Interacting with Computers最新文献

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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
Interacting with Computers Pub Date : 2024-06-03 DOI: 10.1093/iwc/iwae020
Lowie Bradt, B. Vermote, Bieke Zaman, M. Vansteenkiste, B. Soenens
{"title":"Are Video Games and School Conflictual or Complementary Contexts for Affording Psychological Need Fulfillment? Implications for Adolescents’ Problematic Gaming and School Adjustment","authors":"Lowie Bradt, B. Vermote, Bieke Zaman, M. Vansteenkiste, B. Soenens","doi":"10.1093/iwc/iwae020","DOIUrl":"https://doi.org/10.1093/iwc/iwae020","url":null,"abstract":"\u0000 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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141272245","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-06-03 DOI: 10.1093/iwc/iwae022
Rebecca Gerstenberg, Marc Hassenzahl, Matthias Laschke
{"title":"Designing for Autonomy: A Process-Oriented Approach Based on Organismic Integration Theory","authors":"Rebecca Gerstenberg, Marc Hassenzahl, Matthias Laschke","doi":"10.1093/iwc/iwae022","DOIUrl":"https://doi.org/10.1093/iwc/iwae022","url":null,"abstract":"\u0000 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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141269955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-05-31 DOI: 10.1093/iwc/iwae018
Darius Hennekeuser, Daryoush Vaziri, David Golchinfar, Gunnar Stevens
{"title":"What I Don’t Like about You?: A Systematic Review of Impeding Aspects for the Usage of Conversational Agents","authors":"Darius Hennekeuser, Daryoush Vaziri, David Golchinfar, Gunnar Stevens","doi":"10.1093/iwc/iwae018","DOIUrl":"https://doi.org/10.1093/iwc/iwae018","url":null,"abstract":"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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141197399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-05-30 DOI: 10.1093/iwc/iwae017
Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Mitra Taraghi, Jean-Marc Robert
{"title":"Exploring the Landscape of UX Subjective Evaluation Tools and UX Dimensions: A Systematic Literature Review (2010–2021)","authors":"Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Mitra Taraghi, Jean-Marc Robert","doi":"10.1093/iwc/iwae017","DOIUrl":"https://doi.org/10.1093/iwc/iwae017","url":null,"abstract":"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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141197510","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-05-14 DOI: 10.1093/iwc/iwae010
Tom Flint, Brian O'Keefe, Michael Mastermaker, Miriam Sturdee, David Benyon
{"title":"Narratives of Blended Experience","authors":"Tom Flint, Brian O'Keefe, Michael Mastermaker, Miriam Sturdee, David Benyon","doi":"10.1093/iwc/iwae010","DOIUrl":"https://doi.org/10.1093/iwc/iwae010","url":null,"abstract":"\u0000 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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-05-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140980762","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-05-10 DOI: 10.1093/iwc/iwae011
Georg Regal, Dorothé Smit, Nathalia Campreguer França, Verena Fuchsberger, Manfred Tscheligi
{"title":"Making It Work—Experiences of Women Who Engage in Technological Making at Home","authors":"Georg Regal, Dorothé Smit, Nathalia Campreguer França, Verena Fuchsberger, Manfred Tscheligi","doi":"10.1093/iwc/iwae011","DOIUrl":"https://doi.org/10.1093/iwc/iwae011","url":null,"abstract":"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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140941639","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers 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
{"title":"Enriching Cultural Heritage Communities: New Tools and Technologies","authors":"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","doi":"10.1093/iwc/iwae009","DOIUrl":"https://doi.org/10.1093/iwc/iwae009","url":null,"abstract":"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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140629517","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-04-03 DOI: 10.1093/iwc/iwae005
Jihyeon Lee, Hanku Kim
{"title":"‘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","authors":"Jihyeon Lee, Hanku Kim","doi":"10.1093/iwc/iwae005","DOIUrl":"https://doi.org/10.1093/iwc/iwae005","url":null,"abstract":"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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140594503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-03-16 DOI: 10.1093/iwc/iwae008
Merlin Knaeble, Mario Nadj, Alexander Maedche
{"title":"Paintings, Not Noise—The Role of Presentation Sequence in Labeling","authors":"Merlin Knaeble, Mario Nadj, Alexander Maedche","doi":"10.1093/iwc/iwae008","DOIUrl":"https://doi.org/10.1093/iwc/iwae008","url":null,"abstract":"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.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140155396","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
Interacting with Computers Pub Date : 2024-03-07 DOI: 10.1093/iwc/iwae002
Denise Schmidt, Karsten Nebe, Carine Lallemand
{"title":"Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study","authors":"Denise Schmidt, Karsten Nebe, Carine Lallemand","doi":"10.1093/iwc/iwae002","DOIUrl":"https://doi.org/10.1093/iwc/iwae002","url":null,"abstract":"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).","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140074687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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