Designing for Motivation, Engagement and Wellbeing in Digital Experience

Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs. Yet, despite a long-standing pursuit in human-computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the b...

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Veröffentlicht in:Frontiers in psychology 2018-05, Vol.9, p.797-797
Hauptverfasser: Peters, Dorian, Calvo, Rafael A, Ryan, Richard M
Format: Artikel
Sprache:eng
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Zusammenfassung:Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs. Yet, despite a long-standing pursuit in human-computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the basic psychological needs shown to mediate these outcomes are rarely taken into account. This is possibly due to the lack of a clear model to explain these needs in the context of HCI. Herein we introduce such a model: Motivation, Engagement and Thriving in User Experience (METUX). The model provides a framework grounded in psychological research that can allow HCI researchers and practitioners to form actionable insights with respect to how technology designs support or undermine basic psychological needs, thereby increasing motivation and engagement, and ultimately, improving user wellbeing. We propose that in order to address wellbeing, psychological needs must be considered within five different spheres of analysis including: at the point of technology , during interaction with the , as a result of engagement with technology-specific , as part of the technology-supported , and as part of an individual's overall. These five spheres of experience sit within a sixth, , which encompasses both direct and collateral effects of technology use as well as -user experiences. We build this model based on existing evidence for basic psychological need satisfaction, including evidence within the context of the workplace, computer games, and health. We extend and hone these ideas to provide practical advice for designers along with real world examples of how to apply the model to design practice.
ISSN:1664-1078
1664-1078
DOI:10.3389/fpsyg.2018.00797