挫败感:仍然是常见的用户体验

IF 4.8 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
M. Hertzum, K. Hornbæk
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引用次数: 1

摘要

当电脑出乎意料地延迟或阻碍目标实现时,挫折感随之而来。关于这种挫折的程度、内容和影响的核心研究是在15年前完成的。在计算机变得更加成熟,计算机的使用更加广泛之后,我们重新审视这个问题。为此,我们让234名众包参与者记录了他们在一个小时的电脑使用中遇到的令人沮丧的事情。由于沮丧的情节而损失的平均时间在一小时内的11%到20%之间。尽管这比之前的研究损失的时间要少,但挫败感仍然是一种常见的用户体验。虽然时间较短,但发作期间的沮丧程度中位数很高(9分制中为7分)。挫折程度与任务重要性和时间损失相关,但不受计算机经验的影响,也不受计算机自我效能的影响。此外,参与者表示84%的发作以前发生过,87%的发作可能再次发生,26%的发作他们无法解决。这种高复发率和缺乏控制可能增加了挫折感。这些章节涵盖了与性能(49%)、可用性(36%)和实用性(16%)相关的各种问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Frustration: Still a Common User Experience
When computers unexpectedly delay or thwart goal attainment, frustration ensues. The central studies of the extent, content, and impact of such frustration were done more than 15 years ago. We revisit this issue after computers have become more mature and computer use is more extensive. To this end, we had 234 crowdsourced participants log the frustrating episodes they experienced with their computers during one hour of computer use. The average time lost due to frustrating episodes was between 11% and 20% of the one-hour period. Though this is less time lost than in the earlier studies, frustration remains a common user experience. While shorter, the median level of frustration during the episodes was high (7 on a 9-point scale). The frustration level correlated with task importance and time lost but was unaffected by computer experience and largely unaffected by computer self-efficacy. In addition, participants indicated that 84% of the episodes had happened before, that 87% could happen again, and that they were unable to resolve 26% of the episodes. This high rate of recurrence and lack of control likely added to the frustration level. The episodes spanned various issues pertaining to performance (49%), usability (36%), and utility (16%).
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来源期刊
ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction 工程技术-计算机:控制论
CiteScore
8.50
自引率
5.40%
发文量
94
审稿时长
>12 weeks
期刊介绍: This ACM Transaction seeks to be the premier archival journal in the multidisciplinary field of human-computer interaction. Since its first issue in March 1994, it has presented work of the highest scientific quality that contributes to the practice in the present and future. The primary emphasis is on results of broad application, but the journal considers original work focused on specific domains, on special requirements, on ethical issues -- the full range of design, development, and use of interactive systems.
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