Computers and Fun 2001 Expectations and Endurability – Measuring Fun Janet C Read Stuart J MacFarlane Chris Casey University of Central Lancashire, Preston.

Slides:



Advertisements
Similar presentations
Simulation and the Singularity David Chalmers Departments of Philosophy Australian National University New York University.
Advertisements

Joey Wiseman Social Studies Coordinator Office of Instruction WVDE.
1 The purpose of feedback is to be helpful Feedback should include positive reinforcement of strengths Describe actual behaviour, not the individual person,
By Harry Boeken Age 10.  I wanted to find out if children at my school liked after school clubs.  I also wanted to make other after school clubs for.
User Interfaces 4 BTECH: IT WIKI PAGE:
Dani Wilkinson View on -advert-review -advert-review
OBJECTIVE: To use group work, picture clues and a media clip to understand the ATHEIST and CHRISTIAN responses to unanswered prayers.
1 MEASUREMENT Measurement Error & Survey Construction.
Chapter 6 Linear Programming: The Simplex Method
What children think about having a thyroid disorder: a small scale study By Shannon Davidson Age 10.
ABSTRACT The goal of this project was to create a more realistic and interactive appliance interface for a Usability Science class here at Union. Usability.
Section 2.3 Gauss-Jordan Method for General Systems of Equations
Inquiry Project: What Can We Learn From Weather Forecasts Online? By: Laura Stokes
The art and science of measuring people l Reliability l Validity l Operationalizing.
Semester in review. The Final May 7, 6:30pm – 9:45 pm Closed book, ONE PAGE OF NOTES Cumulative Similar format to midterm (probably about 25% longer)
Probability.
Chapter 14: Usability testing and field studies. Usability Testing Emphasizes the property of being usable Key Components –User Pre-Test –User Test –User.
Part 3: Design Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale Chapter 10: Interaction Design Chapter.
Albert Bandura Albert Bandura Observational Learning, Modeling, and Self-Efficacy.
Usability 2004 J T Burns1 Usability & Usability Engineering.
INFO 271B LECTURE 2 COYE CHESHIRE Foundations of Research.
Children, Writing, Digital Ink Janet C Read, Child Computer Interaction Group, UCLAN, UK
Gmail - Questionnaires. Set the language to English!
Left Brain-Right Brain Test Please get out a sheet of paper. Number questions Circle the number next to the statements that apply to you.
Presentation for Photography Evaluation This presentation is going to show what data I gathered and the results from the questionnaire I created.
Website Design. Designing and creating different elements involved in developing a website for e- commerce can help you identify and describe the components.
Bloom’s Taxonomy How will it impact in your classroom?
Cognitive Level of Analysis. What is Cognition? Cognitive LoA is new to psychology (40-50 years) Important way to look at your life – important to be.
Malcolm Knowles Adult Learning Theory Patricia Farley MS RN CNE Walden University EdD Student EDUC 8101.
The Scientific Method.
How to Use Photo Story 3 Training Module Design Plan Belen C. Abarca 08 March 2009 EDTC 3332 Instructional Technology Practicum.
THE IMPACT OF COMPUTER SELF-EFFICACY AND TECHNOLOGY DEPENDENCE ON COMPUTER-RELATED TECHNOSTRESS: A SOCIAL COGNITIVE THEORY PERSPECTIVE Qin Shu, Qiang Tu.
EXIT NEXT Click one of the buttons below or press the enter key BACKTOPICSProbability Mayeen Uddin Khandaker Mayeen Uddin Khandaker Ph.D. Student Ph.D.
