智慧手æŒå¼è£ç½®åœ¨äº’動介é¢ä¸ä¸åŒæ„Ÿå®˜è¨è¨ˆè¦ç´ 與感性æ„è±¡çš„åˆæŽ¢ / A Preliminary Study on Kansei Images and Design Elements Associated with Varied Sensory Channels for the Interactive Interface of SHD
摘要
智慧手æŒå¼è£ç½®(Smart handheld devices, SHD)å·²æˆç‚ºå¾Œ PC 時代的主æµç”¢å“,為了è½å¯¦ä»¥äººç‚ºæœ¬çš„ç†å¿µï¼Œæœ¬æ–‡æ—¨åœ¨æ‰¾å‡º SHD 互動介é¢è¨è¨ˆä¸ï¼Œä¸åŒæ„Ÿå®˜é€šé“(視覺ã€è½è¦ºã€æŒ¯å‹•覺)è¨è¨ˆè¦ç´ 與感性æ„è±¡é–“é—œè¯æ€§ï¼Œè—‰ä»¥å¢žå¼·ä½¿ç”¨è€…與產å“之間互動感性的體驗價值與使用經驗(user experience)ã€‚ç ”ç©¶ä¸é¦–å…ˆé€éŽæ„Ÿæ€§å·¥å¸çš„æ‰‹æ³•,èƒå–ä¸åŒæ„Ÿå®˜é€šé“ä¸ä¸»è¦çš„è¨è¨ˆè¦ç´ 與感性語彙(Kansei words);接著,é€éŽå¯¦é©—法,由å—試者接å—實驗樣本刺激後,以語æ„差異é‡è¡¨é€²è¡Œä¸»è§€æ„Ÿæ€§è©•åƒ¹ï¼Œå°‡å…©è€…é–“ä¹‹ç›¸äº’é—œä¿‚åŠ ä»¥å®šé‡åŒ–;最後,以數é‡åŒ–Ié¡žæŠ€è¡“ï¼Œå»ºç«‹å„æ„Ÿå®˜é€šé“çš„è¨è¨ˆè¦ç´ 與感性æ„è±¡ä¹‹é—œè¯æ€§ã€‚ç ”ç©¶çµæžœåŒ…括:èƒå– SHD 使用者互動介é¢ä¸ï¼Œè¦–覺ã€è½è¦ºã€æŒ¯å‹•覺之感性代表性語彙與è¨è¨ˆè¦ç´ ;建立視覺ã€è½è¦ºã€æŒ¯å‹•覺å„è¨è¨ˆç´ 與感性æ„è±¡ä¹‹é—œä¿‚ã€‚æ ¹æ“šæœ¬ç ”ç©¶ä¸åŒæ„Ÿå®˜é€šé“ã€è¨è¨ˆè¦ç´ ä»¥åŠæ„Ÿæ€§èªžå½™ç›¸é—œçµæžœï¼Œç”¢å“è¨è¨ˆå¸«åœ¨ç™¼å±•互動介é¢éšŽæ®µï¼Œèƒ½è¿…速掌æ¡è¨è¨ˆé‡é»žï¼Œç¸®çŸèˆ‡ä½¿ç”¨è€…å°ç”¢å“感覺èªçŸ¥çš„å·®è·ï¼Œä¸¦åœ¨äº’動介é¢è¨è¨ˆæ„象上有更細緻ã€ç²¾æº–的掌æ¡èˆ‡èžå…¥ï¼Œä»¥æå‡ç”¢å“帶給使用者的體驗價值。
Smart handheld devices (SHD) have become the mainstream product in the post-PC era.To implement the human-centered concept, this study focused onthe interactive interface of SHD, attempting to identify the relationship between Kansei (affective) images and design elements associated with different sensory channels (i.e.,visual, auditory, and vibratory senses). Thus,in terms of the interaction between users and products, Kansei experiential value sand user experience would be enhanced. First, through Kansei engineering techniques, the authors extracted main design elements related to different sensory channels and Kansei vocabulary. Then, after being stimulated by the experiment samples, the participants subjectively evaluated design elements and Kansei vocabulary in accordance with semantic differential scales, quantifying their relationship. Lastly, applying Quantification Theory Type I, the authors determined the above-mentioned relationship. Our findings include the following: 1) extracting typical Kansei vocabulary and design elements associated with different sensory channels concerning the interactive interface of SHD, 2) establishing the relationship between Kansei images and design elements associated with different sensory channels. This study presents some findings about different sensory channels, design elements as well as Kansei vocabulary. While developing an interactive interface, product designers can be assisted by those findings to quickly grasp its design focus and to bridge the sensational and cognitive gap between designers and users concerning the product. Moreover, designers will appreciate and integrate the design image of the interactive interface more meticulously, eventually enhancing its experiential values offered to users.Â
全文:
PDF參考文獻
Apitz, G., Franc, O. G., & zhai, S. (2008). Foundations for designing and evaluating user interfaces based on the crossing paradigm. ACM Trans. Comput.-Hum. Interact., 17(2), 1-42. doi: 0.1145/1746259.1746263
Benyon, D., Turner, P., & Turner, S. (2005). Designing interactive systems: people, activities, contexts, technologies. Harlow: Addison-Wesley.
Boulding, K. E. (1965). The Image: Knowledge in Life and Society. Ann Arbor: University of Michigan Press.
Chen, K.-H., & Huang, K.-L. (2013). Multi-Sensory Emotion Experience – Evaluation on Interaction Design for Handheld Devices. Paper presented at the IEEE International Conference on Orange Technologies (ICOT 2013), Tainan, Taiwan.

