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  2. Uses and gratifications theory - Wikipedia

    en.wikipedia.org/wiki/Uses_and_gratifications_theory

    In general, people use mobile phones for the following uses and gratifications: sociability, entertainment, status, immediate access, instrumentality, mobility, and psychological reassurance. [28] Researchers have also identified that the uses and gratifications for contributing mobile content differ from those for retrieving mobile content. [29]

  3. Unified theory of acceptance and use of technology - Wikipedia

    en.wikipedia.org/wiki/Unified_theory_of...

    The unified theory of acceptance and use of technology (UTAUT) is a technology acceptance model formulated by Venkatesh and others in "User acceptance of information technology: Toward a unified view" in the organisational context. [1] [2] The UTAUT aims to explain user intentions to use an information system and subsequent

  4. Jevons paradox - Wikipedia

    en.wikipedia.org/wiki/Jevons_paradox

    In economics, the Jevons paradox (/ ˈ dʒ ɛ v ə n z /; sometimes Jevons effect) occurs when technological advancements make a resource more efficient to use (thereby reducing the amount needed for a single application); however, as the cost of using the resource drops, if the price is highly elastic, this results in overall demand increases ...

  5. Aesthetic–usability effect - Wikipedia

    en.wikipedia.org/wiki/Aesthetic–usability_effect

    The aesthetic–usability effect describes a paradox that people perceive more aesthetic designs as much more intuitive than those considered to be less aesthetically pleasing. The effect has been observed in several experiments and has significant implications regarding the acceptance, use, and performance of a design.

  6. The Human Use of Human Beings - Wikipedia

    en.wikipedia.org/wiki/The_Human_Use_of_Human_Beings

    The word cybernetics refers to the theory of message transmission among people and machines. The thesis of the book is that: society can only be understood through a study of the messages and the communication facilities which belong to it; and that in the future development of these messages and communication facilities, messages between man and machines, between machines and man, and between ...

  7. Use case - Wikipedia

    en.wikipedia.org/wiki/Use_case

    In software and systems engineering, a use case is a potential scenario in which a system receives an external request (such as user input) and responds to it. A use case is a list of actions or event steps typically defining the interactions between a role (known in the Unified Modeling Language (UML) as an actor) and a system to achieve a goal.

  8. Law of effect - Wikipedia

    en.wikipedia.org/wiki/Law_of_effect

    The law of effect, or Thorndike's law, is a psychology principle advanced by Edward Thorndike in 1898 on the matter of behavioral conditioning (not then formulated as such) which states that "responses that produce a satisfying effect in a particular situation become more likely to occur again in that situation, and responses that produce a ...

  9. Perlocutionary act - Wikipedia

    en.wikipedia.org/wiki/Perlocutionary_act

    The perlocutionary effect of an utterance is contrasted with the locutionary act, which is the act of producing the utterance, and with the illocutionary force, which does not depend on the utterance's effect on the interlocutor. [2] As an example, consider the following utterance: "By the way, I have a CD of Debussy; would you like to borrow it?"