中文摘要 |
產品與介面的設計形式影響使用者不同的情緒感知。本研究聚焦使用者操作智慧型手機介面的微互動(micro interactions)方式,探討使用功能性過場動畫(functional animation)時所產生的愉悅(pleasure)、喚起(arousal)、支配(dominance)三方面的情緒變化與腦波(EEG)之關聯性。研究篩選具代表性之4款不同形式過場動畫進行使用者測試,在15秒的操作內針對每款樣本進行6次的操作以得知使用者對於情緒變化以及在專注度與放鬆度方面的表現。透過腦波生理量測數據對照PAD心理主觀量測結果之方式強化使用情感,從過場動畫類型、使用時間、介面位置等面向分析其使用特點。研究結果顯示,不同形式的過場動畫確實對於情緒表現會產生影響,使用者通常不會在初始使用時就對過場動效產生良好的情感認同,而是在漸進的多次使用後逐漸被吸引或對其加以理解,此種情緒上的延滯性與深澤直人的設計理念「later wow」以及Norman設計三層次中的「反思」相對應。於此結果之上,可對過場動畫的實務設計形式所能產生的情感效用具有較為清晰的認知。
The design of product and interface will influence users’ different emotional perceptions. This research focuses on the micro interaction mode of users when operating smart phone interface and the relationship between emotional changes, including pleasure, arousal and dominance when users are using functional animation and EEG. The research screens four representative functional animations in different forms for user test, and performs 6 operations on each sample in 15 seconds to learn about their influences on users’ emotional changes and users’ performance in concentration and relaxation. Through the brain wave physiological measurement data, the PAD psychological subjective measurement results are used to “enlarge” the emotions, and the usage characteristics are analyzed according to the category of functional animations, use duration and interface’s position, etc. The research results show that different forms of functional animations do have an impact on emotional performance. Users usually do not have a positive emotional identity to the effects of functional animations at the initial use, but are gradually attracted after progressive use and gain an understanding. Such emotional delay corresponds to the design philosophy of “Later Wow” of Naoto Fukasawa and the “reflection” in Norman’s three design levels. This research provides readers with a clear understanding of the emotional effects generated by practical design forms of functional animations. |