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22
Flow experiences of children in an interactive social game environment
- British Journal of Educational Technology
, 2007
"... environment ..."
The role of affect in information systems research: A critical survey and a research model
- HUMAN-COMPUTER INTERACTION IN MANAGEMENT INFORMATION SYSTEMS - FOUNDATIONS
"... Most existing models or theories in IS focus on the cognitive and behavioral aspects of human decision-making processes and on individual reactions to using technologies in organizations and other contexts. The influence of affect or emotion is traditionally neglected. The affective aspect, howeve ..."
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Most existing models or theories in IS focus on the cognitive and behavioral aspects of human decision-making processes and on individual reactions to using technologies in organizations and other contexts. The influence of affect or emotion is traditionally neglected. The affective aspect, however, is considered crucial, and has gained attention in psychology, marketing, organizational behavior, and other fields. Recently, affect and related concepts have attracted attention from researchers in information systems (IS) and human-computer interaction (HCI). Yet, studies of affect have been scattered and less systematic. This paper first examines the theoretical advancement of affect studies in several referencing disciplines to IS: psychology, organizational psychology, and marketing and consumer behavior. An abstract model of the individual interacting with an object (IIO) is developed to represent the important contributors to behavior intention and behavior of people interacting with objects. Then the chapter continues with a comprehensive survey of existing studies on affect in the IS discipline to demonstrate the current status of the research stream, some conceptual discrepancies and limitations, and some potential areas for future research. An ITspecific model of IIO, a model of individual interaction with IT (IIIT), is constructed as both a framework and a theoretical model to interpret and predict individual IT user behavior. This study is an attempt to highlight and systematically analyze the influence of affect in IS and therefore has great implications for both researchers and practitioners.
Theorizing the Relationship between Affect and Aesthetics in the ICT Design and Use Context
"... With an increasing interest in both affect and aesthetics in the context of information and communication technology (ICT) design and use, there is a timely need to provide a theory based understanding of these concepts and their relationships. In this paper, we point out some confusion as shown in ..."
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With an increasing interest in both affect and aesthetics in the context of information and communication technology (ICT) design and use, there is a timely need to provide a theory based understanding of these concepts and their relationships. In this paper, we point out some confusion as shown in the literature and provide a theory based understanding of the concepts and their relationships. Such an understanding can eventually provide practical suggestions on researching affect and aesthetics in the ICT context and suggest researchers to expand the coverage of aesthetics concept from focusing primarily on pleasantness or positivity to a broader coverage indicated by affect’s structure.
Towards an embodied view of flow
- In Second International Workshop on User Models for Motivational Systems (UMMS 2011
, 2011
"... Abstract. Flow is a psychological construct that has been used to describe states of optimal experience and intrinsic motivation. We claim that adaptions of flow made from psychological into computing studies have been done without a careful consideration of the original concept and that frequently ..."
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Abstract. Flow is a psychological construct that has been used to describe states of optimal experience and intrinsic motivation. We claim that adaptions of flow made from psychological into computing studies have been done without a careful consideration of the original concept and that frequently they are the product of conceptual misunderstandings. We propose a view of flow for computing studies based on notions of phenomenology and embodied interaction and analyse the major characteristics of this concept from this embodied view.
Measuring Flow While Playing Computer Mediated Games: A Pilot Study
"... The purpose of this paper is to investigate a flow model (F-model) and its operationalizations ability to measure flow. This flow model differs from the ones presented in existing research through its operationalization and differentiation between experiences with the task and experiences with the a ..."
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The purpose of this paper is to investigate a flow model (F-model) and its operationalizations ability to measure flow. This flow model differs from the ones presented in existing research through its operationalization and differentiation between experiences with the task and experiences with the artifact. The focus of this research is the intrinsically motivated, flow dependent task of playing computer mediated games. The artifacts used are a game console and a mobile phone. Use of the F-model generated rich data of the test persons ’ experiences and feelings while playing a computer mediated game. It provided data that indicated differences between the artifact and the task and their influence on the flow experience. Although the F-model worked well the need to give more stringent definitions to some of the concepts in order get a better operationalization is found.
