簡易檢索 / 詳目顯示

研究生: 李莎莎
SHA-SHA LI
論文名稱: 視覺回饋於移動應用程式之等待指示研究
A Study on the Wait Indicator Design of Visual Feedback in Mobile Application
指導教授: 陳建雄
Chien-Hsiung Chen
口試委員: 吳志富
Chih-Fu Wu
許言
Hsu Yen
董芳武
Fang-Wu Tung
柯志祥
Chih-Hsiang Ko
陳建雄
Chien-Hsiung Chen
學位類別: 博士
Doctor
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 111
中文關鍵詞: 視覺回饋使用者介面互動設計等待指示移動應用程式時間感知使用者體驗情感與情緒體驗
外文關鍵詞: Visual feedback, User interface, Interaction design, Wait indicator, Mobile application, Time perception, User experience, Emotion experience
相關次數: 點閱:410下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究為人機互動的介面回饋 (Interface Feedback, IF) 的設計探討,回饋是介面設計所不可忽視的部分,也是人機互動過程中關鍵的連接要素。介面回饋的基本作用是給予使用者及時的回應、準確的指引、告知使用者當前的狀態、幫助其做出正確的判斷,及順利完成操作任務等。值得注意的是,介面回饋的好壞將直接影響使用者的感知、體驗與使用者的行為等維度,比如,回饋會影響使用者是否會繼續使用該產品,是否做出正向的評價。進而影響設備與應用程式本身的利益。
    研究是以兩個研究議題的方式展開,旨在探討使用者在移動應用程式(Mobile-app) 的操作過程中,經歷不同的視覺回饋型式、回饋時間、進度速度,對使用者的時間感知、等待經驗、情緒、態度及主觀偏好等多維度的影響。同時,本研究採用現實生活中使用頻率較高的應用程式 (app) 為研究載體,其中一個是新聞資訊類的應用程式,另一個是視訊類的應用程式。透過許多相關理論作為研究基礎,其中包括人機介面之視覺設計與互動設計理論、心理學之感知與認知理論、以及情感設計理論知識作為研究的有力支撐,來增強本研究的意義和深度。研究議題一是側重於不同的視覺回饋型式與不同的等待時間之間的相互作用,研究議題二則設定在較長的等待時間下,視覺回饋型式與進度速度之間的相互作用。議題一為議題二的擴展研究,其視覺回饋型式也各不相同,旨在探討更多不同的視覺刺激和不同等待時間對介面使用者的影響。
    實驗一是以視覺回饋型式與回饋時間為研究焦點,探討移動應用程式介面之等待指示的回饋型式和回饋時間兩個變數之間對於使用者時間感知、主觀偏好、值得等待程度、愉悅度的影響。實驗採用3x3混合因子實驗 (Mixed factorial) ,自變數一為:視覺回饋型式 (%長條型、%圓餅和%卡通圖像) ;自變數二為:回饋時間 (2s、5s和10s)。依變數為:時間估算、時間感知誤差、值得等待程度、愉悅程度和偏好。採用立意抽樣的方式,共招募54位年輕參與者,在操作完成後,參與者需填寫一份問卷與李克特量表 (Likert scale) ,最後輔以結構式訪談。經由ANOVA分析得出: (1) 使用者的時間感知、等待評估受回饋類型和等待時間的顯著影響,並且,時間感知的結果與維爾特定律 (Vierordt’s law) 以及Zakay的注意力閘門模式 (Attention-gate model) 相一致; (2) 當參與者感覺到更短的等待時間時,他們的偏好同時也產生了積極的影響; (3) 此外,卡通類型的回饋方式可以幫助減少使用者的時間感知,不過它並非能改善使用者在較短等待時間 (例如,2s) 內的等待體驗 (例如,情感與情緒體驗)。
    實驗二是以視覺回饋的進度速度模式和回饋型式為研究焦點進行探討。實驗採用3x2混合因子實驗設計,自變數一為:進度速度模式 (恆速、先快後慢與先慢後快) ,自變數二為:視覺回饋型式 (傳統長條型和卡通長條型) ,等待時間則設定在15s的等待狀態下。依變數為:時間估算、感知快慢程度、專注程度、焦慮程度、愉悅程度、滿意度及可接受度。採用立意抽樣的方式,共招募24位參與者,在操作完成後,參與者被要求填寫一份問卷與李克特量表 (Likert scale)。經由ANOVA分析與相關分析 (Correlation analysis) 得出: (1) 「減速模式」的進度速度可以縮短參與者的時間估計; (2) 參與者的時間估計和感知速度並不總是一致的; (3) 「卡通條型」的回饋型式不會顯著降低參與者的時間感知,然而,「卡通條型」顯著地改善了參與者的等待評估; (4) 此外,參與者感知的回饋進度速度感知與其等待評估之間呈正相關。
    透過標準的量化實驗、有效的數據收集、分析與討論,得出了一些具有實際效用的設計研究結果。研究結果可為移動設備之等待介面的設計、介面回饋設計,以及使用者體驗等方面,提供重要的研究參考,並可為設計工作者提供具體的設計建議。該研究目前僅關注等待介面的視覺回饋設計研究、使用者感知和使用者體驗研究。未來將涉及對觸覺和聽覺回饋的研究,以建構完善的介面回饋系統。


    This research study involves the discussion of interface feedback (IF) design of human-computer interaction. Feedback is a non-negligible interface design factor and a key element of human-computer interaction. The basic function of interface feedback is to provide timely response and correct guidance for users. In addition, it is also to inform the user of the current state, to help them make the correct judgment, and to complete the operations and tasks. Besides, interface feedback will also affect the sustainability development of devices or applications, due to the quality of interface interaction whether users will continue to use the product.
