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1.
A debate exists as to whether social cues should be intentionally designed into the user interface. Some have argued that such interfaces will improve comfort with the interface, create a more natural interaction and improve productivity, although others have argued that these interfaces will lead individuals to ascribe characteristics and responsibilities to computing technology that it does not have. Despite the debate, limited research has focused on the impact these interfaces have on how people ascribe responsibility to computing technology. Drawing from social psychology, empirical work regarding social responses toward computing technology, and attribution theory, this research empirically tests a model developed by Marakas et al. [2000. A theoretical model of differential social attributions toward computing technology: when the metaphor becomes the model. International Journal of Human Computer Studies 52, 719–750] which identifies and explains several of the factors that contribute to differential social attributions toward computing technology.Using data from 240 students and professionals, results from a laboratory study indicate that attributions toward computing technology are influenced by an individual's core self-evaluations, their generalized beliefs about the social role of computing technology and the nature of the computer interface used. Specifically, the results provide support for the argument that certain individuals do indeed attribute independent agency to computing technology and respond accordingly, and that this propensity is magnified when exposed to a computer with a distinctly social interface. Implications for both the applied and academic research communities are discussed.  相似文献   

2.
In the social media era, a growing number of corporate crises are entwined with salient social issues. To address such crises, publics may demand their government take action with regulations, legislation or public policy remediation. Through two online experiments in China, this study investigates how social media bandwagon cues contribute to public demand for regulatory intervention during corporate crises. This study finds that a social media post collecting a great number of likes, comments and shares (i.e., high levels of bandwagon cues) can directly lead to increased public demand. This study also reveals significant mediating roles of perceived crisis severity and publics' responsibility attributions to dual agents—an in-crisis company and social systems wherein the company operates. When publics are exposed to a post with high levels of bandwagon cues, they perceive greater crisis severity, which in turn increases their responsibility attribution to the company and to social systems. The heightened responsibility attribution then spills over to public demand. Moreover, crisis blame frames of the post content moderated the effects of bandwagon cues on publics' attribution to social systems and subsequent public demand.  相似文献   

3.
Fang-Wu Tung  Yi-Shin Deng   《Displays》2007,28(4-5):174-180
The present research aimed to employ dynamic and static emotions as social cues in e-learning environments for computers to be able to convey social presence and increase children’s motivation with learning. To understand how children of different gender react to the two types of emoticon in e-learning environment, a math problem-solving practice program was designed to test their reactions. The program features two treatments, dynamic emoticons and static emoticons. A 2 × 2 (emoticon style × gender) between-subjects factorial design was adopted for this study. One hundred seventy-three sixth graders participated in this study. Data were collected via questionnaire regarding the perceived social presence and children’s intrinsic motivation, and then analyzed by means of two-way ANOVA. The results show that the children in dynamic-emoticon condition perceived a higher degree of social presence and reported greater intrinsic motivation than those in static-emoticon condition. The feelings of social presence created by the computer itself can mediate children’s intrinsic motivation. Besides, no gender differences in children’s attitudes toward computers were observed. It suggests that the use of dynamic emoticons as social cues incorporating in e-learning environments can enable children to perceive computers on social dimension and lead to increase their motivation with learning.  相似文献   

4.
This study examined an attributional style explanation for gender differences in computer use and attitudes. A total of 127 Grade 5 subjects filled out questionnaires assessing computer experience. Surprisingly, there were no gender differences in liking for computers. However, consistent with previous research, boys thought that they had more ability with computers, boys used computers more frequently, and more boys had computers at home. Subjects were then randomly assigned to use either a “failure” computer program, a “success” program, or no program. Results showed that boys provided unstable attributions for failure with the computer (e.g., bad disk, lack of effort) more often than girls did, whereas girls provided unstable attributions for success (e.g., easy program, effort) with the computer more often than boys did. Both boys and girls who made stable attributions for success or unstable attributions for failure were more enthusiastic about using computers in the future, indicating that gender differences in attitudes toward computer use can be explained by gender differences in attributions for performance. The data also suggest that gender differences in relaxation and expectations for improvement were due to gender differences in stability of attributions, frequency of previous computer use, and perceived competence with computers.  相似文献   

