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To do or not to do: Differences in user experience and retrospective judgments depending on the presence or absence of instrumental goals

机译:要做或不要做:用户体验的差异和回顾性判断,取决于是否存在工具性目标

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摘要

Recently, Human-Computer Interaction (HCI) started to focus on experiential aspects of product use, such as affect or hedonic qualities. One interesting question concerns the way a particular experience is summarized into a retrospective value judgment about the product. In the present study, we specifically explored the relationship between affect, mental effort and spontaneity experienced while interacting with a storytelling system and retrospective judgments of appeal. In addition, we studied differential effects of the presence or absence of instrumental goals. In general, active instrumental goals did not only impact experience per se by, for example, inducing mental effort, but also the way subsequent retrospective judgments were formed. We discuss the implications of our findings for the practice of product evaluation in HCI specifically, and more general aspects, such as the role of affect in product evaluations and the importance of usage mode compatibility (i.e., a compatibility of the way one ought to and actually does approach a product).
机译:最近,人机交互(HCI)开始关注产品使用的体验方面,例如情感或享乐品质。一个有趣的问题涉及将特定体验总结为有关产品的追溯价值判断的方式。在本研究中,我们专门探讨了与讲故事系统和吸引力的回顾性判断互动时,情感,精神努力和自发性之间的关系。此外,我们研究了工具性目标存在与否的不同影响。总的来说,积极的工具性目标不仅会通过例如诱导精神努力来影响经验本身,而且还会影响后续回顾性判断的形成方式。我们将具体讨论我们的发现对HCI产品评估实践的意义,以及更一般的方面,例如,影响在产品评估中的作用以及使用模式兼容性的重要性(即,一种方法应该兼容和实际上确实接近产品)。

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