    This study conducted two experiments to explore the different visual feedback type, wait time of feedback, feedback velocity, and feedback information in the process of using the mobile app. To investigate its impact on the user's perception of time, wait experience, emotions, attitudes, and subjective preferences. At the same time, this study created an application (app) which is with a higher usage rate in our daily life as the research paltform. Moreover, based on a large number of theoretical research and discussion, for example, human-computer interface theory and theoretical knowledge of psychology to enhance the significance, reliability, and depth of this study. Finally, the results are presented through effective data collection, analysis, and discussion. The first research topic focuses on the interaction between different types of visual feedbacks and different waiting times. The second research topic is the interaction between the visual feedback style and the feedback rate under a longer waiting time. These two research topics are two parallel topics with different types of visual feedbacks, aiming to explore the impact of more different visual stimuli and different waiting times on interface users.
    Experiment 1 focuses on the visual feedback style and feedback time to discusses the influence of the two variables on the user's time perception, subjective preference, worthy wait, and pleasure of the mobile-app interface. The experiment conducted a 3x3 mixed factorial experiment, one of the variables is visual feedback type, i.e., % long indicator, % round pie indicator, and % cartoon indicator, the other variable is wait time, i.e., 2s, 5s, and 10s. The dependent variables are user time estimate, perception error time, worthy wait degree, pleasure levels, and preferences. A total of 54 participants were recruited by convenient sampling. A questionnaire and a 9-point Likert scale were completed after the operation was completed. Through the two-way ANOVA analysis, results showed that the users’ time perceptions and wait evaluations were affected by the feedback types and waiting times, and the results are consistent with Vierordt's law and the attentional-gate model. Furthermore, there was a positive impact on the participants' preferences when they perceived shorter waiting times. The cartoon type feedback can help reduce the perception of waiting time, but it does not necessarily improve user experience regarding a short waiting time.
    Experiment 2 focuses on exploring the visual feedback velocity and feedback type. The experiment conducted 3x2 mixed factor experimental design. The first independent variable is visual feedback velocity, i.e., accelerate, constant, and decelerate, The second independent variable is feedback type, i.e., traditional long bar and cartoon bar type. The waiting time is set in the waiting state of 15s. The dependent variables are time estimates, perceived speed, concentration, anxiety, pleasure, satisfaction, and acceptability. A total of 24 participants were recruited by convenient sampling. A questionnaire and a 7-point Likert scale were completed after the operation. Through the two-way ANOVA analysis and the correlation analysis, the generated results revealed that: (1) Participants’ time estimation could be shortened when they encountered the ‘decelerate’ progress speed. (2) Participants’ time estimation and perceived speed might not always be consistent. (3) The feedback type of ‘cartoon-bar’ might not significantly reduce participants’ time perception. Nonetheless, the ‘cartoon-bar’ type significantly improve participants’ wait evaluations. (4) The feedback progress speeds positively correlated with wait evaluations by participants.
