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ISSN 2309-0103 www.archidoct.net
Vol. 7 (2) / February 2020
and intertemporal decisions (Keren, 1995), best illustrated in the immediacyeffect and certaintyeffect. The certainty effect refers to the observation that people overweigh out- comes that are considered certain relative to outcomes which are merely probable. When offered the choice, people will assign a far higher value to an immediate outcome than to a delayed one.
Since the purpose of ISis to provide immediate feedback, an embedded user can be as- sumed to be affected by the immediacy effect. The directness of outcome, as the immedi- acy effect suggests, is preferred and may provide a sense of certainty and control. As sug- gested by Roberts (2014), the immediacy effect may impact the user’s decision-making processes and lead them to best practices by affording quick execution.
2.4 Flow experience
Immediate feedback is one of the prerequisite conditions for the flow experience, a psy- chological concept developed by Csikszentmihalyi in the late 1960s. Flow is a subjective state people report when they are fully invested in the task at hand and function at their fullest capacity.
Csikszentmihalyi identified three conditions for the flow experience to emerge. A clear set of goals directs attention and adds purpose, immediate feedback promotes a sense of control and a balance between perceived challenges and skills that offers. When these conditions are met, one enters a subjective state of flow for which a series of character- istics have been found. These characteristics include intense and focused concentration, merging of action and awareness, loss of reflective self-consciousness, a sense of control over one’s actions and their impact, distortion of temporal experience and an autotelic experience of the activity in that it is intrinsically rewarding and self-sufficient to the ex- tent that it is valued higher than the original set of goals (Nakamura and Csikszentmihalyi, 2009).
IS as defined in this essaycan provide some of the conditions for flow experience to arise, but for the condition of a clear set of goals, formed by direction and purpose, they depend on the user to develop their intentions. For flow to emerge, the need for a balance be- tween skills and challenges is brought to attention. The autotelic, intrinsically rewarding nature of the flow experience suggests that users can be expected to actively sustain the flow experience once it is established.
While the literature on flow experience presents flow as a generally desirable state which allows people to unfold their operational potential to the fullest, it also mentions as pit- falls the narrow focus and loss of reflective capacity that are associated withit.
2.5 Direct Manipulation
Computer scientist Shneiderman coined the term ‘direct manipulation’ (Shneiderman, 1983) for a human-computer interaction style which involves continuous representa- tion, reversible operations through physical actions, immediate visibility of results and a scaffolded approach to learning that affords experimentation with minimal prior knowl- edge. As examples for such systems in the early 1980s, Shneiderman listed display edi-
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Immediate Systems. Human-In-The-Loop Cyber-Physical Systemsthat Embed Design and Implementation in Situations of Use
Christian Friedrich