Hassenzahl, M., & Tractinsky, N. (2006). User experience - a research agenda. Behaviour & Information Technology , 25(2), 91-97. doi: 10.1080/01449290500330331
Heim, S. (2007). The Resonant Interface HCI Foundations for Interaction Design: Addison Wesley
Helfenstein, S. (2011). Increasingly emotional design for growingly pragmatic users? A report from Finland. Behaviour & Information Technology , 31(2), 185-204. doi: 10.1080/01449291003793777
Hereford, J., & Winn, W. (1994). NON-SPEECH SOUND IN HUMAN-COMPUTER INTERACTION - A REVIEW AND DESIGN GUIDELINES. Journal of Educational Computing Research, 11(3), 211-233.

Hoggan, E., & Brewster, S. (2007). New parameters for tacton design. Paper presented at the CHI'07 extended abstracts on Human factors in computing systems, New York, NY, USA.

Huang, K.-L., Chen, K.-H., & Chang, J.-Y. (2010). Kansei Evaluation on the Visual and Hearing Image of Interface Design. Paper presented at the Kansei engineering and emotion research international conference 2010, Arts et Métiers ParisTech, Paris.
Huang, K.-L., Chen, K.-H., & Ho, C.-H. (in press). Promoting in-depth reading experience and acceptance: design and assessment of Tablet reading interfaces. Behaviour & Information Technology, 1-13. doi: 10.1080/0144929x.2012.759625
Huang, Y. Y., Moll, J., Sallnas, E.-L., & Sundblad, Y. (2012). Auditory feedback in haptic collaborative interfaces. International Journal of Human-Computer Studies, 70(4), 257-270. doi: 10.1016/j.ijhcs.2011.11.006

Itakura, E. (2010). 利用人體感官的回饋來æå‡é›»å®¹å¼è§¸æŽ§çš„實用性 . from http://past.compotechasia.com/articleinfo.php?cid=36&id=15628

Jeng, T., Lee, C. H., Chen, C., & Ma, Y. P. (2002). Interaction and Social Issues in a Human-Centered Reactive Environment. Paper presented at the Proceedings of CAADRIA, Malaysia.
Laurel, & Brenda. (1991). Computers as Theatre : Addison-Wesley.

Mayer, R. E., Heiser, J., & Lonn, S. (2001). Cognitive constraints on multimedia learning: When presenting more material results in less understanding. Journal of Educational Psychology, 93(1), 187.

McKellar, P. (1965). The investigation of mental images . Harmondsworth, England:Penguin Books.