5.
Nils Klowait 《AI & Society》2018,33(4):527-536
Nass’ and Reeves’ media equation paradigm within human–computer interaction (HCI) challenges long-held assumptions about how users approach computers. Given a rudimentary set of cues present in the system’s design, users are said to unconsciously treat computers as genuine interactants—extending rules of politeness, biases and human interactive conventions to machines. Since the results have wide-ranging implications for HCI research methods, interface design and user experiences, researchers are hard-pressed to experimentally verify the paradigm. This paper focuses on the methodology of attributing the necessary social cues to the agent, a core aspect of the experimental design of studies dealing with the media equation. A typology of experimental anthropomorphisms is developed, allowing an assessment of how the differing axiomatic assumptions affect the relevance of the results for an evaluation of the paradigm. The paper concludes with a series of arguments in favour of one particular anthropomorphism type for researching the media equation.  相似文献   

6.
The effects of GSS interface and task type on group interaction are examined in this experimental study. A 2 × 2 factorial design is employed. Each treatment has eight groups. Two types of GSS interfaces are studied: icon-based and text-based. Two task types are investigated: intellective and preference. Three dependent variables are measured: efficiency of influence attempts, inequality of influence attempts, and dominance significance. Results of data analysis show that groups using icon-based interface achieve greater efficiency of influence attempts, greater equality of influence attempts, and less dominance significance than groups using text-based interface. Moreover, equality of influence attempts is greater for preference task groups than intellective task groups. These results suggest that an icon-based interface is a useful feature of a GSS, particularly when group members are novice computer users. GSS developers should, therefore, pay attention to interface design on top of the considerations for other GSS features.  相似文献   

7.
Design paradigms often ignore the diverse goals users bring to the computer interface. Any human-computer interaction can be viewed as a marriage of two systems: The user begins the interaction by formulating an information goal, and the computer software meets that goal with a sometimes complex list of potential topic areas. The user then accesses that topic list through the computer interface. Part of the act of accessing the topic list is selecting a potential topic, and this action is often supported by a menu interface. Although research is pervasive on how best to organize menu items to facilitate learning, search speed, and reduced selection errors, little has been done to examine the impact of different types of user goals or cues on a menu's effectiveness. In a study using three distinct cues-direct match, synonym, and iconic - and two menu organizations - alphabetical and functional-data suggest that (a) the functional menu is more effective than the alphabetical menu for the synonym and iconic cues, (b) learning occurs with both menu designs (i.e., selection speed increases rapidly across the five trial blocks), and (c) users make fewer errors with the functionally organized menu. The results, in general, encourage more rigorous investigation of the interaction between the tasks users bring to menu interfaces and the optimal design of those menus.  相似文献   

8.
Human-computer interaction (HCI) is much broader than the study of interface design and input devices. It includes considerations of the social, political, ethical, and societal implications of computer systems. Concerns such as privacy, accessibility, universal design, and voting usability have led to active HCI research. Our examination of HCI responses to these and other issues informs a model of social engagement based on societal influences that motivate various responses from the HCI community. This model provides suggestions for engagement with issues that are likely to grow in importance over the next several years. By focusing on these issues, HCI researchers may make still greater contributions toward addressing societal concerns.  相似文献   

9.
张楠  陈荣  郭世凯 《计算机科学》2015,42(5):1-9, 23
社会选择理论是研究如何表达和聚合个体选择的一门学问.而社会选择理论与计算机科学的融合产生了称为计算社会选择的交叉学科,该学科成为社会计算的重要研究内容之一,在人工智能、经济和计算性理论领域引起了轰动.其一方面引入了复杂性分析和算法设计等计算机学科中常用的技术来对社会选择机制进行研究;另一方面也通过引入社会选择理论中的概念来推动计算机技术的发展,特别是在多智能体系统研究中有着成功的应用.投票理论是计算社会选择中最重要的研究主题之一.首先介绍常见的投票方法以及投票理论的形式化框架;再对投票理论中所关心的操纵问题做分析;然后介绍在组合域上的投票;最后对其他相关问题作简要介绍,并对该领域未来的发展与应用做出展望.  相似文献   

10.
As computers become increasingly powerful and complex, software designers are employing anthropomorphism to enhance the usability of computer interfaces (i.e., “user-centered” design). The potential for implementing a social mode of interface behavior, however, can only be realized through understanding the role anthropomorphism plays in modifying the behavior and perceptions of users. The present study compares human-like versus machine-like interactional styles of computer interfaces, testing hypotheses that evaluative feedback conveyed through a human-like interface will have greater impact on individuals' self-appraisals. College students received experimentally manipulated positive or negative computerized feedback in response to their performance on a purported “psychic ability” task. In general, computer feedback had considerable impact upon reflected appraisals (participants' perceptions of the computer's evaluations of their performance and ability) as well as upon their self-appraisals of performance and ability. Reflected appraisals were more influenced by computer feedback than were self-appraisals. Human-like and machine-like interface styles did not have significantly different effects.  相似文献   

