Interaction Structures and their effect on Flow
Authors
Randleff, Christian Peter Rosenberg ; Agerskov, Casper
Term
4. term
Education
Publication year
2026
Submitted on
2026-05-26
Pages
85
Abstract
This thesis examines the concept of flow and how feedback and user agency shape it in both simulated racing and a neonatal resuscitation simulation. Through a literature review of flow and related constructs (including engagement, enjoyment, immersion, presence, embodiment, and UX), it conceptualizes flow and selects appropriate measurement methods, leading to the development of the Overseer data collection application. Two experiments compare different interaction structures: feedback types are varied in sim racing, while interaction modality and degree of agency are manipulated in the VR scenario. Data are gathered multimodally via standardized self-reports of flow and perceived performance, behavioral and gameplay metrics, and physiological signals (including heart rate estimated with Eulerian Video Magnification). The results report differences in flow across conditions and relationships with both perceived and actual performance as well as movement/physiology. The main finding is that flow is an emergent property arising from the interaction between user and system rather than a purely user-internal state. The thesis concludes by outlining remaining open questions and future research directions for measuring and designing for flow.
Dette speciale undersøger begrebet flow og hvordan feedback og brugers handlemuligheder påvirker det i både simuleret racing og en neonatal genoplivningssimulation. Gennem en litteraturgennemgang af flow og beslægtede begreber (bl.a. engagement, nydelse, immersion, tilstedeværelse, embodiment og UX) konceptualiseres flow og der vælges metoder til at måle det, hvilket fører til udviklingen af måleapplikationen Overseer. To eksperimenter sammenligner forskellige interaktionsstrukturer: i sim racing varieres feedbacktyper, og i VR-scenariet manipuleres interaktionsmodalitet og graden af handlemuligheder. Data indsamles multimodalt via standardiserede selvrapporter om flow og oplevet præstation, adfærdsmæssige og gameplay-baserede mål samt fysiologiske signaler (bl.a. puls estimeret med Eulerian Video Magnification). Resultaterne præsenterer forskelle i flow på tværs af betingelser og relationer til både oplevet og faktisk præstation samt bevægelse/fysiologi. Hovedfundet er, at flow er en emergent egenskab, der opstår i samspillet mellem bruger og system, snarere end en ren brugerintern tilstand. Afslutningsvis peges der på ubesvarede spørgsmål og nye forskningsspor, der kan belyse måling og design af flow yderligere.
[This apstract has been generated with the help of AI directly from the project full text]
Keywords
