Exploring the Role of Ten Universal Values in Using Products and Services
暂无分享,去创建一个
[1] S. Schwartz,et al. Extending the Cross-Cultural Validity of the Theory of Basic Human Values with a Different Method of Measurement , 2001 .
[2] Timo Partala,et al. Understanding the most satisfying and unsatisfying user experiences: Emotions, psychological needs, and context , 2012, Interact. Comput..
[3] V. Braun,et al. Using thematic analysis in psychology , 2006 .
[4] Mari Ervasti,et al. Understanding human values in adopting new technology - A case study and methodological discussion , 2011, Int. J. Hum. Comput. Stud..
[5] M. Rokeach. The Nature Of Human Values , 1974 .
[6] S. Schwartz. Universals in the Content and Structure of Values: Theoretical Advances and Empirical Tests in 20 Countries , 1992 .
[7] Helen Nissenbaum,et al. Values at play: design tradeoffs in socially-oriented game design , 2005, CHI.
[8] Sari Kujala,et al. Identifying user values for an activating game for children , 2009, MindTrek '09.
[9] Jodi Forlizzi,et al. Understanding experience in interactive systems , 2004, DIS '04.
[10] Marc Hassenzahl,et al. User experience - a research agenda , 2006, Behav. Inf. Technol..
[11] S. Ng,et al. The direct and indirect influences of human values on product ownership , 1999 .
[12] D. Norman. Emotional design : why we love (or hate) everyday things , 2004 .
[13] Kennon M. Sheldon,et al. What is satisfying about satisfying events? Testing 10 candidate psychological needs. , 2001, Journal of personality and social psychology.
[14] Guido Hertel,et al. The Munster Work Value Measure , 2013 .
[15] Allison Druin. A place called childhood , 1996, INTR.
[16] Virpi Roto,et al. Understanding, scoping and defining user experience: a survey approach , 2009, CHI.
[17] Sari Kujala,et al. Capturing users’ perceptions of valuable experience and meaning , 2009 .
[18] Sari Kujala,et al. Sentence Completion for Understanding Users and Evaluating User Experience , 2014, Interact. Comput..
[19] Batya Friedman,et al. Value-sensitive design , 1996, INTR.
[20] Sarah Diefenbach,et al. Needs, affect, and interactive products - Facets of user experience , 2010, Interact. Comput..
[21] L. Tiger. The Pursuit Of Pleasure , 1992 .
[22] Veikko Surakka,et al. The effects of affective interventions in human-computer interaction , 2004, Interact. Comput..
[23] T. J. Reynolds,et al. Laddering theory, method, analysis, and interpretation. , 2001 .
[24] Marc Hassenzahl,et al. MARC HASSENZAHL CHAPTER 3 The Thing and I: Understanding the Relationship Between User and Product , 2003 .
[25] Shalom H. Schwartz. Les valeurs de base de la personne : théorie, mesures et applications , 2006 .
[26] Suzan Boztepe,et al. Toward a framework of product development for global markets: a user-value-based approach , 2007 .
[27] S. Schwartz,et al. Values and personality , 1994 .
[28] John C. McCarthy,et al. Technology as experience , 2004, INTR.
[29] Paul van Schaik,et al. Modelling user experience - An agenda for research and practice , 2010, Interact. Comput..
[30] Jaehyun Park,et al. Defining user value: A case study of a smartphone , 2013 .
[31] Kaisa Väänänen-Vainio-Mattila,et al. Value of Information Systems and Products: Understanding the Users’ Perspective and Values , 2009 .
[32] P. Jordan. Designing Pleasurable Products: An Introduction to the New Human Factors , 2000 .
[33] James Noble,et al. Video game values: Human-computer interaction and games , 2007, Interact. Comput..
[34] P. H. Kahn,et al. Human values, ethics, and design , 2002 .
[35] Asimina Vasalou,et al. A case study of non-adoption: the values of location tracking in the family , 2012, CSCW.
[36] Eldad Davidov,et al. Refining the theory of basic individual values. , 2012, Journal of personality and social psychology.
[37] Michael W. Allen,et al. A practical method for uncovering the direct and indirect relationships between human values and consumer purchases , 2001 .
[38] S. Schwartz. Value orientations: Measurement, antecedents and consequences across nations. , 2007 .
[39] Marc Hassenzahl,et al. The Interplay of Beauty, Goodness, and Usability in Interactive Products , 2004, Hum. Comput. Interact..
[40] Timo Partala,et al. Psychological needs and virtual worlds: Case Second Life , 2011, Int. J. Hum. Comput. Stud..
[41] A. Jolibert,et al. Values, Motivations, and Personal Goals: Revisited , 1997 .
[42] Anna K. Döring,et al. Assessing Values at an Early Age: The Picture-Based Value Survey for Children (PBVS–C) , 2010, Journal of personality assessment.
[43] B. Verplanken,et al. Motivated decision making: effects of activation and self-centrality of values on choices and behavior. , 2002, Journal of personality and social psychology.
[44] Alan Borning,et al. Value Sensitive Design and Information Systems , 2020, The Ethics of Information Technologies.
[45] Elizabeth D. Mynatt,et al. Conveying user values between families and designers , 2005, CHI Extended Abstracts.
[46] C. Alderfer. Existence, Relatedness, and Growth; Human Needs in Organizational Settings , 1972 .