    Through standard quantitative experiments, effective data collection, analysis, and discussion, some practical research results have been obtained. The research results can provide important research references for the waiting interface design, interface feedback design, and user experience of mobile application. They also can provide specific design suggestions for designers. This restudy currently focuses on the visual feedback design of the waiting interface, user perception, and user experience. In the future, more research studies may involve tactile and auditory feedbacks to help construct a complete interface feedback system.

    目 錄 中文摘要 .......................................................................................................................I 英文摘要 ................................................................................................................... III 誌謝 ............................................................................................................................VI 目錄 ......................................................................................................................... VII 圖索引 .........................................................................................................................X 表索引 ......................................................................................................................XII 第一章 緒論 ................................................................................................................1 1.1 研究背景與動機 ...........................................................................................1 1.2 研究目的 .......................................................................................................4 1.3 研究範圍與限制 ...........................................................................................5 1.4 研究流程與架構 ...........................................................................................5 第二章 文獻探討 ........................................................................................................8 2.1 回饋的概述 .................................................................................................8 2.1.1 回饋的起源與定義 ............................................................................8 2.1.2 回饋的作用與意義 ............................................................................9 2.1.3 人機互動的視覺回饋 ......................................................................11 2.2 介面的視覺回饋設計 .................................................................................12 2.2.1 視覺回饋的呈現 ..............................................................................13 2.2.2 回饋的時間機制 ..............................................................................16 2.2.3 回饋的娛樂性效應............................................................................18 2.2.4 回饋的速度與節奏效應....................................................................19 2.2.5 回饋的訊息呈現與刺激強度............................................................21 2.2.6 等待介面的回饋設計........................................................................22 2.2.7 等待指示的作用與型式....................................................................23 2.2.8 小結....................................................................................................26 2.3 心理學的時間感知理論...............................................................................27 2.3.1 時間感知............................................................................................28 2.3.2 時間的可供性....................................................................................29 2.3.3 時間估測與判斷理論........................................................................29 2.3.4 注意力相關理論................................................................................32 2.3.5 認知模式............................................................................................34 2.3.6 小結....................................................................................................35 2.4 使用者體驗...................................................................................................37 2.4.1 介面的互動體驗................................................................................37 2.4.2 介面的情感體驗................................................................................38 2.5 情緒體驗.......................................................................................................40 2.5.1 正面情緒的愉悅感............................................................................41 2.5.2 負面情緒的焦慮感............................................................................43 2.6 總結...............................................................................................................45 第三章 研究議題一:視覺回饋型式於新聞資訊應用程式之等待指示研究........47 3.1 研究目的.......................................................................................................47 3.2 實驗變數.......................................................................................................48 3.3 實驗設備與樣本...........................................................................................49 3.4 實驗流程.......................................................................................................50 3.5 實驗對象.......................................................................................................51 3.6 結果與分析...................................................................................................51 3.6.1 時間估計............................................................................................51 3.6.2 感知誤差時間....................................................................................53 3.6.3 愉悅度................................................................................................54 3.6.4 值得等待程度....................................................................................56 3.6.5 使用者偏好........................................................................................57 3.7 結果與討論...................................................................................................58 3.8 結論...............................................................................................................59 第四章 研究議題二:回饋速度模式於視訊應用程式之等待指示的研究............62 4.1 研究目的.......................................................................................................62 4.2 實驗變數.......................................................................................................62 4.3 