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Designing and Analyzing Swing Compass: A Lively Interactive System Provoking Imagination and Affect for Persuasion

机译:设计和分析挥杆指南针:一种激烈的互动系统,激发了想象力和劝说的影响

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Grounded in cognitive semantics in cognitive science, the psychology of emotion, and phenomenological approaches to interaction design, this paper first suggests a cognitive and interpretive approach to the imaginative and affective user experiences of "lively" interactive artifacts, which are reminiscent of everyday life experience. It then introduces Swing Compass, an interactive computing system that turns a tablet computer into a compass-like reflective device with artificial intelligence based on an analogy and moderation engine. With configurable analogy and moderation rules and changeable multimedia contents, the device can be instantiated differently, such as "daily activities advisors" or "app-launching guides", to help people from addiction or decidophobia in various contexts. User experience tests on the device have generated qualitative data showing how it provokes imagination and emotion via conceptual blends and emotional appraisals during different moments. This demonstrates the application of the proposed framework for interpreting users' meaning-making processes and informing possible orientations of the reflective design in hope of behavior change.
机译:在认知科学的认知语义中,情感心理学和互动设计的现象学方法的基础,首先表明了一种认知和令人情感的用户体验的认知和解释方法,这些方法是“热闹”的互动文物的体验,这些方法是让人想起日常生活经验。然后,它介绍了摆罗克,一个交互式计算系统,该交互式计算系统,将平板电脑转换为具有基于类比和促进引擎的人工智能的罗盘状反射装置。具有可配置的类比和审核规则和可变的多媒体内容,可以不同地实例化,例如“日常活动顾问”或“应用程序启动指南”,以帮助在各种情况下从成瘾或解除丧失的人。设备上的用户体验测试具有产生定性数据,显示如何通过在不同时刻的概念混合和情感评估中引起想象力和情感。这证明了提出的框架来解释用户的意义流程并告知反射设计的可能取向,希望行为改变。

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