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curiosity principles and interaction scenarios, and the relation between them. Big crosses represent a strong relation, small crosses a weak relation.
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We explore the concepts of curiosity and interaction: how can we elicit curiosity in public spaces through interactive systems? We have developed a model consisting of five curiosity-evoking principles. In an iterative design research approach, we have explored the design implementations of these principles. Each principle has been evaluated in a s...
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Reflection-on-action is necessary to derive meaning from one's experiences. This paper revisits research data from an elongated study on the impact of a distance education programme on the professional practice of graduates. The study focused on 300 graduates and 128 principals, selected through multi-stage and purposive sampling. The researcher us...
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... The design team strategically incorporated ways to evoke curiosity when designing gameplay interactions. Tieben et al. use the phrase "making people curious" in the title of a 2011 conference paper on curiosity [26]. This paper's authors believe that designers can only invite curiosity [27], creating conditions whereby individuals might be more curious. ...
This paper shows how a tool that explores future possibilities,ReadySet- Future_, helped a major automotive maker understand how shifts in consumer values may impact the features and use cases that surprise and delight future vehicle consumers in the year 2033. It contrasts two common mindsets when thinking about the future: a there is no alternative (TINA) mindset and a there are many alternatives (TAMA) mindset. The future contains numerous alternatives and possibilities, ripe for exploration and proactive planning. ReadySetFuture_ was included in a series of workshops to cultivate a heightened sense of curios- ity about future possibilities. The paper examines the planning and development stages of ReadySetFuture_ and highlights key findings that demonstrates how the tool enhances users’ curiosity. The paper details the design, development, and testing processes, emphasizing its approaches to evoke curiosity. Additionally, it discusses the strategic integration of various curiosity-invoking techniques, which contributes to a more extensive approach to futures thinking. The game’s success in generating over 100 scenarios across workshops highlights its effectiveness in encouraging participants to explore diverse perspectives on potential futures.
... One key element in achieving this is curiosity, which can be fostered through the implementation of various strategies. Tieben [22] propose the strategies to include: 1) Novelty, Introducing something new to the narrative or the overall reading experience. 2) Partial exposure: Gradually revealing the truth or important details throughout the narrative. ...
... On the other hand, specific curiosity is the pursuit of in-depth knowledge, whereas sensory curiosity has been identified as the pursuit of fresh experiences and stimuli. Tieben et al., (2011) emphasized five principles of evoking curiosity which were novelty, partial exposure, uncertainty, complexity and conflict. Novelty can be defined as being alert on novel experiences; partial exposure can be explained as having incomplete information; uncertainty means raising some doubts; complexity can be defined as being perplexed by ambiguity and conflict means having some contradictory experiences. ...
... The former one refers to being exposed to novel information, while the latter is related to feeling deprived of existing knowledge and making efforts to fill the knowledge gap. Tieben et al. (2011) established a cycle which includes encountering, exploring, discovering, and adjusting to expand the knowledge in EC endeavors. ...
How to Cite: Kara, S. (2023). The effects of epistemic curiosity-based instruction in enhancing EFL students` reading and listening skills at a tertiary level. Amazonia Investiga, 12(62), 75-91. https://doi. Abstract Epistemic curiosity is seeking novel information in numerous fields incessantly. An increasing number of studies have been carried out to evaluate the role of epistemic curiosity-based instruction in enhancing students' linguistic abilities at different stages of education. However, it was monitored that measuring the effects of epistemic curiosity-based instruction on reading and listening enhancement in Iraq context at a tertiary level was a gap in the literature which encouraged the researcher to initiate and finalize the study to fill this gap. In this regard, the present study was carried out to investigate the effects of epistemic curiosity-based instruction on students' reading and listening competence within a span of 14 weeks. 60 freshman Foundation English course students who joined lessons actively at TISHK International University in Erbil, Iraq were chosen by simple random sampling method in 2022-2023 Academic Year. Control group students followed an orthodox training cycle, while the students in experimental group followed an epistemic curiosity driven instruction. Collected data by integrating quantitative and qualitative instruments revealed that epistemic curiosity-based instruction enhanced students' reading and listening marks significantly. This study's implications can provide a basis for education stakeholders who are considering introducing an epistemic curiosity-based curriculum in educational institutions.
... Building on the concept of curiosity (Tieben, Bekker & Schouten 2011), our design should therefore draw attention and engage, creating an interesting and fun walking experience. Since it focuses on nudging people to extend their walk, users should be free to determine their own pace. ...