Nagamachi, M. (1995). Kansei Enginnering: A new ergonomic consumer-oriented technology for product development. International Journal of Industrial Ergonomics, 15, 3-11.
Neisser, U. (1967). Cognitive Psychology. New York: Appleton-Century-Crofts.
Park, D., Lee, J.-H., & Kim, S. (2011). Investigating the affective quality of interactivity by motion feedback in mobile touchscreen user interfaces. International Journal of Human-Computer Studies, 69(12), 839-853. doi: 10.1016/j.ijhcs.2011.06.006

Solso, R. L. (1992). èªçŸ¥å¿ƒç†å¸ . å°åŒ— : äº”å— .

Sugiyama, K., & Inoue, K. (1996). The basic for Survey and Analysis by Excel : A Collection of Tools for. Planning and Design. Tokyo: Kaibundo publishing.
Zaharias, P., & Mehlenbacher, B. (2012). Exploring User Experience (UX) in virtual learning environments. International Journal of Human-Computer Studies, 70(7), 475-477. doi: 10.1016/j.ijhcs.2012.05.001

Zimbardo, P. G. (1990). 心ç†å¸ ( 游æ†å±± , Trans.): äº”å— .

伊彬 , & 林演慶 . (2006). 視覺影åƒè™•ç†ä¹‹çœ¼çƒé‹å‹•ç›¸é—œç ”ç©¶æŽ¢è¨Ž . è¨è¨ˆå¸å ± , 11(4), 59-79.


長町三生 . (1989). æ„Ÿæ€§å·¥å¸ . 日本æ±äº¬éƒ½ : æµ·æ–‡å ‚ .

長町三生 . (2002). Kansei engineering as a powerful consumer -oriented technology for product development. Applied Ergonomics , 33, 289-294.

姚念周 . (2007, 2007/05/31). 五感行銷的時代 .Retrieved 05/28, 2010, from http://blog.biopharm.org.tw/sinew/index.php?op=ViewArticle&articleId=7&blogId=1
æŸ³æ°¸é’ . (2012). å‹å–„çš„äººæ©Ÿä»‹é¢ . ç§‘å¸ç™¼å±• (472).

張春興 . (1992). å¼µæ°å¿ƒç†å¸è¾å…¸ . 臺北 : æ±è¯æ›¸å±€ .

張春興 . (1995). 教育心ç†å¸ - 三化å–å‘çš„ç†è«–èˆ‡å¯¦è¸ . å°åŒ— : æ±è¯æ›¸å±€ .
許å‹é›„, 彿¸¸, &峿°´ä¸•. (1998).äººå› å·¥ç¨‹-工程與è¨è¨ˆä¹‹äººæ€§å› ç´ (上). å°åŒ—: 滄 海書局 .
許å‹é›„ , 彿¸¸ , & 峿°´ä¸• . (2010). äººå› å·¥ç¨‹äººæ©Ÿå¢ƒä»‹é¢å·¥é©å¸è¨è¨ˆâ€¨
野æ‘é †ä¸€ . (1996). 增補色之祕密,最新色彩å¸å…¥é–€ . å°åŒ— : æ–‡è—æ˜¥ç§‹ .

陳國祥 , 管倖生 , 鄧怡莘 , & 張育銘 . (2000). 感性工å¸èª²ç¨‹æ•™å¸æ–¹æ³•ä¹‹åˆæŽ¢,2000 年技術與教å¸ç ”討會論文集 . 明志技術å¸é™¢ .

陳國祥 , 管倖生 , 鄧怡莘 , & 張育銘 . (2001). å°‡æ„Ÿæ€§äºˆä»¥ç†æ€§åŒ–的方法 . å·¥æ¥è¨è¨ˆ ,29(1), 2-16.

é¾è‘‰å„€ . (2004). 手部的觸覺形態特徵辨è˜èˆ‡æ–¹ä½èªçŸ¥ä¹‹é—œä¿‚ç ”ç©¶ . ( 碩士論文 ), åœ‹ç«‹é›²æž—ç§‘æŠ€å¤§å¸ .