增加传递方式的感官丰富性并不能提高干预结果。对于结构化的认知干预,如eiIBM,内容传递的保真度和用户体验的质量是比感官丰富性更重要的有效性决定因素。
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引用次数: 0
Evaluating a brief self-affirmation intervention to increase college students’ intentions to reduce internet use: A randomized controlled trial 评估一个简短的自我肯定干预增加大学生减少互联网使用的意图:一项随机对照试验
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-29 DOI: 10.1016/j.chbr.2026.100954
Rui She , Aobo Liu , Haiyue Luo , Lu Ma

Background

Internet overuse among youth is a significant health problem. Although self-affirmation interventions combined with health risk information have shown promise in addressing unhealthy behaviors, their application to problematic Internet use remains largely underexplored—particularly in Eastern and Chinese contexts where cultural factors may shape intervention effectiveness. This study is the first to evaluate the efficacy of a brief, digital self-affirmation intervention on message acceptance and behavioral intention to reduce Internet use among a large sample of Chinese college students, while exploring the moderating roles of demographics, risk status, and behavioral characteristics.

Method

354 college students were randomly assigned to an intervention group or a control group. Both groups received health risk information on Internet addiction and completed pre- and post-intervention assessments. Intervention efficacy and potential moderators were analyzed using generalized estimating equations and linear regression models.

Results

The self-affirmation task did not significantly improve behavioral intention or message acceptance compared to the control task. However, both groups showed significant increases in behavioral intention from baseline (all p < 0.01). Moderation analyses indicated a stronger intervention effect on behavioral intention among participants from higher-income families (B for three-way interaction: 0.76; p = 0.02). Beneficial effects of self-affirmation intervention on message acceptance were observed for individuals with high baseline risk perception (β for two-way interaction: 0.41; p = 0.03) and self-efficacy (β: 0.39; p = 0.04), but potential backfire effects were observed for those with low risk perception and self-efficacy.

Conclusions

This study represents the first trial of a digital self-affirmation intervention targeting Internet use among Chinese youth, highlighting the potential influence of cultural context and individual characteristics. Notably, the behavioral outcome assessed was limited to intention to reduce Internet use, rather than actual behavior. Future research should investigate cross-cultural validation, incorporate multidimensional behavioral assessments, and explore the feasibility of large-scale implementation.
青少年过度使用互联网是一个严重的健康问题。尽管结合健康风险信息的自我肯定干预在解决不健康行为方面显示出了希望,但它们在有问题的互联网使用中的应用仍未得到充分探索——特别是在东方和中国的背景下,文化因素可能会影响干预的有效性。本研究首次在大样本中国大学生中评估了简短的数字自我肯定干预对信息接受和行为意愿减少互联网使用的效果,同时探讨了人口统计学、风险状况和行为特征的调节作用。方法将354名大学生随机分为干预组和对照组。两组都收到了网络成瘾的健康风险信息,并完成了干预前和干预后的评估。采用广义估计方程和线性回归模型分析干预效果和潜在调节因子。结果与对照任务相比,自我肯定任务对行为意向和信息接受度没有显著改善。然而,两组的行为意向均较基线有显著增加(p < 0.01)。适度分析显示,高收入家庭的被试对行为意向的干预效果更强(三向交互作用B值:0.76;p = 0.02)。自我肯定干预对具有高基线风险感知(β: 0.41, p = 0.03)和自我效能感(β: 0.39, p = 0.04)的个体的信息接受有有益影响,但对具有低基线风险感知和自我效能感的个体有潜在的适得其反的影响。本研究代表了针对中国青少年互联网使用的数字自我肯定干预的首次试验,突出了文化背景和个人特征的潜在影响。值得注意的是,评估的行为结果仅限于减少互联网使用的意图,而不是实际行为。未来的研究应探讨跨文化验证,纳入多维行为评估,并探索大规模实施的可行性。
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引用次数: 0
Non-technical determinants of information security policy compliance: An integrated PMT-TPB model with psychological ownership, trust, and social influence 信息安全政策遵从性的非技术决定因素:具有心理所有权、信任和社会影响的集成PMT-TPB模型
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-29 DOI: 10.1016/j.chbr.2026.100947
Mohammad Mulayh Alshammari, Yaser Hasan Al-Mamary
Many assume personal attitudes are the main driver of information security policy (ISP) compliance, but this also rests on stewardship and norms inside organizations. With a focus on Saudi Arabia, a high power-distance, collectivist context, we integrate Protection Motivation Theory and the Theory of Planned Behavior with psychological ownership, trust in management, and social influence, we test a direct path from response efficacy to behavior. We surveyed 628 employees across Saudi organizations and analyzed the data with PLS-SEM (SmartPLS 4). Results show that intention is the strongest predictor of compliance behavior. Trust, psychological ownership, social influence, security awareness, and self-efficacy raise intention. Response efficacy, security awareness, and more weakly, perceived severity, shape attitude; perceived vulnerability does not. Response efficacy also increases compliance directly. Mediation tests indicate that intention carries most effects from stewardship, efficacy, awareness, and norms to behavior. These results fit a context where norms and stewardship weigh more than personal attitudes in forming intentions. The study offers theoretical and practical implications: build ownership and trust, leverage peer norms, as well as strengthen awareness and efficacy to raise compliance.