... We designed Discov, a network of physical waypoints in a public park that encourages fun and challenging exploration of the environment for a more attractive walking experience. Building on the concepts of interActive environments (Renswouw et al. 2021b), behavioral change theory (Biddle & Mutrie 2008;Fogg 2009), and curiosity (Tieben, Bekker & Schouten 2011), Discov triggers exploration to improve the walking experience, stimulating both physical and mental vitality. ...
... On the other hand, unclarity about interaction possibilities or purpose can discourage use. These findings are aligned with the role of curiosity in the explorative process (Tieben, Bekker & Schouten 2011) and the need for clarity to provide the high coping potential needed to experience interest (Yoon, Desmet & Helm 2012). The authors demonstrate that a good balance between obvious interactions and hidden aspects can trigger curiosity and exploration and help to engage users over a longer time. ...
Aware of the consequences of their inactive lifestyles, many people still struggle to integrate enough physical activity into their busy lives. Interventions that nudge to reinforce existing active behaviour seem therefore more likely to be effective than those adding an activity to daily routines. To encourage people to increase their physical activity level, we designed Discov, a network of physical waypoints triggering people to lengthen their walks. Placed in a public park, Discov encourages people to explore their surroundings in a fun and challenging way by creating an interactive walking experience. Adopting a Research-through-Design approach, we explore the potential of the design of accessible infrastructures and human-environment interactions to impact public health by nudging citizens into being more physically active. We discuss insights gathered through this process and report on first user tests of this interactive walking experience.KeywordsHuman-environment interactionsInterActive environmentsPhysical activityWalking experienceUrban park
... Alternatively, intrinsic motivation can be sustained through curiosity. Fostering several types of interactions with the tangibles may break the monotony and spike children's curiosity [12,65]. For example, as one activity would focus on math activities that involve stacking, the other can feature flipping or carrying many objects at once ( Figure 6). ...
Preschoolers’ early-math development is vital for their later math and academic achievement. Tangible user interfaces (TUI) may support early math as they feature physical objects imperative to math development and multimedia to support engagement. As a potentially meaningful context for TUIs, developmental studies highlight the need to support the home math environment (HME) that covers math-related interactions among parents and children. Therefore, we focus on HME as a design space that has not been investigated in TUI literature. We conducted an observational study involving physical-object based math activities and semi-structured interviews with 13 parent-child dyads. Our findings revealed the multifaceted nature of the HME, where children's agency is valued and providing lasting materials is challenging. Also, we realized that parents juggled their child's demands and the object-based physical activity at once. By reflecting on these findings, we propose design directions for supporting the home-math environment with TUIs.
... However, scholars have yet to explore how to facilitate platform users' exploration of innovations to ensure the vitality of open innovation platforms. Curiosity has been shown as a motivational prerequisite for individuals' exploratory behaviors (Berlyne, 1960;Tieben et al., 2011). In this sense, users' curiosity toward innovations can entice their desire for novelty and motivate their involvement in specific innovation diffusion activities on platforms (Kashdan et al., 2004). ...
... Additionally, users' trust in a platform enables them perceiving the platforms' integrity and benevolence insomuch they believe that the platform acts in an honest manner, offers users trustworthy information, and holds users' interests ahead of its own self-interest, which eliminates their risk concern regarding information quality and system quality. In this sense, users would be willing to seek information and bridge the knowledge gap, thereby nurturing epistemic curiosity toward innovations on the platform (Tieben et al., 2011). ...
Curiosity, a motivational state of exploratory behavior, is conducive to innovation diffusion by encouraging users’ exploration on open innovation platforms. Yet, despite its importance, there is a scarcity of research investigating the mechanism for piquing users’ curiosity. Accordingly, we advance a research model to unravel how platform service quality, in the form of service content quality and service delivery quality, affects users’ epistemic and perceptual curiosity via inducing their trust and distrust in a platform. Taking mobile app stores as our empirical context, we collected data from 431 users to validate our hypothesized relationships. Analytical results indicate that both dimensions of platform service quality positively influence users’ trust in platform, whereas only service delivery quality negatively influences users’ distrust in platform. Furthermore, trust in platform directly triggers curiosity whereas distrust in platform positively influences users’ feeling-of-deprivation, which in turn triggers curiosity. In this sense, our analytical results reveal the mediating roles of distrust in platform and feeling-of-deprivation in the relationship between service delivery quality and curiosity.
