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Zone of Curiosity (derived from Day, 1982, pp. 20) 

Zone of Curiosity (derived from Day, 1982, pp. 20) 

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In the light of Cultural Computing, this study influences user affect and behaviour by touching upon core values of Western culture. We created an augmented reality environment in which users experience a predefined sequence of emotional states and events. This study concerns two typically Western drives: boredom and curiosity. We specifically addr...

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... arouse one’s curiosity, we have to consider Day’s Zone of Curiosity (Figure 3). The tonus level indicates one’s general state of arousal, showing that an increase in arousal is ...

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... Son olarak da duygusal deneyim, ürünün kullanıcı üzerinde, kullanım sırasında yarattığı hisler ve duygulardır (Desmet & Hekkert, 2007). Yapılan bir araştırmaya göre ürünlerin 12 duyguyu uyandırdığı görülmüştür (Desmet, 2003) ancak bu çalışmadan sonra duygusal ürün deneyimi konusu pek çok araştırmanın odak noktası olmuş ve araştırmacılar, genel ürün deneyiminin yanı sıra (Demir, Desmet, & Hekkert, 2008), sıkılma (Aart, Salem, Bartneck, Hu, & Rauterberg, 2006) ve eğlence (Cila & Erbug, 2008) gibi daha özelleşmiş duyguları da incelemiştir. ...
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Teknolojik ürün, Kullanıcı deneyim modeli Tasarım, insanlar ve teknoloji arasında bağlayıcı göreve sahiptir. Her teknolojik gelişme, yeni ve özgün bir deneyim yaratır; bu da insanların bir teknolojiyi nasıl deneyimlediği ve gerçek ihtiyaçlarının ne olduğunu anlamayı gerektirir. Bu bağlamda, kullanıcı odaklı metotlar, insanların bir teknolojiyi nasıl kullanmak istediği ve neye ihtiyaç duyduğuna ulaşmaya sağlar. Son yıllarda, deneyim ve etkileşimin, her kullanımda farklılaştığı üzerine tartışmalar yoğunlaşmıştır. Bu durum da, deneyimin nesnel ve kişiye özel olduğunun önemini ortaya koymaktadır. Her kullanıcının deneyimi, o kişinin becerileri, motivasyonları ve beklentileri farklı olduğu için, diğer kullanıcılardan farklıdır. Belirli bir teknoloji, bir kullanıcıda olumlu deneyim yaratabilirken, başka bir kullanıcı için olumsuz bir deneyime neden olabilir. Kullanıcı deneyimi yazınında de, insanların belirli bir sistemi, ürünü ya da teknolojiyi nasıl deneyimlediğine dair çeşitli bakış açıları mevcuttur. Bu bakış açılarının özümsenmesi, tasarımcıların kullanıcıyı tanıyarak tasarım yapmasına yol gösterici olarak kullanılabilir. Kullanıcı deneyimi, kullanıcı-ürün etkileşimine bütünsel bir perspektif getirmektedir. Her ne kadar farklı tanımlamalar yapılsa da, yazında kullanıcı deneyiminin boyutlarını tanımlamak için ortak bir anlayış görülmektedir. Sonuç olarak bu bildiri, teknolojik ürünlerde kullanıcı deneyimini araştıran modelleri inceleyerek, teknolojik ürünlerin kullanıcı deneyimi üzerine daha bütünsel bir model ortaya koymayı hedeflemektedir. Abstract User Experience, Product Experience, Technological Products, User experience model Design can serve as the connector between people and technology. Each technological development creates new and unique experience. In relation, user centered methods can be utilized for understanding the way people wish to use and interact with technological products. It is recently argued that experience of and interaction with certain products or systems is different each time. One important point in experience is that it is subjective, private and personal. Experience of each person is different from one another, as abilities, motivations and expectations of each person can be different. While a specific technology can cause positive experience for one person, it can cause negative results for another. There are several frameworks in UX literature focusing on experience of users with systems, products or specific kind technologies. Refining and redesigning these frameworks is required to help the designers to get the most benefit from the HCI and design literature. User experience brings a holistic perspective on user-product interactions. Even though various definitions are made, a common ground is observed in defining the dimensions of experience. As a result, the aim of this paper is to explore the models that explain the user experience of technological products and put forward a holistic picture of user experience of technological products. * İlgili yazar: a.kuru@etu.edu.tr
... Aart et al. (2008) : .. a state in which one's interest is heightened, leading to exploration; a vital motivation in learning and knowledge gathering.Rowson (2012) : .. a focused or exploratory inquisitiveness that motivates us to connect what we don't know to what we do know. ...
Thesis
By Caplin and Leahy (1997), suspense is defined as a pleasure felt immediately prior to early resolution of uncertainty, and the assumption is that it is positively correlated (to a certain extent) with the amount of issues about the outcome of an event. In marketing, suspense is defined as an anticipatory global excitement associated with hope, fear and uncertainty which are felt and evaluated by a consumer according to probability of occurrence of a significant and imminent consumption or event (Moulard, Kroff and Folse 2012). In this context, experiential marketing incorporates some emotions to create a hedonic connection with consumers. Emotions have a crucial role in modern and post-modern marketing. This role is not big enough in itself to determine the purchase of a product/service, but it is essential to question and to understand how consumers produce emotions during consumption. Nevertheless, suspense is not only used to build an emotional state. In theory, first of all, a stimulus needs to be aroused by four drivers which are uncertainty, novelty, complexity and conflict. These drivers have been identified as key variables of an object or an event to create an effect of curiosity (Berlyne 1960). In parallel, hope and fear are defined as well as the antecedents of suspense with uncertainty (Madrigal and Bee 2005; Moulard, Kroff and Folse 2012). The strong link between suspense and uncertainty leads this research to discuss about specific curiosity. Specific curiosity is a type of curiosity which is based on two important drivers : Complexity and Uncertainty. Briefly, this research consists of four models and a theory to explain the role of suspense and specific curiosity, accompanied by their antecedents, through the experiences of hedonic consumption.
... We argue here that a possible explanation for emotional reactions to negative advertisement may be related to what citizens expect: if the content of the campaign in terms of negativity is as expected (i.e., a negative status quo campaign), citizens may feel bored; in such a situation, positive emotions (such as enthusiasm) are less likely, and the balance favours negative emotions (such as aversion). Literature on general psychology clearly shows that the absence of surprise and the presence of predictable signals and monotony have a positive effect on boredom (e.g., Van Aart et al. 2008;Berlyne 1960); furthermore, boredom is clearly associated with lack of interest (Farmer & Sundberg 1986) and with negative emotions such as anxiety (Vodanovich et al. 1991) or aversion (Bem 2005). ...
... For this reason, citizens may feel bored when status quo campaigns are highly negative; in such a situation, positive emotions (such as enthusiasm) are less likely, and the balance favours negative emotions (such as aversion). Psychological literature clearly shows the link between the absence of surprise (or monotony) and boredom (Van Aart et al. 2008;Berlyne 1960) as well as the link between boredom and negative emotions (Farmer & Sundberg 1986;Vodanovich et al. 1991;Bem 2005). Negative emotions diminish, in turn, the likelihood for civic engagement. ...
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