Introduction to Arrays. definitions and things to consider… This presentation is designed to give a simple demonstration of array and object visualizations.
User Study Evaluation Human-Computer Interaction.
Dealing with all different age groups Knowing a correct way to communicate –Kids –Pre-Teens –Teenagers –Middle Age –Elderly Communicating about certain.
CH EMOTIONS. EXPRESSED EMOTION  People more speedily detect an angry face than a happy one (Ohman, 2001a)
Children: Can they inspect it? Yes they can! Gavin Sim.
Challenges of collecting data with young children Tricia Shaw - University of Hull.
Class Usability Experience User slides are in BLUE.
© E. Kowch iD Instructional Design Evaluation, Assessment & Design: A Discussion (EDER 673 L.91 ) From Calgary With Asst. Professor Eugene G. Kowch.
Comprehension Strategy Project: Story Face
Guidelines for Paper Presentation Mei-Chen Yeh 03/30/2010.
Reliability and Validity. Thinking Questions What is an IV? What is a DV? What is repeated measures design? What is matched pairs design? What is independent.
Teacher Satisfaction Whitney Zimmerman Christine Henry.
Social Learning Theory Explaining Gender PSYB1. Look through the magazines choose just one person you like and explain why…
Human Abilities 2 How do people think? 1. Agenda Memory Cognitive Processes – Implications Recap 2.
Designing a Handwriting Recognition Based Writing Environment J C Read, S J MacFarlane, C Casey Department of Computing, University of Central Lancashire,
Behavioralism (review) Founders: Watson (Little Albert) Skinner (Skinner box)
Do now! Complete the keywords test on the sheet. Remember that you are not writing 4 mark answers – just concise definitions (like in the book). You need.
Southside Community School Monday May 5 th 5:00p.m.- 6:00p.m in the MPR with Erica Garcia.
1 Evaluating the User Experience in CAA Environments: What affects User Satisfaction? Gavin Sim Janet C Read Phil Holifield.
By Sarah Killen. Front cover page Here are the features I have added to my school magazine front cover page.
Guidelines for Project Presentation Mei-Chen Yeh 04/03/2012.
Evaluation How did you use media technologies in the construction and research, planning and evaluation stages? To construct my music magazine, I used.
Stop Motion Animation Unit 33 Lo4: Evaluation. Introduction As part of our stop motion animation commission from Vibe Productions, we must now evaluate.
Answers to my magazine questionnaire. Question 1: Gender My results are primarily consisted of females having viewed and commented on my magazine. This.
Statistics 11 Understanding Randomness. Example If you had a coin from someone, that they said ended up heads more often than tails, how would you test.
Unit 1. Introduction Creativity: The production of an idea, concept, creation or discovery that is new or original to its creator or a new combination.
Psychological Investigations: the final dash…... What do you need to know? Questionnaire How to improve the validity: Ask more precise questions Avoid.
Technical Elements. Andy Loftis Today we want to Understand Technical and Learn how to Apply it to our Challenges What is Technical?
NOTE: To change the image on this slide, select the picture and delete it. Then click the Pictures icon in the placeholder to insert your own image. UDL.
HCC 831 User Interface Design and Evaluation. What is Usability?
Good and Bad Interfaces
The Scientific Method:
User Interface Design and Evaluation
Don’t make me think Usability.
Critical, creative and problem solving skills
Presentation transcript:

Computers and Fun 2001 Expectations and Endurability – Measuring Fun Janet C Read Stuart J MacFarlane Chris Casey University of Central Lancashire, Preston

Computers and Fun 2001 Where is this coming from? PhD study of novel interfaces with children Evaluation of interfaces for children Usability studies –Efficiency –Effectiveness –Satisfaction

Computers and Fun 2001 Satisfaction Measuring with children Previous work Read, J. C., & MacFarlane, S. J. (2000). Measuring Fun. Computers and Fun 3, York, England. Read, J. C., MacFarlane, S. J., & Casey, C. (2001). Measuring the Usability of Text Input Methods for Children. HCI2001, Lille. Hanna, L., Risden, K., & Alexander, K., J. (1997). Guidelines for usability testing with children. Interactions, 1997 (5), 9-14.

Computers and Fun 2001 Theories of Satisfaction Henry, J. W., & Stone, R. W. (1995). The Impacts of End-User Gender, Education, Performance, and System Use on Computer Self-Efficacy and Outcome Expectancy. Bandura, A. (1986). Social Foundations of Thought and Action: A Social Cognitive Theory

Computers and Fun 2001 Previous findings ‘Likert’ scales, Rep Grid, Observations It’s all brilliant!!!!!!!!! Younger children cannot easily differentiate between constructs Observation is intrusive

Computers and Fun 2001 Expectancy Theory Does expectation give any clues about how good something is? –High expectation + okay = let down –Low expectation + okay = made up –High expectation + good = brilliant

Computers and Fun 2001 Desires and Expectations Chin & Lee (2000) Prior Expectations Post-hoc Perceptions Prior Desires Discrepancy with Expectations Discrepancy with Desires

Computers and Fun 2001 Endurability What’s too painful to remember, we simply choose to forget…the laughter..we will remember……………‘ The way we were’ ‘Pollyanna Principle’ Matlin and Stang, (1978)

Computers and Fun 2001 Method 45 (41) Children aged 8 – 10 were going on a school trip Phase 1Expectations Phase 2Post-hoc perceptions Phase 3Recollections Phase 4Ordering by rep grid Phase 5Desire to repeat event

Computers and Fun 2001 Phase 1 – Phase 2 (Likert scales) Questionnaires Comprising 3 questions and a smiley face ‘Likert’ scale.

Computers and Fun 2001 Results from Phase 1 and Phase 2 59% Brilliant all the way – Brilliant before, brilliant afterwards 76% Got what they expected 20% changed their score by 1 point Only 4% children changed their score by 2 points 96% got almost what they expected!

Computers and Fun 2001

Phase 3 - Recollections Children were asked to recall the activities they had done. At the same time, they were asked to recall what they had liked best – this had been asked previously – just after the event

Computers and Fun 2001 Results from Phase 3 81% recalled the thing that they had identified as liking best directly after the event (3 weeks previously) 63% said that the thing they liked the best was the same as the thing identified as liking the best directly after the event

Computers and Fun 2001 Phase 4 Repertory Grid constructed by the children, two constructs –Most fun –Most interesting A list of activities was provided for the children to place on the grids – thus introducing some constraints

Computers and Fun 2001 Comments Children filled in in two ways –Scan and place from top down –Filling from top and bottom, –Some of the top bottom fillers gave up in the middle –Some of the top downers gave up before the end –All were clear about the differences in the constructs

Computers and Fun 2001 Results from Phase 4 The most fun / most interesting components were compared with the statements about what they liked best. 33% of the responses were the same as had been previously recorded. These results had limited value due to the fact that 43% had noted something as most fun which was not offered on the rep grid list.

Computers and Fun 2001 Phase 5 – Desire to do-it-all-again If we had the chance to do it all again..tell me would we…could we?.. ‘The Way we Were’ Children were given the same list of activities as for the rep grid, and were asked to score them for ‘doing it again’ – three choices, yes, maybe, no

Computers and Fun 2001 Results from phase 5 This worked quite well, children were able to make decisions and seemed to understand what was going on with the metric

Computers and Fun 2001 Doing it again vs. order in rep grid

Computers and Fun 2001 Observations Children got what they expected Children remembered the thing they liked best The desire to do-it–all-again matched the order of perceived fun for individual activities

Computers and Fun 2001 A sensible suite of fun measures Observations (when not intrusive) Do-it-all-again Grid (easier for the children to complete than the rep grid, and may be better suited for younger children) Likert before and after

Computers and Fun 2001 Can it be that it was all so simple? Desire / Expectation model relies on abstract thought, for children aspiration relates to the sum of the best parts of their previous experiences Children remember less bad things than adults – due to a lack of depressive states! Children remember good experiences

Computers and Fun 2001 Or has time re-written every line? Bewitchment Kindness Desire to please

Computers and Fun 2001 Future work Age 10 / 11 – start of abstract thought.. Less attractive event – less bewitchment Apply to a pen interface usability trial

Computers and Fun 2001 Scattered pictures….. Of the smiles we left behind!!!! Smiles we gave to one another…