许多人认为个人态度是信息安全策略(ISP)遵从性的主要驱动因素,但这也取决于组织内部的管理和规范。我们以沙特阿拉伯为研究对象,将保护动机理论和计划行为理论与心理所有权、对管理的信任和社会影响相结合,验证了反应效能到行为的直接路径。我们调查了沙特组织的628名员工,并使用PLS-SEM (SmartPLS 4)分析了数据。结果表明,意向是依从性行为的最强预测因子。信任、心理所有权、社会影响、安全意识和自我效能感会提高意向。反应效能、安全意识较弱,感知严重程度、塑造态度;感知到的脆弱则不然。疗效也直接增加依从性。中介测试表明,意向从管理、效能、意识和行为规范等方面对行为的影响最大。这些结果符合这样一个背景,即规范和管理在形成意图方面比个人态度更重要。本研究提供了理论和实践启示:建立所有权和信任,利用同伴规范,以及加强意识和效能,以提高合规性。
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引用次数: 0
Mindfulness meets OTT: Development and validation of Mindful OTT Content Consumption Scale (MOCCS) 正念与OTT:正念OTT内容消费量表(MOCCS)的编制与验证
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-29 DOI: 10.1016/j.chbr.2026.100951
Dinesh Chhabra, Samia Naved, Simarjeet Kaur Ajji, Tushya Sachan, Gursheel Kaur
In the rapidly evolving landscape of digital media, Over-the-Top (OTT) platforms have emerged as a primary source of entertainment for millions worldwide. While these platforms provide unprecedented access to diverse and plentiful content, they also present potential risks for physical and mental well-being when consumed mindlessly. Thus, the present study aims to develop a Mindful OTT Content Consumption Scale to assess the degree of mindfulness in content consumption on OTT platforms. Study 1 consisted of 325 participants (mean age: 21.61 years; females 72.6 %), and Study 2 included 234 (mean age: 21.48 years; females = 79.9 %). An exploratory factor analysis yielded a four-factor structure (17 items). A confirmatory factor analysis further confirmed these four factors of the scale (CFI = 0.90, RMSEA = 0.06, SRMR = 0.05, GFI = 0.99). Cronbach's alpha, McDonald's omega, and Guttman split-half coefficients were 0.87, 0.86, and 0.84, respectively, indicating excellent internal consistency. Content validity and face validity indices were computed, and the scale had satisfactory convergent and discriminant validity, measured through Average Variance Extracted (AVE), Composite Reliability (CR), the Fornell-Larcker criterion, and Heterotrait-Monotrait (HTMT) ratios. This research extends Langer's socio-cognitive mindfulness framework into an emergent domain of digital-media engagement. The scale holds potential for practical applications in media psychology research, digital well-being interventions, as well as increasing awareness about media consumption, aiding conscious decision-making, and reflective attitude formation. It can also be used to guide OTT platform interfaces and develop content that encourages more mindful engagement, potentially leading to a more enriching viewing experience.
