Description |
1 online resource (156 p.) |
Series |
Human-computer interaction series |
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Human-computer interaction series.
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Contents |
Intro -- Contents -- 1 The Everyday Use of Digital Technology -- 1.1 Introduction -- 1.2 Varieties of Coping -- 1.2.1 Everyday Coping -- 1.3 A "Disorder" of HCI -- 1.4 How We Experience the Digital World -- 1.4.1 Our Technological Horizon Defines Our "Generation" -- 1.5 The World According to Heidegger -- 1.6 A Thousand Useful Acts -- 1.7 Affordance -- 1.8 Familiarity with the World -- 1.9 Automaticity -- 1.10 Flow -- 1.10.1 Creating Flow -- 1.10.2 The Characteristics of Flow -- 1.11 The Promise of Mirror Neurons -- 1.12 The Changes to the Second Edition of this Book -- References |
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2 Creating a Good Experience -- 2.1 Introduction -- 2.2 The Turn to Experience -- 2.2.1 Heidegger -- 2.3 The Move to UXD -- 2.4 Definitions of UX -- 2.4.1 A New Millennial Usability -- 2.5 A Formal Definition of UX -- 2.5.1 Living with UX -- 2.5.2 An Expert Opinion -- 2.6 Norman Gets Emotional -- 2.7 The Pragmatic-Hedonic Dynamic -- 2.7.1 Investigating Hedonic Properties Further -- 2.8 Designing for User Engagement -- 2.9 UX = Involvement + Aesthetics + Affect -- 2.9.1 Ad Hoc Categories -- References -- 3 Involvement (With Technology) -- 3.1 Introduction -- 3.2 Irreversible Steps |
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3.2.1 Computers as Social Actors -- 3.2.2 Effective "Mindreading" -- 3.2.3 Our Relationships with Technology -- 3.3 Digital Assistants and Chatbots -- 3.3.1 Digital Assistants -- 3.4 Mind Your Language -- 3.5 Appropriation -- 3.6 Our Tendency to Make Everything Human-Like -- 3.6.1 Mind and Personality -- 3.7 Why Do We Anthropomorphise? -- 3.7.1 Three Factors in Anthropomorphism -- 3.7.2 Detecting Invisible Agents: HADD -- 3.8 A Fleet of Robots -- 3.8.1 Social Robotics for Fun -- 3.8.2 AIBO and Other Robot Dogs -- 3.9 PARO and Keepon -- 3.9.1 ASIMO, Nao and Pepper -- 3.9.2 Androids |
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3.9.3 Dogs and Robots -- 3.9.4 Creating Relational Artefacts -- 3.9.5 Friends or Fantasy? -- 3.10 How Technology Has Changed Us -- 3.10.1 Digital Natives and Generation Me? -- References -- 4 Aesthetics -- 4.1 Introduction -- 4.2 The Aesthetic Turn -- 4.3 The Origin of Aesthetics -- 4.3.1 The Savannah Hypothesis -- 4.3.2 Elegant but Useless -- 4.4 The Experience of Aesthetics -- 4.4.1 An Aesthetic Experience -- 4.5 Mirror Neurons and Aesthetics -- 4.6 Gestalt, Neuroaesthetics, and Rasa -- 4.6.1 Neuroaesthetics -- 4.6.2 Rasa -- 4.7 Virtual Experiences -- 4.7.1 Smell -- 4.7.2 Touch -- 4.7.3 Gesture |
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4.7.4 Presence -- 4.7.5 AR -- 4.7.6 Abba -- References -- 5 Affect -- 5.1 Introduction -- 5.2 Affect in HCI -- 5.2.1 The Scientific Treatment of Affect -- 5.2.2 The Range of Affective States -- 5.3 First Impressions -- 5.3.1 What We Make of Each Other -- 5.4 Feelings -- 5.4.1 Damasio on Feelings -- 5.5 (Odd Feelings) -- 5.5.1 The Uncanny Valley -- 5.5.2 What Our Feelings Tell Us -- 5.5.3 Presence and Self-presence -- 5.6 Emotion -- 5.6.1 Emotions Are the Result of Appraisals -- 5.6.2 The Nature of an Appraisal -- 5.6.3 Emotions Are for Action -- 5.6.4 Positive (and Negative) Emotions -- 5.7 Mood |
Summary |
As mainstream psychology was never intended for the HCI practitioner, this second edition of A Psychology of User Experience takes the opportunity to create a new chapter specifically written for practitioners, that is, UX-oriented psychology rather than the all-too familiar everyday variety. For example, we discuss our two modes of cognition (fast / slow or controlled / automatic); we underline the importance of familiarity; and how and why we check our phones every few seconds day or night. We also establish the context for user experience noting that just about everyone uses a cell phone and very many own a smartphone too and have done so for years (so, how did they learn to use them?). User experience reflects the current vogue for designing for experience within HCI which we recognise as something we feel rather than have reasoned about. In the real world, our feelings tell us how we are doing but with UX, they tell us how we feel about using digital technology. Topics are introduced to UX which maybe unfamiliar such as virtual experiences and virtual emotions and the affect associated with the uncontrolled use of digital technology. A Psychology of User Experience stands as a companion text to the authors HCI Redux text which discusses the contemporary treatment of cognition in human-computer interaction. |
Notes |
5.7.1 In a Mood |
Bibliography |
Includes bibliographical references |
Notes |
Online resource; title from PDF title page (SpringerLink, viewed July 26, 2023) |
Subject |
Human-computer interaction -- Psychological aspects
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Human-computer interaction -- Psychological aspects
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Form |
Electronic book
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ISBN |
9783031324543 |
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3031324544 |
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