實驗設計與設備...........................................................................................63 4.4 實驗流程.......................................................................................................64 4.5 實驗對象.......................................................................................................65 4.6 結果與分析...................................................................................................65 4.6.1 時間估計............................................................................................65 4.6.2 感知速度............................................................................................66 4.6.3 專注程度............................................................................................67 4.6.4 可接受度............................................................................................68 4.6.5 滿意度................................................................................................69 4.6.6 有趣程度............................................................................................69 4.6.7 情緒之焦慮程度................................................................................70 4.6.8 相關分析............................................................................................71 4.7 結果與討論...................................................................................................72 4.8 結論...............................................................................................................74 第五章 結論與建議....................................................................................................76 5.1 研究成果與建議...........................................................................................76 5.2 未來研究計畫...............................................................................................79 英文參考文獻 ............................................................................................................81 中文參考文獻 ............................................................................................................94 附錄A ..........................................................................................................................95 附錄B ..........................................................................................................................97 圖索引 圖 1-1 本研究的研究流程與架構 .............................................................................7 圖 2-1 介面視覺回饋體系之邏輯架構 ...................................................................12 圖 2-2 Shneiderman & Plaisant的系統回應時間模式 ............................................18 圖 2-3 介面回饋之等待指示型式分類.....................................................................25 圖 2-4 Zakay & Block的注意力閘門模式 ..............................................................31 圖 2-5 Kahneman的注意力容量模式 .....................................................................33 圖 2-6 Waugh & Norman的記憶模型 .....................................................................35 圖 2-7 Norman的心理歷程模式 ..............................................................................39 圖 2-8 Shneiderman的樂趣設計理論 ......................................................................42 圖 2-9 本研究產生「愉悅」模式圖 .......................................................................43 圖 2-10 本研究產生「焦慮」模式圖 .......................................................................45 圖 2-11 本研究之視覺回饋與時間感知體系.............................................................46 圖 3-1 議題一之研究模式圖 ...................................................................................49 圖 3-2 議題一之 Mobile-app1-長條型 ...................................................................50 圖 3-3 議題一之 Mobile-app2-圓餅型 ...................................................................50 圖 3-4 議題一之 Mobile-app3-卡通型 ...................................................................50 圖 3-6-1 時間估計的均值比較 .......................................................................53 圖 3-6-2 感知誤差時間的均值比較 ...............................................................54 圖 3-6-3 等待時間和回饋類型之愉悅程度的交互作用圖 ...........................56 圖 3-6-4 等待時間和回饋類型之值得等待程度的交互作用圖 ...................57 圖 3-6-5 三種回饋類型的使用者偏好比較 ...................................................58 圖 4-1 議題二之研究模式圖 ...................................................................................63 圖 4-2 議題二之視覺回饋的等待指示呈現 ...........................................................64 圖 4-3 議題二之時間估計的 Velocity×Type 交互作用圖 ...................................66 圖 4-4 議題二之專注程度的 Velocity×Type 交互作用圖 ...................................68 圖 4-5 議題二之有趣程度的 Velocity×Type 交互作用圖 ...................................70 圖 4-6 議題二之回饋速度進度模式圖與函數圖 ...................................................73 圖 4-7 議題二之視覺回饋的不同等待評估維度 ...................................................74 表索引 表2-1 回饋的定義與意義 ........................................................................................10 表2-2 移動設備回饋的一般型式與分類 ................................................................15 表2-3 介面回饋的時間機制 ....................................................................................17 表2-4 進度指示的相關研究 ....................................................................................27 表2-5 心理學之時間感知與注意力的相關研究 ....................................................36 表3-6-1 時間估計之混合雙因子ANOVA分析 ....................................................52 表3-6-2 感知誤差時間之混合雙因子ANOVA分析 ............................................54 表3-6-3 愉悅程度之混合雙因子ANOVA分析 ....................................................55 表3-6-4 值得等待程度之混合雙因子ANOVA分析 ............................................56 表3-6-5 使用者偏好之混合雙因子ANOVA分析 ................................................58 表4-1 時間估計之混合因子變異數分析 ................................................................66 表4-2 感知速度之混合因子變異數分析 ................................................................67 表4-3 專注程度之混合因子變異數分析 ................................................................67 表4-4 可接受度之混合因子變異數分析 ................................................................68 表4-5 滿意度之混合因子變異數分析 ....................................................................69 表4-6 有趣程度之混合因子變異數分析 ................................................................69 表4-7 焦慮情緒之混合因子變異數分析 ................................................................70 表4-8 時間感知與等待評估之相關分析 ................................................................72

    英文參考文獻

    1. Abran, A., Khelifi, A., Suryn, W., & Seffah, A. (2003). Usability meanings and interpretations in ISO standards. Software Quality Journal, 11(4), 325-338.