Advance Access publication on 3 October 2013 doi:10.1093/iwc/iwt051 An Embodied View of Flow
"... Flow is a psychological construct that has been used to describe states of optimal experience. It has been remarkably influential in user experience studies in areas of computing such as technology acceptance, video gaming, e-shopping, web marketing and e-learning, among others. Frequently, however, ..."
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Flow is a psychological construct that has been used to describe states of optimal experience. It has been remarkably influential in user experience studies in areas of computing such as technology acceptance, video gaming, e-shopping, web marketing and e-learning, among others. Frequently, however, the interpretation of the flow concept as well as its major characteristics have been made in an ad hoc manner; there is no overall agreement on how the flow concept should be conceptualized; and often different studies conceptualize flow in very different ways. We claim that those interpretations have been made without a careful consideration of the original concept and that, frequently, they are the product of conceptual misunderstanding. We propose a view that might help researchers interested in flow in computing to understand the source of those discrepancies as well as to design new studies of flow. The view is based on notions of phenomenology and embodied interaction and provides a framework to analyse and situate work on flow in computing. We conclude by pointing out some areas of further research associated with this view. RESEARCH HIGHLIGHTS • We analyse computing flow studies to highlight inconsistencies and misunderstandings. • We propose a view of flow based on notions of embodied interaction and phenomenology. • The main characteristics of flow are revisited in terms of the proposed view. • We point out some areas of further research associated with the proposed view.
doi:10.1093/iwc/iwt051 An Embodied View of Flow
"... Flow is a psychological construct that has been used to describe states of optimal experience. It has been remarkably influential in user experience studies in areas of computing such as technology acceptance, video gaming, e-shopping, web marketing and e-learning, among others. Frequently, however, ..."
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Flow is a psychological construct that has been used to describe states of optimal experience. It has been remarkably influential in user experience studies in areas of computing such as technology acceptance, video gaming, e-shopping, web marketing and e-learning, among others. Frequently, however, the interpretation of the flow concept as well as its major characteristics have been made in an ad hoc manner; there is no overall agreement on how the flow concept should be conceptualized; and often different studies conceptualize flow in very different ways. We claim that those interpretations have been made without a careful consideration of the original concept and that, frequently, they are the product of conceptual misunderstanding. We propose a view that might help researchers interested in flow in computing to understand the source of those discrepancies as well as to design new studies of flow. The view is based on notions of phenomenology and embodied interaction and provides a framework to analyse and situate work on flow in computing. We conclude by pointing out some areas of further research associated with this view. RESEARCH HIGHLIGHTS • We analyse computing flow studies to highlight inconsistencies and misunderstandings. • We propose a view of flow based on notions of embodied interaction and phenomenology. • The main characteristics of flow are revisited in terms of the proposed view. • We point out some areas of further research associated with the proposed view.
EMOTIONS AND RECOMMENDER SYSTEMS: A SOCIAL NETWORK APPROACH
"... To all those who helped me along the way. To the smile of my nephew and nieces. III ..."
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To all those who helped me along the way. To the smile of my nephew and nieces. III
ORIGINAL ARTICLES Positive Technology: Using Interactive Technologies to Promote Positive Functioning
"... It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this paper, we contend that the quality of experience should become the gu ..."
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It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this paper, we contend that the quality of experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Psychology provides a useful framework to address this challenge. Positive Psychology is the scientific study of optimal human functioning and flourishing. Instead of drawing on a ‘‘disease model’ ’ of human behavior, it focuses on factors that enable individuals and communities to thrive and build the best in life. In this paper, we propose the ‘‘Positive Technology’ ’ approach—the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation, and/or replacement—as a way of framing a suitable object of study in the field of cyberpsy-chology and human–computer interaction. Specifically, we suggest that it is possible to use technology to influence three specific features of our experience—affective quality, engagement/actualization, and connect-edness—that serve to promote adaptive behaviors and positive functioning. In this framework, positive tech-nologies are classified according to their effects on a specific feature of personal experience. Moreover, for each level, we have identified critical variables that can be manipulated to guide the design and development of positive technologies.