重新思考人机交互设计的理论建构

Elena Ornig, P. Bernus, J. Faichney
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引用次数: 2

摘要

尽管心理学中关于情绪的理论观点互不相容,但HCI的研究人员仍然认为挫折是一种基本的消极或主动反应或情绪,是目标满意度的单一预测因素,也是使用技术的一个持续问题。运用扎根理论的方法,我们认为报告的沮丧的原因并不一定会导致沮丧的经历,使沮丧成为一个不可靠的预测因素,充其量只是一个更大问题的一小部分:我们认为个人的消极经历是一个更好的预测因素。扎根理论方法使我们能够更好地概括新出现的概念和类别,将它们与人类对技术的使用因果、必然或有条件地联系起来。这为找到HCI理论中的知识缺口铺平了道路,从现实的角度来处理基本的心理需求,并且可以通过开发潜在的普遍适用的新设计原则来解决这一问题。出现的概念包括:a)人-复杂系统交互结构;B)被动和主动设计方法的区别;C)为人类福祉而设计的观点;d)中断相互作用的四个不同阶段。此外,我们提出了评估HCI设计的具体步骤,以帮助最大限度地减少负面用户体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Emerged Theoretical Constructs to Rethink HCI Design
Despite incompatible theoretical perspectives on emotion in psychology, researchers in HCI continue to identify frustration as a basic negative ae ctive reaction or enotion, a single predictor of goal satisfaction and a persistent problem with use of technology. Applying the Grounded Theory approach, we argue that the reported causes of frustration were not necessarily resulting in frustrating experiences, making frustration an unreliable predictor and at best a small part of a bigger problem: an individual negative experience, which we argue is a better predictor. The Grounded Theory approach allowed us to better generalize newly emerged concepts and categories, connecting them causally, consequentially or conditionally to human use of technology. This paved the way to find a knowledge gap in HCI theory, treating basic psychological needs from an eudaimonic perspective, and which could be addressed by developing potentially universally applicable new design principles. The emerged concepts include: a) the human-complex system interaction construct; b) the distinction of reactive and proactive design approaches; c) the perspective of designing for human well-being; and d) four distinct phases of disrupted interaction. In addition, we propose specific steps for the evaluation of HCI design to help minimize negative user experience.
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