11.
This paper presents an investigation of the self-serving biases of interface agent users. An experiment that involved 202 MS Office users demonstrated that, in contrast to the self-serving hypothesis in attribution theory, people do not always attribute the successful outcomes of human–agent interaction to themselves and negative results to interface agents. At the same time, it was found that as the degree of autonomy of MS Office interface agents increases, users tend to assign more negative attributions to agents under the condition of failure and more positive attributions under the condition of success. Overall, this research attempts to understand the behavior of interface agent users and presents several conclusions that may be of interest to human–computer interaction researchers and software designers working on the incorporation of interface agents in end-user systems.  相似文献   

12.
Following the nudging perspective, this research investigates how technology interface could cue heuristics that influence decisions. A field study showed that interface cues on a food‐ordering website signaling the amount of food other users consume could trigger an anchoring heuristic and induce individuals to model that amount when deciding their own consumption volume. A laboratory experiment further showed that the anchoring cue tends to induce the modeling behavior of individuals without them being aware of its influence, and such an influence was especially pronounced when resources for cognitive deliberation were limited. Altogether, this research suggests that interface cues could function as nudges and influence decisions at a relatively automatic level. Implications for technology design and intervention are discussed.  相似文献   

13.
The purpose of this study was to examine the relationships between attributions and performance in a computer science course. It was found that students with an optimistic attributional style performed better in a computer programming course than those students with a pessimistic attributional style. A second purpose was to examine the specific causal attributions stated by the students and to determine their relationship to course performance. It was found that course performance was related to specific causal attributions regarding ability.  相似文献   

14.
Decades of research have led to notable improvements in the representations used to aid human comprehension of computer programs. Much of this research has focused on visual representations, which leaves open the question of how best to design auditory representations of computer programs. While this question has particular relevance for visually impaired programmers, sighted programmers might also benefit from enhanced auditory representations of their programs. In order to investigate this question empirically, first, we introduce artifact encoding, a novel approach to rigorously measuring the comprehensibility of auditory representations of computer programs. Using this approach as a foundation, we present an experimental study that compared the comprehensibility of two alternative auditory program representations: one with lexical scoping cues that convey the nesting level of program statements, and another without such scoping cues. The results of our first experiment validate both artifact encoding and the scoping cues we used. To see whether auditory cues validated through our paradigm can aid program comprehension in a realistic task scenario, we experimentally compared programmers' ability to debug programs using three alternative environments: (1) an auditory execution environment with our empirically derived auditory cues; (2) an auditory execution environment with the current state-of-the-art auditory cues generated by a screen reader running on top of Microsoft Visual Studio; and (3) a visual version of the execution environment. The results of our second experiment showed that our comprehensible auditory cues are significantly better than the state-of-the-art, affording human performance approaching the effectiveness of visual representations within the statistical margin of error. This research contributes a novel methodology and foundational empirical data that can guide the design of effective auditory representations of computer programs.  相似文献   

15.
One of the most intriguing questions studied recently in the field of computer-mediated communication (CMC) has been how communicators establish a `social presence' in the absence of non-verbal cues which are relied upon heavily in face to face communication. One important area of social presence is the understanding of the gender of each of the participants in a conversation. Herring has speculated that, because of differential language cues, men and women can be identified in text-based messages (Herring, S.C. [1993]. Gender and democracy in computer-mediated communication. Electronic Journal of Communication [On-line], 3(2). Available: http://www.cios.org/getfile/Herring_v3n293). The present study investigated the ability of readers of CMC messages to identify the gender of the author when messages were selected for language characteristics identified in previous studies (Savicki, V., Kelley, M. & Lingenfelter, D. [1996]. Gender, group composition and task type in small task groups using computer mediated-communication. Computers in Human Behavior, 12, 549–565.) as being associated with both group development and gender. Twenty messages from previous research were sorted into gender groups and into high and low communication style categories. Participants were asked their perception of the probable gender of the message author and their certainty of that judgment. Accuracy and certainty of judgments of gender showed significant differences between gender-communication style conditions. However, overall accuracy and certainty of judgments were not related. Neither was there a difference in accuracy or certainty of judgments between male and female judges. Finally, judges' accuracy followed gender stereotypes for messages sent by men, but were opposed to the stereotype for messages sent by women.  相似文献   