在快速发展的数字媒体领域,OTT (Over-the-Top)平台已经成为全球数百万人娱乐的主要来源。虽然这些平台提供了前所未有的多样化和丰富的内容,但如果盲目消费,它们也会给身心健康带来潜在风险。因此,本研究旨在开发一个正念OTT内容消费量表,以评估OTT平台上内容消费的正念程度。研究1包括325名参与者(平均年龄:21.61岁,女性占72.6%),研究2包括234名参与者(平均年龄:21.48岁,女性占79.9%)。探索性因子分析产生了一个四因子结构(17个项目)。验证性因子分析进一步证实了量表的这四个因素(CFI = 0.90, RMSEA = 0.06, SRMR = 0.05, GFI = 0.99)。Cronbach’s alpha、McDonald’s omega和Guttman劈裂系数分别为0.87、0.86和0.84,表明内部一致性良好。通过平均方差提取(AVE)、复合信度(CR)、Fornell-Larcker标准和异性状-单性状(HTMT)比率测量量表具有满意的收敛效度和判别效度。这项研究将兰格的社会认知正念框架扩展到数字媒体参与的新兴领域。该量表在媒体心理学研究、数字幸福感干预、提高媒体消费意识、帮助有意识的决策和反思态度形成等方面具有实际应用潜力。它还可以用来指导OTT平台界面,并开发鼓励更多有意识参与的内容,从而有可能带来更丰富的观看体验。
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引用次数: 0
Information shapes decisions: The access and use of decision support 信息塑造决策:获取和使用决策支持
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-28 DOI: 10.1016/j.chbr.2026.100949
Yoav Ben Yaakov , Yuval Bitan , Joachim Meyer
The decision to access and use Decision Support (DS) is complex, influenced not only by the system’s properties, such as cost and accuracy, but also by users’ evolving perceptions of its utility. While earlier research has explored the decision to use DS, few studies have investigated how users’ past interactions with DS influence their future access decisions. This study addresses this gap by examining the dynamic relationship between DS use and subsequent access behavior. We employed Signal Detection Theory (SDT) to model human binary classification decisions under uncertainty, including the theoretically optimal strategy, defined as the normative behavior that maximizes expected utility, for accessing decision support (DS). In an experiment involving 140 participants, each participant decided whether to access DS to obtain binary information about a simulated patient’s condition and determined whether the patient required an intervention. Results showed that using DS improved decision efficiency by reducing classification time and enhancing decision accuracy. However, participants did not always utilize DS optimally, achieving lower performance than predicted by the normative model. Participants’ access decisions were influenced by their prior experiences with the DS. Greater performance improvement was associated with a higher likelihood of repurchasing the DS. Thus, the discretionary use of DS is shaped not only by normative reasoning but also by experience-driven decision strategies. Our study demonstrates how decisions to access algorithmic decision support evolve, underscoring the need to consider these dynamics when designing and deploying decision aids in real-world contexts.
访问和使用决策支持(DS)的决策是复杂的,不仅受到系统属性(如成本和准确性)的影响,还受到用户对其效用的不断发展的看法的影响。虽然早期的研究已经探讨了使用DS的决定,但很少有研究调查用户过去与DS的互动如何影响他们未来的访问决策。本研究通过考察DS使用与后续访问行为之间的动态关系来解决这一差距。我们采用信号检测理论(SDT)来模拟不确定性下的人类二分类决策,包括理论最优策略,定义为最大化预期效用的规范行为,以获得决策支持(DS)。在一项涉及140名参与者的实验中,每个参与者决定是否访问DS以获取有关模拟患者病情的二进制信息,并确定患者是否需要干预。结果表明,采用分类方法减少了分类时间,提高了决策精度,提高了决策效率。然而,参与者并不总是最优地利用DS,获得比规范模型预测的更低的性能。参与者的访问决策受到他们先前使用DS的经验的影响。更大的绩效改善与更高的DS回购可能性相关。因此,自主决策的使用不仅受到规范推理的影响,而且受到经验驱动的决策策略的影响。我们的研究展示了获取算法决策支持的决策是如何演变的,强调了在现实环境中设计和部署决策辅助工具时需要考虑这些动态。
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引用次数: 0
The impact of person-organization ethics fit on ethical performance of autonomous vehicles 个人-组织伦理契合度对自动驾驶汽车伦理绩效的影响
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-28 DOI: 10.1016/j.chbr.2026.100953
Qiunan Zhang , Mark L. Gillenson , Xihui Paul Zhang
The autonomous vehicles (AVs) operate in a challenging environment and must uphold ethical principles. As a result, ensuring strong ethical performance, defined as adherence to prescribed ethics requirements, is essential for AV development. Designers, developers, and testers play critical roles in this process and largely determine the ethical performance of AVs. However, members of such AV development teams may hold different ethical views or differ in their level of agreement with the ethics requirements for AVs. The correspondence between the ethics of individuals in development and ethics requirements for AVs can be regarded as person-organization (P-O) ethics fit. This study investigates the following research question: How does the person-organization (P-O) ethics fit influence the ethical performance of AVs? Based on a comprehensive literature review and relevant theoretical frameworks, we developed a research model and proposed ten hypotheses. Structural equation modeling (SEM) was applied to test the proposed model and hypotheses. The results showed that P-O ethics fit positively influences the ethical performance of AVs through work-related attitudes, motivation, and organizational citizenship behaviors. Finally, the limitations, theoretical contributions, and practical implications of this study were discussed, along with directions for future research.
