Intro & Engagement Flashcards

1
Q

Engagement:

Metrics perspective

A

How much interaction does the user have with the product and how long (website engagement measured with clicks/likes/comments, sharing behaviour, returning users, time spent on website etc)

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2
Q

Engagement:

Cognitive psychological perspective

A

Describing and understanding the experience of engagement

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3
Q

State of mind and what it relates to

User engagament

A

(New) media, marketing, computer mediated environment

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4
Q

State of mind and what it relates to:

Flow

A

Any activity

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5
Q

State of mind and what it relates to:

Immersion

A

Games, storytelling, VR

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6
Q

State of mind and what it relates to

Presence

A

VR

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7
Q

(Cognitive) absorption

A

Technology use

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8
Q

State of mind and what it relates to

Transportation

A

Fictional narratives

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9
Q

State of mind and what it relates to

Narrative engagement

A

Visual narratives, movies, tv shows

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10
Q

State of mind and what it relates to

Identification

A

With a fictional character

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11
Q

Reasons why we care about engagament

A
1 repeated activity
2 enjoyment
3 positive attitudes, loyalty
4 enhanced learning outcomes
5 enhanced performance
6 sharing, recommending, adding, liking, posting
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12
Q

Usability

A

Assess whether user interface is easy to use and meets requirements (effectiveness, efficiency, satisfaction)

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13
Q

UX

A

Understanding the deeper, personal experience of the user (affect/emotion, fun, exciting, motivations, attitudes, attention, engagement)

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14
Q

Flow definitions

A

State of a holistic sensation that people feel when they act with total involvement, feel at their best, perform their best -

Aka

Optimal experience of engagement to an activity

All cognitive, affective and physical systems are dedicated to the same task and goal

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15
Q

Flow balance

A

Flow can be reached when there is enough balance between challenge of the task en skill of the performer

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16
Q

Flow balance chart

A

Low skill + high challenge = anxiety
Low skill + low challenge = apathy

High skill + low challenge = relaxation or boredom
High skill + high challenge = flow

17
Q

Typical flow features (9)

A
1 Challenge-skill balance
2 clear goals
3 unambiguous/immediate feedback
4 concentration 
5 sense of control
6 loss of self consciousness
7 transformation of time
8 action awareness merging (auto pilot, effortless)
9 autotelic experience (intrinsically rewarding)
18
Q

PAT model (antecedent factors)

A

Person, artifact and task lead to FLOW

19
Q

PAT model: person traits and states

A

Traits:
1 Autotelic personality (intrinsic motivation, some people are more moved by this than others)
2 inherent exploratory behavior
3 personal innovativeness (willing to try new tech)
4 cognitive spontaneity
5 trait of absorption
6 media and literacy skills

State:
1 mood
2 motivation
3 arousal
4 focus
20
Q

PAT Model: artefact traits

A

Aesthetics
Vividness (breadth or number of senses, multimodality)
Speed of feedback/responsiveness > allows to maintain focused attention

21
Q

PAT model: task traits

A

Goal oriented vs exploratory tasks
Autonomy
Variety

22
Q

PAT interactions

A

Task-technology fit (task*artefact)

Clear task goals (person* task)

Sense of control over task (person*task)

Sense of control over artefact (artefact*person)

Perceived easy of use (person*artefact)

More complex tasks perceived ease personartefacttask)

Balance between skills and challenge (person*task)

23
Q

Operalization

A

Converting fuzzy concepts to empirical measures

24
Q

Self report biases

A

Social desirability

After-the-effect

25
Measuring engagement with behavior…
Measurements are proxies, we measure a behavior that is evidence of engagement rather than the psychological state itself
26
Stages of engagement (3)
Point of engagement (Interface assessment - physical interaction) Deeper engagement (Absorption) Behavioral outcome (Digital outreach)
27
Interface assessment
Natural mapping ability, intuitiveness, ease of use
28
Physical interaction
Scrolling, clicking, swiping, zooming etc
29
Digital outreach
Interaction with content Behavioral indicators Social transmission Content management Repeated use
30
Absorption
Deep involvement with a task and its content Measured with Temporal dissociation (time goes by quickly) Focused immersion (blocking out distractors) Heightened enjoyment
31
Optimal experience results from…
Optimized physiological activation Not too little arousal (bore out) Not too much arousal (burnout) Just right: flow