16.
Advancements in computer technology have allowed the development of human-appearing and -behaving virtual agents. This study examined if increased richness and anthropomorphism in interface design lead to computers being more influential during a decision-making task with a human partner. In addition, user experiences of the communication format, communication process, and the task partner were evaluated for their association with various features of virtual agents. Study participants completed the Desert Survival Problem (DSP) and were then randomly assigned to one of five different computer partners or to a human partner (who was a study confederate). Participants discussed each of the items in the DSP with their partners and were then asked to complete the DSP again. Results showed that computers were more influential than human partners but that the latter were rated more positively on social dimensions of communication than the former. Exploratory analysis of user assessments revealed that some features of human–computer interaction (e.g. utility and feeling understood) were associated with increases in anthropomorphic features of the interface. Discussion focuses on the relation between user perceptions, design features, and task outcomes.  相似文献   

17.
Arrowhead cursors used within graphic-user interfaces include implicit directional cues that may not be compatible with desired axis of motion. In addition, arrowhead cursors may not afford the best cues for location, and such effects may be exacerbated when there is a greater need for precise cursor placement. To address the impact of the cursor's orientation on its positioning, 12 participants were required to move cursors (pointing arrows) leftward or rightward to targets (small, medium, or large) on a computer screen. Response latencies were influenced by compatibilities between movement direction and cursor shape but only when moderate levels of precision were required. Rightward movements were slower and less accurate, and movements were slower and less efficient when arrows pointed in compatible directions. Implicit directional cues only elicited compatibility effects with moderate precision requirements. Arrowhead cursors compatible with direction of motion led to slower cursor movements and less efficient cursor trajectories. Where response initiation is important, compatible arrowheads are beneficial, but if speed of cursor placement is an issue, an orientation neutral cursor with area effect might be preferable, or a more direct interface (e.g., touch-sensitive screen) might be more appropriate.  相似文献   

18.
This study investigates whether gender differences have an impact on the definition of good interface design and whether manufacturers should develop interfaces that fit small-display portable car navigation systems (CNSs) based on gender. This work adopted an experimental design for collecting data from three tasks – locating points, planning routes, and searching polygons – each emphasizing a different aspect of way-finding. Study results show that gender, the CNS interface the participant used, and a combination of the two predict a person’s operational performance and satisfaction with a CNS. This study’s results provide a better understanding of whether manufacturers should develop interfaces that fit a CNS’s small display based on gender.  相似文献   

19.
The current study investigated computer attitudes, anxiety, behavior, and gender in the context of a computer-related uncertain event with potentially far-reaching implications, the Y2K computer problem. Internet-based data collection resulted in a sample of 1500 participants who completed questionnaires on a research website. Path analyses showed that Y2K anxiety and preparations were significantly predicted by a number of variables, including computer anxiety and negative attitudes toward computers, trait anxiety, and gender. Trait anxiety significantly predicted computer anxiety and negative attitudes toward computers. Gender significantly predicted Y2K anxiety, trait anxiety, and computer anxiety, but indirect effects of gender on Y2K anxiety as mediated by the other variables were not significant, suggesting that women's higher levels of trait and computer anxiety did not explain their greater Y2K anxiety. The path model with the best overall fit included computer anxiety predicting negative attitudes computers rather than vice versa. Implications for interventions aimed at reducing situation-specific computer anxiety are discussed, including the importance of targeting anxiety directly, not just negative thoughts about computers.  相似文献   

20.
ABSTRACT

Avatars are known to influence behaviour through their individual identity cues (Proteus effect) and through their shared identity cues (Social identity effect). The aim of this study was to investigate these two processes in a crossed design, in order to examine their interaction in the context of a brainstorming task. To activate the Proteus effect, we used creative avatars resembling inventors, and to make social identity salient, we made the avatars wear the traditional clothing of the participants’ school. The resulting factorial design included four conditions: creative avatars with or without social identity cues, and non-creative avatars with or without social identity cues. The results show that creative performance was higher with creative than non-creative avatars, but only in the absence of social identity cues. Furthermore, the presence of social identity cues increased social identification to the group, but this unexpectedly decreased creative performance. This result is discussed together with an analysis of the meaning of the social identity cues we used, which appeared to be unrelated to creativity. This discussion highlights that the effects of social identity cues on performance are complex and may be moderated by their meaning and the particular facet of social identity they make salient.  相似文献   

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