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2024 Vol. 30, No. 2
Published: 2024-04-30

 
99 User-Centered Design(IX): A "User Experience 3.0" Paradigm Framework in the Intelligence Era
XU Wei
The field of user experience (UX) based on the design philosophy of "user-centered design" is moving towards the intelligence era. Still, the existing UX paradigm mainly aims at non-intelligent systems and lacks a systematic approach to UX for intelligent systems. Throughout the development of UX, the UX paradigm shows the evolution characteristics across technological eras. The intelligence era has put forward new demands on the UX paradigm. For this reason, this paper proposes a "UX 3.0" paradigm framework and the corresponding UX methodology system in the intelligence era. The "UX 3.0" paradigm framework includes five categories of UX methods: ecological experience, innovation-enabled experience, AI-enabled experience, human-AI interaction-based experience, and human-AI collaboration-based experience methods, each providing for corresponding UX paradigmatic orientations. The "UX 3.0" paradigm helps enhance existing UX methods and provides methodological support for the research and applications of UX in developing intelligent systems. Finally, this paper looks forward to future research and applications of the "UX 3.0" paradigm.
2024 Vol. 30 (2): 99- [Abstract] ( 757 ) PDF (888 KB)  ( 1601 )
118 Application and Prospect of Commercial Virtual Reality Games in Psychology
WANG Run-dong,MA Ke
Combining the characteristics of virtual reality technology and electronic games, virtual reality games can be used as training and intervention methods to improve people's psychological state and cognitive task performance. Virtual reality games can be divided into serious games and commercial games. There have been many psychological studies on the impact of serious games on people's psychology and behavior, but not as many studies using commercial games currently. This article reviews the research findings of commercial virtual reality games in the fields of sports health, cognitive training, and psychological intervention. However, further research is needed on the factors that affect the application of commercial virtual reality games in psychology, as well as the effectiveness of interventions.
2024 Vol. 30 (2): 118- [Abstract] ( 564 ) PDF (489 KB)  ( 769 )
128 A Meta-Analysis of the Antecedents and Consequences of Calling
CUI Xiao-yu,SU Tao
This study clarifies the antecedents and consequences of calling by conducting a meta-analysis review consisting of 78 independent empirical studies, 191 effect sizes and 84805 independent samples. The results show that external factor plays a leading role in the generation of calling and the extrinsic resource endowment is its strongest antecedent. Calling can affect career preparations, career attitudes and career results positively, the intensity of the effect increases in turn and subjective career success is the strongest utility of calling. Regional culture and measurement mode of calling can significantly moderate the relationships between calling and its antecedents and consequences. Under eastern culture and when the multi-dimensional scale is used to measure calling, the relationships between calling and its antecedents and consequences are stronger.
2024 Vol. 30 (2): 128- [Abstract] ( 448 ) PDF (641 KB)  ( 488 )
141 The Relationship between Social Exclusion and Aggression and Suicidal Ideation of Drug Abstainers: The Mediating Role of Self-Control
PU Lu-meng,SHI Tian-shu,HE Yun,ZHENG Chao,WANG Li-xun,YANG Bo
According to the frustration-aggression hypothesis, social exclusion may be one of the reasons that lead to higher aggression and suicidal ideation of drug abstainers. In this study, 395 drug abstainers were investigated using questionnaires to explore the relationship between social exclusion, aggression and suicidal ideation and the mediating role of self-control. The results showed that: (1) Social exclusion can positively predict the aggression and suicidal ideation of drug abstainers. (2) Self-control played a mediating role between social exclusion and aggression and suicidal ideation. The findings of this study have certain practical implications, and future interventions can start from reducing social exclusion and enhancing self-control to reduce the aggression and suicidal ideation of drug abstainers.
2024 Vol. 30 (2): 141- [Abstract] ( 492 ) PDF (706 KB)  ( 616 )
149 Why "Many Children are not Necessarily More Happiness"? The Effect of the Number of Children on Depression in the Elderly
HAO Xin,LI Rong-chao,GAN Tian
Depression is an important factor affecting the physical and mental health of the elderly. Recent studies have found that having more children does not relieve depression in older adults, and the underlying mechanisms are unclear. Based on 6541 samples from the 2018 Chinese Longitudinal Healthy Longevity Survey (CLHLS) dataset, this study explored the relations between depression in the elderly and the number of their children, also followed the mediation effect of the intergenerational emotional support and the moderating effect of age. The results showed that intergenerational emotional support had a "suppression effect" between the number of children and depression in the elderly. The age of the elderly moderated the effect of the number of children on intergenerational emotional support. The conclusion was that intergenerational emotional support could cover up the negative impact of the number of children on depression in the elderly, and older people were more difficult to obtain intergenerational emotional support. The results highlighted the important role of intergenerational emotional support.
2024 Vol. 30 (2): 149- [Abstract] ( 601 ) PDF (745 KB)  ( 802 )
158 Sequential Bayes Factor Analysis: Balance Informativeness and Efficiency in Designing Experiments
ZHENG Yuan-rui,HU Chuan-peng
The key of experimental design is to balance between informativeness and efficiency. However, power analysis only focuses on informativeness and is difficult to implement. Sequential Bayes factor analysis takes the advantage of Bayes factor’s ability to continuously update the evidence and reach a trade-off between informativeness and efficiency by setting Bayes factor criteria and the sequential analysis during data collection. The present primer demonstrates how to perform three steps of sequential Bayes factor analysis using open-source software JASP and R. This method considers practical issues in real research practices and is easy to implement, which can help researchers to design more efficient experiments.
2024 Vol. 30 (2): 158- [Abstract] ( 853 ) PDF (1200 KB)  ( 588 )
172 Non-parametric Methods for Longitudinal Cognitive Diagnosis
ZHENG Tian-peng,GUO Lei,BIAN Yu-fang
This research proposed four concise longitudinal non-parametric diagnostic methods: longitudinal non-parametric classification (LNPC), longitudinal weighted non-parametric classification (LWNPC), longitudinal generalized non-parametric classification (LGNPC), and longitudinal weighted generalized non-parametric classification (LWGNPC), by leveraging the connection of students’ knowledge state and the ideal response pattern between adjacent time points. The performance of the four new methods was evaluated by two simulation studies and an empirical study. The results of simulation studies showed that: (1) the established link can improve the accuracy of longitudinal classification; (2) compared to the HO-HMM model, the new methods can achieve similar precision while being less affected by the sample size; (3) the new methods outperformed the Long-HDD method in terms of accuracy, and the LNPC and LWNPC still performed well even with low-quality items. The results of the empirical study showed that the four new methods were highly consistent with the HO-HMM model and Long-HDD classification. We recommend using the LWNPC method to analyze the real data.
2024 Vol. 30 (2): 172- [Abstract] ( 481 ) PDF (1694 KB)  ( 169 )
184 The Recency Effect of Event Working Memory
HUANG Jian, LU Xi-qian
The serial-position effect is a noteworthy issue in the study of working memory. The present study investigated the working memory serial-position effect for event. We employed the change detection paradigm of working memory and required the participants to remember five biological motion event presented in the sequence. Consistent results were found in both accuracy and reaction time: only the accuracy of the last event in the sequence was significantly higher than that of other positions, and the reaction time was significantly lower than that of other positions. That is, there was a significant recency effect in sequence working memory of event, but no primacy effect. The serial-position effect of event working memory is similar to that of other visual objects (such as color, orientation), but different from that of event long-term memory.
2024 Vol. 30 (2): 184- [Abstract] ( 484 ) PDF (770 KB)  ( 823 )
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