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Choice Architecture for Human-Computer Interaction

机译:人机交互的选择架构

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People in human-computer interaction have learned a great deal about how to persuade and influence users of computing technology. They have much less well-founded knowledge about how to help users choose for themselves. It's time to correct this imbalance. A first step is to organize the vast amount of relevant knowledge that has been built up in psychology and related fields in terms of two comprehensive but easy-to-remember models: The Aspect model answers the question "How do people make choices?" by describing six choice patterns that choosers apply alternately or in combination, based on Attributes, Social influence, Policies, Experience, Consequences, and Trial and error. The Arcade model answers the question "How can we help people make better choices?" by describing six general high-level strategies for supporting choice: Access information and experience, Represent the choice situation, Combine and compute, Advise about processing, Design the domain, and Evaluate on behalf of the chooser. These strategies can be implemented with straightforward interaction design, but for each one there are also specifically relevant technologies. Combining these two models, we can understand virtually all existing and possible approaches to choice support as the application of one or more of the Arcade strategies to one or more of the Aspect choice patterns. After introducing the idea of choice architecture for human-computer interaction and the key ideas of the Aspect and Arcade models, we discuss each of the Aspect patterns in detail and show how the high-level Arcade strategies can be applied to it to yield specific tactics. We then apply the two models in the domains of online communities and privacy. Most of our examples concern choices about the use of computing technology, but the models are equally applicable to everyday choices made with the help of computing technology.
机译:人机交互中的人们已经学到了很多有关如何说服和影响计算技术用户的知识。他们对如何帮助用户自己进行选择的了解不足。现在该纠正这种不平衡了。第一步是根据两个全面但易于记忆的模型来组织心理学和相关领域中积累的大量相关知识:Aspect模型回答“人们如何做出选择?”这一问题。通过根据属性,社会影响力,政策,经验,后果以及试错法来描述选择者交替或组合应用的六个选择模式。 Arcade模型回答了以下问题:“我们如何帮助人们做出更好的选择?”通过描述支持选择的六种通用高级策略:访问信息和经验,代表选择情况,组合和计算,为处理提供建议,设计域并代表选择者进行评估。这些策略可以通过简单的交互设计来实现,但是对于每一种策略,也都有专门相关的技术。结合这两种模型,我们可以将选择支持的几乎所有现有方法和可能方法理解为将一种或多种Arcade策略应用于一种或多种Aspect选择模式。在介绍了用于人机交互的选择架构的概念以及Aspect和Arcade模型的关键思想之后,我们详细讨论了每种Aspect模式,并展示了如何将高级Arcade策略应用于其以产生特定策略。 。然后,我们将这两种模型应用于在线社区和隐私领域。我们的大多数示例都涉及使用计算技术的选择,但是这些模型同样适用于借助计算技术做出的日常选择。

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