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Product behavior and appearance effects on experienced engagement during experiential and goal-directed tasks

机译:产品行为和外观对经验和目标导向任务期间经验丰富的参与的影响

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This study examines how digital products can be designed towards increased levels of experienced engagement. An experiment was conducted in which 24 participants were asked to interact with a videogame that varied in behavior and appearance aspects during experiential and goal-directed tasks. Behavioral aspects were manipulated by varying the amount of possibilities in the game that also affected the complexity in human action. Appearance aspects were manipulated by varying the colorfulness, detail and asymmetry within the visual design. During experiential tasks participants were free to explore the game and during goal-directed tasks participants were given a goal that had to be completed as efficiently as possible. Results indicate that experienced engagement is based upon the extent the game provided rich experiences and by the extent the game provided a sense of control. Based on these results, recommendations for designing engaging interactions with digital products are discussed.
机译:本研究审查了如何设计数码产品,以便为经验丰富的参与度提高。进行了一个实验,其中要求24名参与者与在经验和目标定向任务期间在行为和外观方面变化的视频游戏进行互动。通过改变游戏中的可能性量来操纵行为方面,这些可能性也影响了人类行动中的复杂性。通过改变视觉设计中的炫彩性,细节和不对称来操纵外观方面。在经验期权期间,参与者可以自由地探索游戏,在目标定向任务期间,参与者获得了一个必须尽可能有效地完成的目标。结果表明,经验丰富的参与是基于游戏提供丰富的经历以及游戏提供控制感的程度。基于这些结果,讨论了设计与数字产品进行接触相互作用的建议。

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