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Designing for Flow in a Complex Activity

机译:设计复杂活动中的流程

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One component of a user's interaction with computer systems is commonly referred to as 'flow'. Flow is an important consideration in interactive system design as it encapsulates some of the affective aspects of human behavior. The majority of current thinking conceptualises flow as a desirable and somewhat enduring emotional state that a user may enter during an activity. Analysis of data from 59 users engaged in an interactive online learning task contradicts this prevailing view. We show firstly that flow, rather than being enduring, is highly changeable during the term of an interaction. This challenges both current theoretical models of flow, and the current research methodology used to study the phenomenon. Secondly, we show that flow arises from an engagement either with the interactive artefact or the task being performed. This is an aspect of flow not well distinguished in other studies. Finally, we present initial analysis that suggests flow can be undesirable in some circumstances - that there may be competition between task and artefact for the attention of the user. In response, we present a 'process' view of flow as a counterpoint to the existing 'state' based models.
机译:用户与计算机系统交互的一个组成部分通常称为“流”。流程是交互式系统设计中的重要考虑因素,因为它封装了人类行为的某些情感方面。当前的大多数想法将流量概念化为用户在活动期间可能进入的一种理想且持久的情绪状态。来自59位参与交互式在线学习任务的用户的数据分析与这种普遍观点背道而驰。我们首先表明,在交互作用期间,流量(而不是持久的)是高度可变的。这既挑战了当前的流动理论模型,也挑战了用于研究该现象的当前研究方法。其次,我们表明流程来自与交互式人工制品或正在执行的任务的互动。这是流动的一个方面,在其他研究中没有很好地区分。最后,我们提出了初步分析,表明在某些情况下流程可能不受欢迎-任务和人工制品之间可能存在竞争,以引起用户的注意。作为回应,我们提出了流程的“过程”观点,以作为现有基于“状态”模型的对立面。

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