User Experience with Physical Objects
Teti Library Special Collection, NHIA, 2011
User engagement as applied to technology is defined as a quality of user experience characterized by challenge, aesthetic and sensory appeal, feedback, novelty, interactivity, perceived control and time awareness, motivation, interest, and affect (O'Brien and Toms, 2008, p. 941). The digital environment is beneficial to users in their research. Collections once hidden in repositories can now be viewed and accessed by all. Physical objects, too, are an important part in research (Furuta, Marshall, Shipman, Leggett, 1996). Emotional engagement plays a significant role in scholars’ interaction with physical objects. However, with the exception of O’Brien and Toms study, there is little research that measures the users’ emotional engagement as applied to the physical object. Lapetino wrote (2012) “The act of connecting to an activity in a physical manner builds a sort of physical memory and satisfaction that mediated experiences can’t match” (para. 7). The focus of this study is on the investigation of the multi-dimensional experience of archival users with physical objects using O’Brien and Toms conceptual model as a framework for the investigation.
1. Can O’Brien and Toms conceptual model of user engagement with technology also be applied to physical objects?
2. What are the multi-dimensional experience of archival users with physical objects?
3. What is the definition of user experience with physical objects?
Works cited
Furuta, R., Marshall, C. C., Shipman III, F. M., & Leggett, J. J. (1996) Physical objects in the digital library. In Proceedings of the First ACM International Conference on Digital Libraries, 109–115
Lapetino, T. (2012) A digital generation searching for an analog experience. Hexanine. Retrieved from:http://www.hexanine.com/zeroside/a-digital-generation-searching-for-analog-experiences/
O'Brien, H. L. and Toms, E. G. (2008). What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technology, 59(6) 938-955.
Wright, P., McCarthy, J. & Meekison, L. (2005). Making sense of experience. In M. A. Blythe, K. Overbeek, A. F. Monke & P. C. Wright (Eds.), Funology: from usability to enjoyment (43-54). New York: Springer Science.
Course Work for LIS 621 Conducting Research: Methods and Design (Instructor: Prof. Rong Tang, Spring 2013)
Revised 31 May 2013
1. Can O’Brien and Toms conceptual model of user engagement with technology also be applied to physical objects?
2. What are the multi-dimensional experience of archival users with physical objects?
3. What is the definition of user experience with physical objects?
Works cited
Furuta, R., Marshall, C. C., Shipman III, F. M., & Leggett, J. J. (1996) Physical objects in the digital library. In Proceedings of the First ACM International Conference on Digital Libraries, 109–115
Lapetino, T. (2012) A digital generation searching for an analog experience. Hexanine. Retrieved from:http://www.hexanine.com/zeroside/a-digital-generation-searching-for-analog-experiences/
O'Brien, H. L. and Toms, E. G. (2008). What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technology, 59(6) 938-955.
Wright, P., McCarthy, J. & Meekison, L. (2005). Making sense of experience. In M. A. Blythe, K. Overbeek, A. F. Monke & P. C. Wright (Eds.), Funology: from usability to enjoyment (43-54). New York: Springer Science.
Course Work for LIS 621 Conducting Research: Methods and Design (Instructor: Prof. Rong Tang, Spring 2013)
Revised 31 May 2013