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
Q

Measuring engagement with behavior…

A

Measurements are proxies, we measure a behavior that is evidence of engagement rather than the psychological state itself

26
Q

Stages of engagement (3)

A

Point of engagement
(Interface assessment - physical interaction)

Deeper engagement
(Absorption)

Behavioral outcome
(Digital outreach)

27
Q

Interface assessment

A

Natural mapping ability, intuitiveness, ease of use

28
Q

Physical interaction

A

Scrolling, clicking, swiping, zooming etc

29
Q

Digital outreach

A

Interaction with content

Behavioral indicators
Social transmission
Content management
Repeated use

30
Q

Absorption

A

Deep involvement with a task and its content

Measured with
Temporal dissociation (time goes by quickly)
Focused immersion (blocking out distractors)
Heightened enjoyment

31
Q

Optimal experience results from…

A

Optimized physiological activation
Not too little arousal (bore out)
Not too much arousal (burnout)

Just right: flow