自动驾驶汽车(av)在充满挑战的环境中运行,必须遵守道德原则。因此,确保良好的道德表现,即遵守规定的道德要求,对AV发展至关重要。设计师、开发人员和测试人员在这一过程中扮演着关键角色,并在很大程度上决定了自动驾驶汽车的道德表现。然而,这些自动驾驶汽车开发团队的成员可能持有不同的伦理观点,或者在他们对自动驾驶汽车伦理要求的认同程度上存在差异。个体在发展过程中的伦理与av的伦理要求之间的对应关系可以看作是人-组织(P-O)伦理契合。本研究探讨以下研究问题:个人-组织(P-O)伦理契合度如何影响av伦理绩效?在综合文献综述和相关理论框架的基础上,我们建立了一个研究模型,并提出了十个假设。采用结构方程模型(SEM)对所提出的模型和假设进行检验。结果表明,组织伦理契合度通过工作态度、工作动机和组织公民行为正向影响av伦理绩效。最后,讨论了本研究的局限性、理论贡献和现实意义,并展望了未来的研究方向。
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引用次数: 0
Realistic human-like avatar embodiment diminishes outcomes in digital emotion regulation interventions 逼真的人形化身减少了数字情绪调节干预的结果
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-28 DOI: 10.1016/j.chbr.2026.100952
Eva Naumann
Digital mental health prevention and therapy programs are increasingly integrating embodied conversational agents and avatars to improve user interaction and psychological well-being. However, the effects of human-like avatar embodiment remain underexplored, particularly in digital interventions targeting emotion regulation, a critical transdiagnostic factor of various mental health conditions. Thus, the current study investigates the impact of avatar realism in a brief online emotion regulation intervention.
In a between-subjects online experiment, 211 participants completed a single-session digital emotion regulation intervention, featuring psychoeducational content and practical exercises, facilitated by an embodied conversational avatar. Participants were randomly assigned to one of four conditions: realistic humanoid avatar, abstract humanoid avatar, robot avatar, or a control condition using audio waveform animations. Emotional ratings, satisfaction with the intervention, avatar user experience, self-disclosure levels, and open-ended feedback were assessed through self-report.
Positive emotions increased across all conditions, except for the realistic avatar group during a gratitude exercise. Results further revealed a significant main effect of condition on intervention satisfaction, with the realistic humanoid avatar receiving lower ratings than the other conditions. Interactions with the realistic avatar were rated as significantly more anxiety-inducing and less pleasant. Additionally, participants in the realistic humanoid avatar condition reported significantly lower levels of self-disclosure compared to the other conditions.
These findings suggest that realistic humanoid avatars may induce discomfort in emotion regulation interventions, potentially reducing their effectiveness. The results are discussed considering the uncanny valley and perceptual mismatch hypotheses, highlighting the need for careful multimodal avatar design in digital mental health interventions.
