Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/96093
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dc.contributorSchool of Design-
dc.creatorChow, KKNen_US
dc.creatorHarrell, DFen_US
dc.creatorWong, KYen_US
dc.creatorKedia, Aen_US
dc.date.accessioned2022-11-07T03:36:54Z-
dc.date.available2022-11-07T03:36:54Z-
dc.identifier.issn0953-5438en_US
dc.identifier.urihttp://hdl.handle.net/10397/96093-
dc.language.isoenen_US
dc.publisherOxford University Press on behalf of The British Computer Societyen_US
dc.rights© The Author 2015. Published by Oxford University Press on behalf of The British Computer Society. All rights reserved.en_US
dc.rightsThis is a pre-copyedited, author-produced version of an article accepted for publication in INTERACTING WITH COMPUTERS following peer review. The version of record Kenny K. N. Chow, D. Fox Harrell, Ka Yan Wong, Aditya Kedia, Provoking Imagination and Emotion Through a Lively Mobile Phone: A User Experience Study, Interacting with Computers, Volume 28, Issue 4, June 2016, Pages 451–461 is available online at: https://doi.org/10.1093/iwc/iwv022.en_US
dc.subjectAppraisal theoryen_US
dc.subjectBlending theoryen_US
dc.subjectEmbodied cognitionen_US
dc.subjectEnduring interactionen_US
dc.subjectMaterial-based imaginationen_US
dc.subjectSensorimotor experienceen_US
dc.titleProvoking imagination and emotion through a lively mobile phone : a user experience studyen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage451en_US
dc.identifier.epage461en_US
dc.identifier.volume28en_US
dc.identifier.issue4en_US
dc.identifier.doi10.1093/iwc/iwv022en_US
dcterms.abstractGrounded in cognitive semantics in cognitive science and the psychology of emotion, this paper first theoretically articulates the imaginative and affective user experiences of lively interactive artifacts. It then introduces an exemplar of lively interactive products, the mobile phone NEC FOMA N702iS with an intriguing water-level screen interface. Built upon the concept of a glass of water, the design of the phone can provoke users' imagination and emotion regarding resource consumption and conservation, persuading one to take action. To collect empirical data as cross-references to the theoretical framework, user experience tests on an implementation of the interface have been conducted. The qualitative findings show how the interactions at different moments provoke participants via conceptual blends, desires, and appraisals. This demonstrates the application of the proposed framework for interpreting users' meaning-making and emotion elicitation processes.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInteracting with computers, June 2016, v. 28, no. 4, p. 451-461en_US
dcterms.isPartOfInteracting with computersen_US
dcterms.issued2016-06-
dc.identifier.scopus2-s2.0-84976483713-
dc.identifier.eissn1873-7951en_US
dc.description.validate202211 bckw-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberRGC-B3-1557-
dc.description.fundingSourceRGCen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryGreen (AAM)en_US
Appears in Collections:Journal/Magazine Article
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