Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. In such world, perceptual image quality remains an important criterion since most information will be displayed visually, but other criteria such as enjoyment, fun, engagement and hedonic quality are emerging. This paper deals with engagement, the intrinsically enjoyable readiness to put more effort into exploring and/or using a product than strictly required, thus attracting and keeping user's attention for a longer period of time. The impact of the experienced richness of an interface, both visually and degree of possible manipulations, was investigated in a series of experiments employing game-like user interfaces. This resulted in the extension of an existing conceptual framework relating engagement to richness by means of two intermediating variables, namely experienced challenge and sense of control. Predictions from this revised framework are evaluated against results of an earlier experiment assessing the ergonomic and hedonic qualities of interactive media. Test material consisted of interactive CD-ROM's containing presentations of three companies for future customers.
|Name||Proceedings of SPIE|
|Conference||conference; Human Vision and Electronic Imaging XIII : 19-22 January, 2008, San Jose, USA; 2008-01-19; 2008-01-22|
|Period||19/01/08 → 22/01/08|
|Other||Human Vision and Electronic Imaging XIII : 19-22 January, 2008, San Jose, USA|