数字心理健康预防和治疗项目越来越多地整合了具体的对话代理和虚拟形象,以改善用户互动和心理健康。然而,类人化身的影响仍未得到充分探索,特别是在针对情绪调节的数字干预方面,情绪调节是各种心理健康状况的关键诊断因素。因此,本研究调查了虚拟现实主义在一个简短的网络情绪调节干预中的影响。在一项受试者之间的在线实验中,211名参与者完成了一项单会话的数字情绪调节干预,以心理教育内容和实践练习为特色,由一个具体化的对话化身提供便利。参与者被随机分配到四种条件中的一种:逼真的人形化身,抽象的人形化身,机器人化身,或者使用音频波形动画的控制条件。通过自我报告评估情绪评分、干预满意度、化身用户体验、自我披露水平和开放式反馈。积极情绪在所有情况下都有所增加,除了现实头像组在感恩练习中。结果进一步揭示了条件对干预满意度的显著主要影响,真实的人形化身得分低于其他条件。与真实化身的互动被评为明显更容易引起焦虑,更不愉快。此外,与其他条件相比,现实类人虚拟形象条件下的参与者报告的自我表露水平明显较低。这些发现表明,现实的人形化身可能会在情绪调节干预中引起不适,从而潜在地降低其有效性。考虑到恐怖谷和感知错配假设,结果被讨论,强调在数字心理健康干预中需要仔细的多模态化身设计。
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引用次数: 0
SpreadPy: A Python tool for modelling spreading activation and superdiffusion in cognitive multiplex networks 一个Python工具,用于模拟认知多路网络中的扩散激活和超扩散
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-27 DOI: 10.1016/j.chbr.2026.100940
Salvatore Citraro , Edith Haim , Alessandra Carini , Cynthia S.Q. Siew , Giulio Rossetti , Massimo Stella
We introduce SpreadPy as a Python library for simulating spreading activation in cognitive single-layer and multiplex networks. Our tool enables systematic testing of structure–function relationships in cognition by comparing simulated activation dynamics outcomes with established theories in knowledge modelling. We demonstrate the library’s utility through three case studies: (1) Spreading activation on associative knowledge networks distinguishes students with high versus low math anxiety, revealing anxiety-related structural differences in conceptual organization; (2) Activation trajectories in a creativity task vary with task difficulty, revealing how cognitive load modulates lexical access; (3) In individuals with aphasia, simulated activation patterns on lexical networks correlate with empirical error types (semantic vs. phonological) during picture-naming tasks, linking network structure to clinical impairments. SpreadPy’s flexible framework allows researchers to model these processes using empirically derived or theoretical networks, providing mechanistic insights into individual differences and cognitive impairments. The library is openly available, supporting reproducible research in psychology, neuroscience, and education research.
我们介绍了SpreadPy作为一个Python库,用于模拟认知单层和多路网络中的传播激活。我们的工具通过比较模拟的激活动力学结果与知识建模中的既定理论,可以系统地测试认知中的结构-功能关系。我们通过三个案例研究证明了图书馆的效用:(1)关联知识网络的扩散激活区分了高、低数学焦虑的学生,揭示了与焦虑相关的概念组织结构差异;(2)创造性任务的激活轨迹随任务难度的变化而变化,揭示了认知负荷对词汇获取的调节作用;(3)在失语症患者中,词汇网络的模拟激活模式与图片命名任务中的经验错误类型(语义和语音)相关,将网络结构与临床障碍联系起来。SpreadPy灵活的框架允许研究人员使用经验推导或理论网络对这些过程进行建模,从而提供对个体差异和认知障碍的机制见解。图书馆是开放的,支持心理学、神经科学和教育研究的可重复研究。
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引用次数: 0
User experience (UX) meets bureaucracy: Lessons from a government intranet prototype 用户体验(UX)遇到官僚主义:来自政府内部网原型的教训
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-25 DOI: 10.1016/j.chbr.2026.100946
Scott Pelham, Jo Jung, Christopher Kueh
Implementing user experience (UX) methodologies within government settings is both possible and powerful – but fraught with systemic and cultural complexities. This report presents insights from the redesign of a government intranet for a prominent Australian emergency services organisation, using a human-centred design approach grounded in the Double Diamond framework. The research reveals a series of challenges: bureaucracy, opinion bias, overwhelming content volume with minimal organisational value, a governance paradox where design rules are desired but selectively applied, a disconnect in engagement from key stakeholders, and the impact of a design by committee approach. While these challenges were significant, they did not hinder progress; rather, they paved the way for valuable opportunities for UX practitioners. The study demonstrated UX methods can be used to enhance organisational self-awareness, governance can be restructured to support – not hinder – usability, and sustained stakeholder engagement can be achievable with the right methods and framing. The findings also highlight a broader lesson: although government environments often present greater resistance to change, user experience practices can serve as powerful catalysts when thoughtfully aligned with institutional constraints.
