COM - Theory - M4

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86 Terms

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The Self

  1. Self-awareness processes : knowing yourself

  2. Interactions with others

  3. Agency and Self-Regulation

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Self-Knowledge

everything you believe to be true about who you are, what you are and what is important

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Self-Schema

Individual beliefs (trait & state)

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Trait

stable and enduring characteristics or pattern of behaviour

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State

Temporary way of being that changes per situation

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Forming of self-knowledge

  • Introspection

  • Interactions with the self

  • Interactions with others

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Self-concept motivators

  1. Diagnosticity

  2. Self-Enhancement

  3. Consistency of self-verification

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Diagnosticity

Preference for clearest information

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Self-Enhancement

Preference for favourable information

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Consistency of self-verification

Preference for confirmation

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Self deception

believing what you want ; Self-serving attribution bias (take credit, blame others) ; Basking in reflected glory

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Self Esteem

Evaluative part of self-concept
High = consistent belief

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Self in interaction with others

Self emerges from interpersonal relations ; Self-presentation (impression management)

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Social Identity Theory

We define our identity based on whom we interact with

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Social Categorization

In-Group and Out-Group

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In-Group

Group that one belongs to

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Out-Group

Group one does not belong to

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Social facilitation

Performing a task with an audience (know well → performance up / don’t know well → perfomance down)

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Self Regulation

Self capacity to alter itself (internal & autonomous control / deliberate control)

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Feedback loop

  1. Comparing behaviour to standards

  2. Monitoring: Keeping track of the behavior to be changed

  3. Willpower: capacity to change the self

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Agency

Need to assert oneself and make decisions based on personal interest and values

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Frustration

Emotional outcome of a negative computing experience

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High UX / High Usability

  • Important for participants

  • Provide easy form of leisure

  • Perform intended function w/o problems

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Low UX / Low Usability

  • Causes frustration

  • Tasks users would rather not do

  • Products have problems that disturb use

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High UX / Low Usability

  • Investment of time

  • Rewarding result

  • Meant for reaching a specific goal

  • Learning curve

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Low UX / High Usability

  • Products with minor - severe issues

  • Easy to use, not enjoyable

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Positive aspects of products

Utility ; Usability ; Likeability

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Utility

Product works

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Usability

User can work with the product

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Likeability

Users feeling of suitability that leads to satisfaction

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UX

Person’s perceptions and responses that result from the use or anticipated use of a product, system or service

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Accessibility

Usability of a product/service/environment/facility by people with widest range of capabilities

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Adoption

Longtidunial process leading to a decision for technology use

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Acceptance

focuses more on the user’s perceptions of adopting a technological innovation

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Technology Acceptance Model

Perceived Usefulness

Perceived Ease of Use

<p>Perceived Usefulness </p><p>Perceived Ease of Use </p>
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Unified Theory of Acceptance and Use of Technologies

  • Integrates 8 seperate models

  • Bases includes elements on empirical results

  • Through psychological includes more of social environment and context

  • Focus on the determinants of perceived user friendliness and usefulness, social determinants of intended/actual use, and behavioral control/mental resources.

<ul><li><p>Integrates 8 seperate models</p></li><li><p>Bases includes elements on empirical results</p></li><li><p>Through psychological includes more of social environment and context</p></li><li><p><span style="color: #000000">Focus on the determinants of perceived user friendliness and usefulness, social determinants of intended/actual use, and behavioral control/mental resources.</span></p></li></ul><p></p>
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Appropriation

Technical and cognitive mastery of technology, which integrates practices into daily use in significant and creative manner

  • Processes for technology integration into users’ lives

  • Research focuses on quality, diversity, intensity, which influences impact

  • Model of Technology Appropriation

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Model of Technology Appropriation - Levels

  1. Initial Evaluation, weighing perceived features and value expectations

  2. Getting to know technology through use. Constraints and functionalities are explored

  3. Stable use of scenario of technology. Users know what they can use it for

<ol><li><p>Initial Evaluation, weighing perceived features and value expectations</p></li><li><p>Getting to know technology through use. Constraints and functionalities are explored</p></li><li><p>Stable use of scenario of technology. Users know what they can use it for</p></li></ol><p></p>
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Model of Technology Appropriation - Assumptions

Users shape technologies and users are shaped by technologies → constructivism

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Teleological Perspective

Goal-drive change

Change driven by intentionality of users

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Dialectical Perspective

Change is driven by opposing or contradictory forces

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Evolutionary Perspective

Change occurs through continuous process of variation selection and retention

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Domestication

Deals with cultural, social and technological networks of everyday life of households

  • Mutual shaping: technology and daily life affect each other

  • Technical properties might be less important than social negotiations and norms

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Attitude

Good or bad evaluations we attach to objects

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Valence (psychology)

the emotional value associated with a stimulus, event, or state.

