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  2. Usability - Wikipedia

    en.wikipedia.org/wiki/Usability

    The primary notion of usability is that an object designed with a generalized users' psychology and physiology in mind is, for example: More efficient to use—takes less time to accomplish a particular task. Easier to learn—operation can be learned by observing the object. More satisfying to use.

  3. Social-desirability bias - Wikipedia

    en.wikipedia.org/wiki/Social-desirability_bias

    Social-desirability bias. In social science research, social-desirability bias is a type of response bias that is the tendency of survey respondents to answer questions in a manner that will be viewed favorably by others. [1] It can take the form of over-reporting "good behavior" or under-reporting "bad", or undesirable behavior.

  4. Human–computer interaction - Wikipedia

    en.wikipedia.org/wiki/Human–computer_interaction

    A computer monitor provides a visual interface between the machine and the user. Human–computer interaction ( HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people ( users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that ...

  5. Technology acceptance model - Wikipedia

    en.wikipedia.org/wiki/Technology_acceptance_model

    The technology acceptance model ( TAM) is an information systems theory that models how users come to accept and use a technology . The actual system use is the end-point where people use the technology. Behavioral intention is a factor that leads people to use the technology. The behavioral intention (BI) is influenced by the attitude (A ...

  6. Parasocial interaction - Wikipedia

    en.wikipedia.org/wiki/Parasocial_interaction

    A parasocial interaction, an exposure that garners interest in a persona, [6] becomes a parasocial relationship after repeated exposure to the media persona causes the media user to develop illusions of intimacy, friendship, and identification. [5] Positive information learned about the media persona results in increased attraction, and the ...

  7. User experience - Wikipedia

    en.wikipedia.org/wiki/User_experience

    User experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility , ease of use , and efficiency . Improving user experience is important to most companies, designers, and creators when creating and refining products because negative user experience can diminish the use ...

  8. Need for affiliation - Wikipedia

    en.wikipedia.org/wiki/Need_for_affiliation

    The need for affiliation ( N-Affil) is a term that was popularized by David McClelland and describes a person's need to feel a sense of involvement and "belonging" within a social group; McClelland's thinking was strongly influenced by the pioneering work of Henry Murray who first identified underlying psychological human needs and motivational ...

  9. Cyberpsychology - Wikipedia

    en.wikipedia.org/wiki/Cyberpsychology

    Cyberpsychology is a broadly used term for inter-disciplinary research that commonly describes how humans interact with others over technology, how human behavior and psychological states are affected by technology, and how technology can be optimally developed for human needs. [2] While not explicitly defined as cyberpsychology, previous ...