在政府环境中实施用户体验(UX)方法既是可能的,也是强大的,但却充满了系统和文化的复杂性。本报告介绍了澳大利亚一个著名的紧急服务组织的政府内部网的重新设计的见解,使用基于双钻石框架的以人为本的设计方法。该研究揭示了一系列挑战:官僚主义、意见偏见、组织价值最小的压倒性内容量、设计规则被期望但有选择地应用的治理悖论、关键利益相关者的参与脱节,以及委员会方法的设计影响。虽然这些挑战是重大的,但它们并没有阻碍进展;相反,它们为用户体验从业者提供了宝贵的机会。该研究表明,用户体验方法可以用来增强组织的自我意识,治理可以重构以支持(而不是阻碍)可用性,并且通过正确的方法和框架可以实现持续的利益相关者参与。研究结果还强调了一个更广泛的教训:尽管政府环境往往对变革存在更大的阻力,但如果用户体验实践与制度约束相结合,就可以成为强大的催化剂。
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引用次数: 0
Walking experience in real and virtual environments: A comparative study 真实与虚拟环境下的行走体验比较研究
IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2026-01-23 DOI: 10.1016/j.chbr.2026.100950
Marzieh Ghanbari , Martin Dijst , Reza Aghanejad , Sébastien Claramunt , Camille Perchoux
Virtual reality (VR) offers new opportunities to promote active behaviors by enhancing engagement and allowing controlled modifications of urban environments. This study investigates whether virtual environments (VEs) can evoke affective responses comparable with real environments (REs), both psychologically and physiologically, by using an immersive VE combined with a walking simulator that replicates walking motion. Forty-nine healthy adults, Luxembourg residents or cross-border commuters, aged 18–65, including students, university staff, and the general public, walked two contrasting street segments, walking-friendly and car-friendly, in both RE and VE in a crossover design. Affective responses were assessed through questions on aesthetics, safety, enjoyment, comfort, relaxation, momentary stress, and real-time physiological data collected using E4 wristband.
Significant differences emerged between the RE and VE across all affective measurements, except for nonspecific skin conductance responses, with the RE consistently eliciting more positive affective responses. Nevertheless, similar affective trends were observed in both the RE and VE across the two segments. Moreover, environmental characteristics significantly influenced affective responses in both the RE and VE, with the walking-friendly segment yielding more positive affective ratings than the car-friendly one. The interactions between environment type (RE vs. VE) and segment type (car-friendly vs. walking-friendly) were not significant for most measurements, indicating that the effect of environment type on affective responses remained consistent across segments. These findings emphasize that VEs can mimic the overall patterns of affective responses observed in REs. This research highlights VR's potential in planning healthier cities, offering insights into its benefits and limitations for future research.
虚拟现实(VR)通过增强参与度和允许对城市环境进行可控修改,为促进积极行为提供了新的机会。本研究通过使用身临其境的虚拟环境与复制步行运动的步行模拟器相结合,研究虚拟环境(VEs)是否能在心理和生理上唤起与真实环境(REs)相当的情感反应。49名健康成年人,卢森堡居民或跨境通勤者,年龄在18-65岁之间,包括学生、大学工作人员和一般公众,在交叉设计中行走在两个不同的街道上,步行友好和汽车友好,在RE和VE。通过美观、安全、享受、舒适、放松、瞬间压力和使用E4腕带收集的实时生理数据等问题来评估情感反应。除了非特异性皮肤电导反应外,RE和VE在所有情感测量中都存在显著差异,RE始终引起更积极的情感反应。然而,在两个部分中,在RE和VE中观察到类似的情感趋势。此外,环境特征显著影响了RE和VE的情感反应,步行友好的情感反应比汽车友好的情感反应产生更积极的情感评价。环境类型(RE vs. VE)和区段类型(car-friendly vs. walking-friendly)之间的交互作用在大多数测量中不显著,表明环境类型对情感反应的影响在区段之间保持一致。这些发现强调,虚拟现实可以模拟在res中观察到的情感反应的整体模式。这项研究强调了虚拟现实在规划更健康城市方面的潜力,为未来的研究提供了对其优点和局限性的见解。
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Computers in human behavior reports
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