Repository logo
 

Search Results

Now showing 1 - 3 of 3
  • To Binge or not To Binge: viewers’ moods and behaviors during the consumption of subscribed video streaming
    Publication . Cabral, Diogo; Castro, Deborah; Rigby, Jacob M.; Vasanth, Harry; Cameirão, Mónica S.; Bermúdez i Badia, Sergi; Nisi, Valentina
    The popularity of internet-distributed TV entertainment services, such as Netflix, has transformed TV consumption behavior. Currently, the level of control viewers have over their TV experiences, along with the release of com plete seasons at once, are some of the factors that stimulate the so-called binge watching phenomenon (the consumption of several episodes of a program in a single sitting). Most of binge-watching studies have focused on viewers’ habits and health effects. This paper presents a study that relates to viewers’ behaviors and moods. It was carried out with 13 young participants at their home, watching online content, collecting physiological, inertial, and self-reported data. We iden tify and compare binge-watching with non-binge-watching behaviors. Our results suggest that while viewers recur to online serial entertainment in pursuit of lei sure related needs, such as relaxation, relief from boredom and escapism, the act of binge-watching tends to make them feel rather unsatisfied with no change in Arousal. Nevertheless, in binge-watching the Positive Affect increases while the Negative decreases. Moreover, watching a single episode only, tends to result in increased arousal and but not necessarily in increased satisfaction. This prelimi nary finding can be the starting point of fruitful future investigations on unpack ing further motives and nuances from this outcome.
  • Designing with teenagers: A teenage perspective on enhancing mobile museum experiences
    Publication . Cesário, Vanessa; Nisi, Valentina
    Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but none that are specifically targeted to teenagers. The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. This paper centres on the presentation and discussion of several design sessions deployed with 155 teenage participants aged 15-19. They were asked to ideate a mobile museum experience that they would enjoy. Through qualitative analysis, the disparities in suggestions about story-based apps vs. game-based apps show that teenagers might value gamification over narratives. This work generates design recommendations for mobile museum tour guides for teenagers, to be used by both curators and museum designers in engaging teenagers in museum exhibitions. We also contrast the game and narrative mechanics produced by teenagers with what is already known. Finally, we answer the questions of how these findings align with existing museum guides for teenagers and how other designers can design with teenagers for this domain.
  • Exploring proximity-based recommendation criteria as a tool for information exchange and interactions between locals and tourists
    Publication . Ceccarini, Chiara; Nisi, Valentina; Prandi, Catia
    Sharing economy and contemporary tourism are two emerging concepts that urge to be investigated together with new ubiquitous and immersive technologies, in the tourism and hospitality sector. In this rich scenario, we designed and implemented ShareCities, a plat form to foster remote direct information exchange and meaningful interactions among tourists and locals. Exploiting ShareCities we here present an extended analysis on the opportunity to use people-to-people recommendation criteria based on proximity. We hence defined three criteria which drove our analysis: i) profile similarity, ii) geographical proxim ity, and iii) random exploration. Through an online questionnaire, we collect answers from 126 young-adult students, obtaining a general positive interest in the three criteria but also concerns in terms of privacy, trust, and feeling of disorientation.