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Attitude structure

Valence and arousal

<p>Valence and arousal</p>
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Attitude dimensions

Strength ; Extremity ; Importance ; Certainty ; Accessibility

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Origins of attitude

  • Direct Exposure

  • Mere Exposure

  • Selective Exposure

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Mere exposure

favourable attitude by increasing frequency

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Selective exposure

avoiding / seeking information

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Evaluative conditioning

valence of stimulus can be transferred to other stimuli when repeatedly represented together

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Self-persuasion

  • Actively thinking about arguments in favor of a certain position

  • Advocating

  • Teaching yourself new positions theories

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Elaboration Likelihood Model

Central vs Peripheral Route

<p>Central vs Peripheral Route</p>
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The Six Principles of Persuasion

  1. Reciprocity

  2. Commitment

  3. Social Proof

  4. Liking

  5. Authority

  6. Scarcity

  7. Unity

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Reciprocity

Desire to give back when receiving an unexpected gift

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Commitment

Desire to maintain consistency in what is said and done

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Social Proof

Desire to follow lead of similar people

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Liking

Desire to agree with people who share your values

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Authority

Desire to agree with expert based on visual cues

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Scarcity

Desire to get something that is limited or difficult to obtain

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Unity

We’re likely to comply with requests from people in our group

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Intention

Willingness to perform behaviour

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Behaviour

Overt acts of an individual

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Determinants of behaviour change

  • Self-Efficacy

  • Expected Outcome

  • Risk Perception

  • Goal setting & planning

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Cognitive Dissonance

  • Two conflicting ideas

  • Try to rationalize dissonance

  • Change belief/action/perception of action

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Biologically Primary Knowledge

  • We evolved to gain this knowledge

  • Modular knowledge, aquired independently

  • Acquired easily, automatically and unconsciously

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Biologically Secondary Knowledge

  • Cultural knowledge

  • Types of knowledge that related and are acquired similarly

  • Acquired deliberately with conscious effect

  • Best acquired with explicit instruction

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Information Processing Characteristics

  • Information store principle

  • Borrowing and reorganizing principle

  • Randomness as a genesis principle

  • Narrow limits of change principle

  • Environmental organizing and linking principle

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Cognitive Load Theory

How we process information; germane, extraneous, intrinsic

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Element interactivity

degree to which parts of knowledge have to be learned together to make sense

<p>degree to which parts of knowledge have to be learned together to make sense</p>
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Germane

mental capacity for integrating old with new information

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Extraneous

added load caused by bad instructions

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Intrinsic

inate level of difficulty

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Cognitive theory of multimedia learning

  • Dual channel

  • Limited Capacity

  • Active Processing

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One channel is overloaded with learning demands

move essential processing to the other channel

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Both channels are overloaded with learning demands

segmentation & pretraining

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One or both channels are overloaded by combo of learning demands and distraction because extraneous material is included

Weeding & Signaling

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One or both channels are overloaded by combo of learning demands and distraction because essential material is presented in a confusing way

Aligning words and pictures → spatial contiguity effect

Eliminating redundancy

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One or both channels are overloaded by combo of learning demands and distraction and demands caused by intrinsic cognitive load

synchronising → temporal contiguity effect

individualising

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Affordances

physical characteristics of a device or interface that allows it’s operation and characteristics in the appearance that give clues to proper functions

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Cognitive Affordances

Helps to think or know about something

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Physical Affordances

helps to physically do something

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Sensory affordances

helps to perceive something

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Hick-Hyman Law

the time that user needs to make a choice, based on the number of options

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Fitt’s Law

The time required to mova a pointing device to a target is a function of the distance to the target and size