... By having a data sculpture in the periphery, users can be occupied with other activities but still easily access information when needed [1]. To trigger people and keep them interested over time, it would be useful to include curiosity principles within the design, such as a novelty element, partial exposure and/or an uncertainty element [48]. Research on Watt-I-See [30] showed that there is a preference towards immediate feedback and simple interfaces as it resulted in increased energy awareness. ...
... By implementing a weekly novel numerical fact on climate impact, the system not only influences one's own household, but also their immediate environment. The novel fact also helps to trigger curiosity and keep households interested over time [48]. ...
... Such an alert could facilitate focused attention in case a user set threshold is reached. The study with Ecorbis shows that a curiosity principle [48], in this case novelty, resulted in curiosity, awareness and shared discussion. Further research could investigate how other curiosity principles [48], such as partial exposure, could trigger long-term engagement. ...
... Curiosity can be an important motivator for interaction [27,32], as can be seen in the public installations City Mouse, placed on a public square in Oulu city, Finland [11] and Water Games, featured at the Universal Forum of Cultures event in Barcelona [20]. For both designs, participants were exploring options and interactions, desiring to fgure out the diferent interaction opportunities. ...
Promoting healthy and active lifestyles is an important objective for many governing agencies. The design of active urban environments can be an effective tool to encourage more active behaviors and water features can attract people, improving their experience of the urban space. To explore the potential of these concepts, we designed Fontana; an interactive public installation that aims to stimulate physical activity and social connectedness in the urban outdoor space, using the multidimensional attractiveness of water. We focus on the use of embedded interactive technology to promote physical activity, using water as a linking element between users. Adopting a research-through-design approach, we explored how such installations can nudge people into an active behavior while additionally strengthening social connectedness, using inclusive design principles. We report on insights gathered through this case study and findings of a preliminary user test, discussing the implications of this work for design researchers and practitioners.
... Some research primarily focuses on social interaction between players Gajadhar et al., 2008;Lindley et al., 2008;Isbister, 2010;Robbins and Isbister, 2014;Márquez Segura and Isbister, 2015), design principles (Parés et al., 2005;Snibbe and Raffle, 2009) or on interactivity (Salen and Zimmerman, 2003;Kultima and Stenros, 2010;Polaine, 2010;. Other related research is more directly related and provides frameworks and models that focus on engaging people into public interfaces Rogers and Rodden, 2003;Vogel and Balakrishnan, 2004;Peltonen et al., 2008;Finke et al., 2008;Müller et al., 2010;Polaine, 2010;Tieben et al., 2011;Michelis and Müller, 2011;Valk et al., 2012;Fischer and Hornecker, 2012;Memarovic et al., 2012Memarovic et al., , 2014Cheung, 2014;de Valk et al., 2015;Germany et al., 2019). In the "Insights from Related Research and Previous Design Projects" section we elaborate on related research and explain how aspects from previous research inspired the first concept of the Participant Journey Map. ...
... In order to become aware of the presence of an APS, they will have to notice it, therefore it has to be visible and to stand out in its surroundings. Related work mentions similar states, using various terminology, such as 'discovery' (Memarovic et al., 2012) and 'encounter' (Tieben et al., 2011). ...
... The marketing model AIDA also mentions this by the term 'Interest.' Similar moments are mentioned in other work, some focusing on someone's role: 'spectator,' 'bystander,' 'observer' (Finke et al., 2008) or 'onlooker' (Parten, 1933) (Rubin, 2001), and others focusing on behavior: 'hovering' (Rubin, 2001), 'exploring' (Tieben et al., 2011), 'viewing' (Müller et al., 2010;Michelis and Müller, 2011) or 'passive engagement' (Memarovic et al., 2012). ...
In this book, we compare and contrast the various forms of play that occur in urban environments or are dedicated to their design and planning, with the notion of the playable city. In a playable city, the sensors, actuators, and digital communication networks that form the backbone of smart city infrastructure are used to create novel interfaces and interventions intended to inject fun and playfulness into the urban environment, both as a simple source of pleasure and as a means of facilitating and fostering urban and social interactions.
... Further, user-studies testing a new interface feature such as the one we are presenting here might result in increased interaction with novel features caused by participants' curiosity. This is undesired for this study, but has been taken advantage of for nudging users towards certain actions in other studies [19,53]. Another factor impacting the effectiveness of obfuscations with warning labels is repeated exposure to them. ...