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Design for Curiosity : = A Study of ...
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ProQuest Information and Learning Co.
Design for Curiosity : = A Study of Visual Design Elements, Interaction, and Motivation.
Record Type:
Language materials, manuscript : Monograph/item
Title/Author:
Design for Curiosity :/
Reminder of title:
A Study of Visual Design Elements, Interaction, and Motivation.
Author:
Montambeau, Elaine Carole.
Description:
1 online resource (70 pages)
Notes:
Source: Masters Abstracts International, Volume: 58-02.
Contained By:
Masters Abstracts International58-02(E).
Subject:
Behavioral psychology. -
Online resource:
click for full text (PQDT)
ISBN:
9780438564503
Design for Curiosity : = A Study of Visual Design Elements, Interaction, and Motivation.
Montambeau, Elaine Carole.
Design for Curiosity :
A Study of Visual Design Elements, Interaction, and Motivation. - 1 online resource (70 pages)
Source: Masters Abstracts International, Volume: 58-02.
Thesis (M.S.)--Rochester Institute of Technology, 2018.
Includes bibliographical references
The field of Human Computer Interaction (HCI) has traditionally focused on the usability of a system, but as increasing numbers of interactive products become entwined in our daily lives, so does the opportunity to understand user impacts that reach beyond usability. In particular, interaction design, a subdomain of HCI, expands the focus of HCI by looking at the aesthetic impacts a system may have on user emotions. Curiosity is one such emotion that tends to induce information-seeking and motivational behaviors. An experimental study was undertaken to determine whether an interactive, front-end graphic that incorporated curiosity principles in its design would sufficiently pique a participating university faculty's curiosity to interact with the graphic, and thereafter, with an existing platform named George that was developed to motivate faculty to engage in collaborative behavior. George includes capabilities for creating and storing individual faculty trading cards that include the faculty's photograph, personal interests, research interests, and publication domains. The experimental graphic provided interactive capabilities to incrementally reveal segments of the photograph and to acquire information about the faculty's research profile. The number of a study participant's interactions with the graphic was limited by software. The data collected included the location and frequency of interactions with the graphic, and whether participants ultimately accessed the George platform. Statistically significant evidence demonstrated that the curiosity-provoking principles motivated interaction with the graphic, and that participants were also motivated to access George.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780438564503Subjects--Topical Terms:
1179418
Behavioral psychology.
Index Terms--Genre/Form:
554714
Electronic books.
Design for Curiosity : = A Study of Visual Design Elements, Interaction, and Motivation.
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The field of Human Computer Interaction (HCI) has traditionally focused on the usability of a system, but as increasing numbers of interactive products become entwined in our daily lives, so does the opportunity to understand user impacts that reach beyond usability. In particular, interaction design, a subdomain of HCI, expands the focus of HCI by looking at the aesthetic impacts a system may have on user emotions. Curiosity is one such emotion that tends to induce information-seeking and motivational behaviors. An experimental study was undertaken to determine whether an interactive, front-end graphic that incorporated curiosity principles in its design would sufficiently pique a participating university faculty's curiosity to interact with the graphic, and thereafter, with an existing platform named George that was developed to motivate faculty to engage in collaborative behavior. George includes capabilities for creating and storing individual faculty trading cards that include the faculty's photograph, personal interests, research interests, and publication domains. The experimental graphic provided interactive capabilities to incrementally reveal segments of the photograph and to acquire information about the faculty's research profile. The number of a study participant's interactions with the graphic was limited by software. The data collected included the location and frequency of interactions with the graphic, and whether participants ultimately accessed the George platform. Statistically significant evidence demonstrated that the curiosity-provoking principles motivated interaction with the graphic, and that participants were also motivated to access George.
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Ann Arbor, Mich. :
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click for full text (PQDT)
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