    2. Allwood, J., Nivre, J., & Ahlsén, E. (1992). On the semantics and pragmatics of linguistic feedback. Journal of Semantics, 9 (1), 1-30.
    3. Allan, L. G. (1979). The perception of time. Perception & Psychophysics, 26(5), 340-354.
    4. Allan, L. G. (1998). The influence of the scalar timing model on human timing research. Behavioural Processes, 44(2), 101-117.
    5. Agarwal, R., & Karahanna. E. (2000). Time flies when you're having fun: cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24(4), 665-694.
    6. Amer, T. S., & Johnson, T. L. (2016). Information technology progress indicators: temporal expectancy, user preference, and the perception of process duration. International Journal of Technology and Human Interaction (IJTHI), 12(4), 1-14.
    7. Antonides, G., Verhoef, P. C., & Van Aalst, M. (2002). Consumer perception and evaluation of waiting time: A field experiment. Journal of consumer psychology, 12(3), 193-202.
    8. Barfield, L. (1993). The user interfaces: concepts & design. Wokingham, UK: Addison-Welsey. 99-116.
    9. Barron, K., Simpson, T. W., Rothrock, L., Frecker, M., Barton, R. R., & Ligetti, C. (2004, January). Graphical user interfaces for engineering design: impact of response delay and training on user performance. In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference (pp. 11-20). American Society of Mechanical Engineers.
    10. Baker, J., & Cameron, M. (1996). The effects of the service environment on affect and consumer perception of waiting time: An integrative review and research propositions. Journal of the Academy of Marketing Science, 24(4), 338.
    11. Blair-Early, A., & Zender, M. (2008). User interface design principles for interaction design. Design Issues, 24(3), 85-107.
    12. Bentley, F., & Barrett, E. (2012). Building mobile experiences. London, UK: MIT Press.
    13. Block, R. A. (1989). Experiencing and remembering time: Affordances, context, and cognition. In Advances in psychology (Vol. 59, pp. 333-363). North-Holland.
    14. Block, R. A. (2014). Cognitive models of psychological time. New York, NY: Psychology Press.
    15. Block, R. A. (1978). Remembered duration: Effects of event and sequence complexity. Memory & Cognition, 6(3), 320-326.
    16. Block, R.A., & Zakay, D. (1997). Prospective and retrospective duration judgments: A meta-analytic review. Psychonomic Bulletin & Review, 4(2), 184-197.
    17. Bouch, A., & Kuchinsky, A., & Bhatti, N. (2000). Qualityisin the eye of the beholder: meeting users" requirements for Internet quality of service. Proceedings of the SIGCHI conference on Human factors in computing systems, ACM, 297-304.
    18. Butler, T. W. (1983, December). Computer response time and user performance. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 58-62). ACM.
    19. Branaghan, R.J., & Sanchez, C. A. (2009). Feedback preferences and impressions of waiting. Human factors, 51(4), 528-538.
    20. Broadbent, D. (1958). Perception and communication. London, UK: Pergamon Press.
    21. Brown, S. W. (1985). Time perception and attention: The effects of prospective versus retrospective paradigms and task demands on perceived duration. Perception & Psychophysics, 38(2), 115-124.
    22. Brown, S. W. (1995). Time, change, and motion: The effects of stimulus movement on temporal perception. Perception & Psychophysics. Portland. 57(1). 105-116.
    23. Brown, S. W. (2008). The attenuation effect in timing: Counteracting dual-task interference with time-judgment skill training. Perception, 37(5), 712-724.
