We collected over a thousand technology-mediated positive experiences with media and obtained measures describing aspects of the experience itself (affect, psychological need fulfillment) and of the product (i.e., content and technology) integral to the experience (pragmatic quality, hedonic quality). We found a strong relation between intensity of need fulfillment and positive affect. Furthermore, different activities had different need profiles. Watching was foremost a relatedness experience, listening a stimulation and meaning experience, and playing a competence experience. Need fulfillment and positive affect was related to perceptions of hedonic quality, however moderated through attribution, that is, the belief that the product played a role in creating the experience. Pragmatic quality was not linked to experiential measures. The present study (a) demonstrates the merits of distinguishing between an experience-oriented and a product-oriented evaluation, (b) suggests a set of possible measurement instruments for experience-oriented and a product-oriented evaluation, and (c) details the process of how positive experience is transformed into positive product perceptions and judgments of appeal.
Abstract. The present study explores the sources and consequences of fulfilling six fundamental human needs, namely Autonomy, Relatedness, Competence, Stimulation, Influence, and Security, through using interactive products and media. Each need refers to a distinct set of issues, such as according product attributes (e.g., "flexibility") and experiential consequences (e.g., "freedom of choice"). Besides the need-specific content, which helps to characterize and differentiate user experiences, the study reveals the close relation between needs and according product attributes as their mirror images.
Abstract—Students work in sloyd [slöjd] class represents unique areas of learning. The creative, hands-on design work, as well as a mix of both individual and collaborative processes, provide options for developing multiple skills. But these multilevel learning processes are difficult to capture. This study explores how a mobile application, the Talking Tools (TT), are used for documenting students own reflections during sloyd class. The study targets what, why, and when a group of teacher students (N=11) use TT for microblogging about their work. Their subjective reflections from a questionnaire using open-ended questions are used for validating earlier analysis of their blogs created using TT. As TT is still under development, the objective of exploring students’ documentation behaviour with the application, is to understand what the added value of TT could be for capturing various areas of learning. Suggestions for teacher guidelines for implementing TT are discussed based on the findings. The article also describes the development of the application in terms of the inter-disciplinary cooperation and collaboration. The TPACK framework is used for illustrating the know-how transcendence between collaborators in the TT application development.
The aim of this paper is to explore what kinds of factors are used by business-to-business (B2B) companies in order to motivate their B2B customers to participate in innovation processes utilizing social media. This qualitative multiple case study is a preliminary step in an attempt to understand how to motivate B2B customers to participate in social media innovations initiated by B2B companies. There has been little research conducted regarding social media use in innovation processes in B2B contexts and good case studies are rare. Therefore the aim of the present paper is to explore the motivational factors used by B2B companies that have successfully implemented social media in innovation processes involving their B2B customers. Existing literature is reviewed and five cases are analyzed in order to highlight how B2B companies can motivate participation.
Regular access to green space has been shown to provide several health benefits for children. However, children today spend less time outdoors. Thus, it has become important to understand what drives and limits children’s activities in nature. Based on a Finnish online survey of 1463 parents of children aged 2–7 conducted in 2019, the current study examined parents’ perceived barriers to visiting nature with their children. It also examined how parental mental well-being is related to families’ frequency of nature visits, and whether this association is mediated by different categories of parents’ perceived barriers. Eleven out of 12 barriers were largely perceived by parents as reasons that did not prevent them from visiting nature with their children. Next, factor analysis indicated a three-factor solution to the barriers. The results of a multiple mediation analysis showed that better parental mental well-being was associated with more frequent adult-child nature visits, and this relationship was partially mediated by a “lack of competence and logistics” and a “lack of time and interest”, but not by “insecurity and fear”. The results indicated that parents with poor mental well-being were more likely to perceive barriers to visiting nature, which in turn appeared to be related to a higher likelihood of having children who visited nature less frequently.
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