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[ subject:"Design." ]
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TimeOut Influence of user experience...
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Sampat, Tejal.
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TimeOut Influence of user experience design on behavior to reduce smartphone use.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
TimeOut Influence of user experience design on behavior to reduce smartphone use./
作者:
Sampat, Tejal.
面頁冊數:
122 p.
附註:
Source: Masters Abstracts International, Volume: 54-05.
Contained By:
Masters Abstracts International54-05(E).
標題:
Design. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1590944
ISBN:
9781321811957
TimeOut Influence of user experience design on behavior to reduce smartphone use.
Sampat, Tejal.
TimeOut Influence of user experience design on behavior to reduce smartphone use.
- 122 p.
Source: Masters Abstracts International, Volume: 54-05.
Thesis (M.F.A.)--Rochester Institute of Technology, 2015.
We are more connected than we used to be but people are becoming disengaged from the real world. Are smartphones a blessing or a bane? That depends on how we use it. Being hooked to a smartphone while interacting with family or friends is a definite no-no.
ISBN: 9781321811957Subjects--Topical Terms:
518875
Design.
TimeOut Influence of user experience design on behavior to reduce smartphone use.
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122 p.
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Source: Masters Abstracts International, Volume: 54-05.
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Adviser: Chris Jackson.
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We are more connected than we used to be but people are becoming disengaged from the real world. Are smartphones a blessing or a bane? That depends on how we use it. Being hooked to a smartphone while interacting with family or friends is a definite no-no.
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To address the issue of being neglected in social situations, timeOut allows neglected users to send anonymous timeouts to obsessive smartphone users who are preoccupied with their smartphones and are in close proximity to neglected users. The timeOut app allows neglected users to express their feelings without upsetting or embarrassing anyone. The application leveraged lean UX methodologies to quantify smartphone usage to make people aware of their distractive behavior.
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The goal of the project is to influence behavior through nudges, prompts and challenges that help the users in making positive behavioral changes.This project takes the form of a proof-of-concept prototype. The final outcome is based on research, user experience and human-computer interaction, design principles and technology to demonstrate the underlying concepts.
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timeOut has four main objectives: • To positively influence social behavior and impact smartphone usage with the help of user-friendly interface; • To promote conversation; • To make obsessive smartphone users aware of their distractive social behavior; • To limit the interactions to bare minimum and design an externally consistent design for the iOS platform.
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