    24. Buccheri, R., Saniga, M., & Stuckey, W. M. (Eds.). (2012). The nature of time: Geometry, physics and perception (Vol. 95). Berlin/Heidelbery, Germany: Springer Science & Business Media.
    25. Cooper, A., Reimann, R., Cronin, D., & Noessel, C. (2014). About face: the essentials of interaction design. Hoboken, NJ: John Wiley & Sons.
    26. Compeau, D. R., & Higgins, C. A. (1995). Computer self-efficacy: Development of a measure and initial test. MIS quarterly, 189-211.
    27. Conn, A. P. (1995, May). Time affordances: the time factor in diagnostic usability heuristics. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp.186-193). ACM Press/Addison-Wesley Publishing Co..
    28. Conrad, F. G., Couper, M. P., Tourangeau, R., & Peytchev, A. (2010). The impact of progress indicators on task completion. Interacting with computers, 22(5), 417-427.
    29. Creelman, C. D. (1962). Human discrimination of auditory duration. The Journal of the Acoustical Society of America, 34(5), 582-593.
    30. Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (Eds.). (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge‎, England: Cambridge university press.
    31. Csikszentmihalyi, M. (2014). Toward a psychology of optimal experience. In Flow and the foundations of positive psychology (pp. 209-226). Springer, Dordrecht.
    32. Chang, B. W., & Ungar, D. (1995). Animation: from cartoons to the user interface. In Proceedings of the ACM Symposium on User Interface Software and Technology, Animation/Visualization. ACM, New York, NY: 45–55.
    33. Chaston, A., & Kingstone, A. (2004). Time estimation: The effect of cortically mediated attention. Brain and Cognition, 55(2), 286-289.
    34. CNNIC. (2017b). 2016 Internet News Market Research Report of China. Retrieved from http://www.cnnic.net.cn.
    35. Droit-Volet, S., & Meck, W. H. (2007). How emotions colour our perception of time. Trends in cognitive sciences, 11(12), 504-513.
    36. Foley, H. J., & Matlin, M. W. (2016). Sensation and Perception. London, UK: Taylor & Francis.
    37. Frankenhauser, M. (1959). Estimation of time. Stockholm, Sweden: Almquist & Wiksell.
    38. Fraisse, P. (1963). Psychology of time. New York, NY: Harper & Row.
    39. Flaherty, M. G. (1993). Conceptualizing variation in the experience of time. Sociological Inquiry, 63(4), 394-405.
    40. Fraisse, P. (1984). Perception and estimation of time. Annual Review of Psychology, 35(1), 1-37.
    41. Fredrickson, B. L., & Kahneman, D. (1993). Duration neglect in retrospective evaluations of affective episodes. Journal of Personality and Social Psychology, 65(1), 45.
    42. Gable, P. A., & Poole, B. D. (2012). Time flies when you’re having approach-motivated fun: Effects of motivational intensity on time perception. Psychological Science, 23(8), 879-886.
    43. Gaver, W. W. (1991, March). Technology affordances. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 79-84).
    44. Garrett, J. J. (2010). Elements of user experience, the: user-centered design for the web and beyond. London, UK: Pearson Education.
    45. Geelhoed, E., Toft, P., Roberts, S., & Hyland, P. (1995, May). To influence time perception. In Conference Companion on Human Factors in Computing Systems (pp. 272-273). ACM.
    46. Gibbon, J. (1977). Scalar expectancy theory and Weber's law in animal timing. Psychological Review, 84(3), 279-325.
    47. Gibson, J. J. (1975). Affordances and behavior. Reasons for realism: Selected essays of James J. Gibson, 410-411.
    48. Gronier, G., & Lallemand, C. (2013). How to Improve Perceived Waiting Time in HCI: A Psychological Approach. In ACM SIGCHI Conference on Human Factors in Computing Systems-CHI 2013 Workshop.
    49. Ghafurian, M., & Reitter, D. (2016, June). Impatience induced by wait: An effect moderated by the speed of countdowns. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems (pp. 556-564). ACM.
