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An hedonomic evaluation of pleasurable human-technology experience: The effect of exposure and aesthetics on the experience of flow.

机译:愉悦的人类技术经验的血液学评估:暴露和美学对流动体验的影响。

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摘要

A framework was developed called the Extended Hedonomic Hierarchy (EHH) that provides a basis for evaluating pleasurable human-system experience. Results from a number of experiments within this framework that evaluated specific dimensions of the framework are reported. The 'Exposure' component of the EHH framework and hedonics of the system were investigated to see how changes would affect other dimensions, such as the occurrence of flow, the mode of interaction, and the needs of the user. Simulations and video games were used to investigate how repeated exposure affects flow, interaction mode, and the user needs. The Kansei Engineering method was used to measure user needs and investigate the effect of different hedonic properties of the system on user needs and flow. Findings reveal that: (a) pleasurable human-system experience increases linearly with repeated exposure to the technology of interest; (b) an habituation effect of flow mediated by day; (c) motivation to satisfy human need for technology is hierarchically structured and contributes to pleasurable human-system experience; (d) interactivity is hierarchically structured and seamless mode of interaction is a behavioral outcome of pleasurable human-system experience; (e) there are individual differences among users that affect the likelihood of experiencing pleasurable human-system interaction; (f) performance is positively correlated to flow; and (g) the method of kansei engineering provides data from which informed decisions about design can be made and empirical research can be conducted. Suggestions for (a) making Hedonomics a reality in industry, the workplace, and in the field of Human Factors, (b) future research directions for Hedonomics, and (c) principles and guidelines for the practice of Hedonomics are discussed.
机译:开发了一个框架,称为扩展的Hedonomic层次结构(EHH),它为评估愉快的人系统经验提供了基础。报告了在此框架内进行的许多实验的结果,这些结果评估了框架的特定尺寸。对EHH框架的“曝光”组件和系统享乐进行了调查,以了解更改如何影响其他方面,例如流量的发生,交互方式和用户需求。模拟和视频游戏用于研究重复暴露如何影响流量,交互模式和用户需求。 Kansei Engineering方法用于测量用户需求,并研究系统的各种特征对用户需求和流量的影响。研究发现表明:(a)随着反复接触感兴趣的技术,令人愉快的人类系统经验线性增加; (b)以天为媒介的流量习惯化作用; (c)满足人类对技术的需求的动机是按层次结构构成的,并有助于获得愉悦的人类系统经验; (d)交互是分层结构的,无缝的交互模式是令人愉悦的人类系统经验的行为结果; (e)用户之间存在个体差异,这会影响到愉悦的人机交互作用的可能性; (f)绩效与流量呈正相关; (g)kansei工程方法提供了数据,可以根据这些数据做出有关设计的明智决定,并可以进行实证研究。有关以下方面的建议:(a)使人机工程学在工业,工作场所和人为因素领域中成为现实,(b)人机工程学的未来研究方向,以及(c)人机工程学实践的原则和指南。

著录项

  • 作者

    Murphy, Lauren L.;

  • 作者单位

    University of Central Florida.;

  • 授予单位 University of Central Florida.;
  • 学科 Psychology Experimental.; Psychology Behavioral.
  • 学位 Ph.D.
  • 年度 2005
  • 页码 183 p.
  • 总页数 183
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 心理学;心理学;
  • 关键词

  • 入库时间 2022-08-17 11:41:29

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