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  • 2009

  • Corcoran, Katja; Mussweiler, Thomas (2009): The Efficiency of Social Comparisons With Routine Standards. In: Social Cognition 27 (6), S. 939-948. DOI: 10.1521/soco.2009.27.6.939

    Abstract: Demonstrated that social comparisons with routine standards are faster and hence more efficient than comparisons with other standards. Routine standards are people with whom one has compared frequently in the past. The 1st study (n=74 college students) focused on naturally occurring routine standards such as one's best friend, and former school friends were used as nonroutine standards. In the 2nd study (n=42 college students), it was shown that experimentally established routine standards also facilitate comparisons with the self. Importantly, the facilitation occurred even though no standard selection was necessary. Previous research suggests that routine standards are more efficient because routinely using the same standard circumvents the need to select standards for each comparison anew. However, the present results are concluded to indicate that the comparison process itself becomes faster if one compares oneself with a routine standard rather than with a new standard. zitiert von 21

  • Szameitat, André J.; Rummel, Jan; Szameitat, Diana P.; Sterr, Annette (2009): Behavioral and emotional consequences of brief delays in human–computer interaction. In: International Journal of Human-Computer Studies 67 (7), S. 561-570. DOI: 10.1016/j.ijhcs.2009.02.004

    Abstract: Evaluated negative effects of computer processing delays on user performance and emotional states. Specifically, it is proposed that unpredictable, sporadic, and random delays typical of modern computers inhibit the proficiency of human-computer interaction (HCI) and result in user performance decrements as well as negative emotional states such as job dissatisfaction, frustration and stress. The authors tested these effects by introducing a paradigm program designed to replicate the flow of user proficiency in the form of a computer game. The game was designed to provide a user interface (UI) under two conditions: a delay condition and a no-delay condition. 16 participants (age range 19-58 years) were recruited to play the game and respond to an in-game and postgame questionnaire to assess the effects of delays on their emotional states. Additionally, user reaction times (RTs) and error rates were measured. Results confirmed that user performance was significantly less proficient as a result of sporadic, brief delays. Error rates more than doubled and reaction times were prolonged by 33 ms for responses directly following the delay. Assessment of the questionnaires revealed that the participants felt annoyed by the delays and were frustrated in their attempts to achieve their goals. In conclusion, the findings suggest that UIs should be designed to minimize the occurrence of delays which hinder the proficiency of HCI. zitiert von 64

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