    50. Guynes, J. L. (1988). Impact of system response time on state anxiety. Communications of the ACM. 31(3). 342-347.
    51. Gong, J., & Tarasewich, P. (2004, November). Guidelines for handheld mobile device interface design. Proceedings of DSI 2004 Annual Meeting, 3751–3756. https://doi.org/10.1.1.87.5230
    52. Galitz, W. O. (2007). The essential guide to user interface design: an introduction to GUI design principles and techniques. Hoboken, NJ: John Wiley & Sons.
    53. Grondin, S. (2010). Timing and time perception: a review of recent behavioral and neuroscience findings and theoretical directions. Attention, Perception, & Psychophysics, 72(3), 561-582.
    54. Harrison, C., Yeo, Z., & Hudson, S. E. (2010, April). Faster progress bars: manipulating perceived duration with visual augmentations. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1545-1548). ACM.
    55. Harrison, C., Amento, B., Kuznetsov, S., & Bell, R. (2007, October). Rethinking the progress bar. In Proceedings of the 20th annual ACM symposium on User interface software and technology (pp. 115-118). New York, NY: ACM.
    56. Hayashi, M. J., van der Zwaag, W., Bueti, D., & Kanai, R. (2018). Representations of time in human frontoparietal cortex. Communications Biology, 1(1), 233.
    57. Hewett, T. T., Baecker, R., Card, S., Carey, T., Gasen, J., Mantei, M., ... & Verplank, W. (1992). ACM SIGCHI curricula for human-computer interaction. New York, NY: Association for Computing Machinery.
    58. Hoober, S., & Berkman, E. (2011). Designing Mobile Interfaces: Patterns for Interaction Design. Sebastopol, CA: O'Reilly Media, Inc.
    59. Hoxmeier, J. A., & DiCesare, C. (2000). System response time and user satisfaction: An experimental study of browser-based applications. AMCIS 2000 Proceedings, 347.
    60. Hong, W., Hess, T. J., & Hardin, A. (2013). When filling the wait makes it feel longer: A paradigm shift perspective for managing online delay. Mis Quarterly, 383-406.
    61. Hohenstein, J., & Khan, H., & Canfield, K., & Tung, S., & Cano, R. P., (2016, May). Shorter wait times: the effects of various loading screens on perceived performance. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3084-3090). ACM.
    62. Hurter, C., Girouard, A., Riche, N., Plaisant, C. (2011). Active Progress Bars : Facilitating the Switch to Temporary Activities. In CHI EA 2011, ACM Conference on Human Factors in Computing Systems, May 2011 (pp. 1963–1968).
    63. Hillstrom, A. P., & Yantis, S. (1994). Visual motion and attentional capture. Perception & Psychophysics, 55(4), 399-411.
    64. Izard, C. E. (2009). Emotion theory and research: Highlights, unanswered questions, and emerging issues. Annual Review of Psychology, 60, 1-25.
    65. I-Research (2016). An Analysis of the Development Trend of China 's News Media. Retrieved from http://report.iresearch.cn/report/201612/2684.shtml.
    66. ISO 9242-210 (2010), Ergonomics of human-system interaction: Part 210: Human-centred design for interactive systems.
    67. Isen, A. M. (2001). An influence of positive affect on decision making in complex situations: Theoretical issues with practical implications. Journal of Consumer Psychology, 11(2), 75-85.
    68. ISO/IEC DIS 30071-1(2019 en). Information technology-Development of user interface accessibility-Part 1: A code of practice for creating accessible ICT products and services.
    69. Jacko, J. A., Sears, A., & Borella, M. S. (2000). The effect of network delay and media on user perceptions of web resources. Behaviour & Information Technology, 19(6), 427-439.
    70. Janiszewski, C., Kuo, A., & Tavassoli, N. T. (2012). The influence of selective attention and inattention to products on subsequent choice. Journal of Consumer Research, 39(6), 1258-1274.
    71. Jeon, M. (Ed.). (2017). Emotions and Affect in Human Factors and Human-Computer Interaction. Cambridge, MA: Academic Press.
    72. Jordan, P. W. (2000). Designing pleasurable products: An introduction to the new human factors. New York, NY: Taylor and Francis.
    73. Josephson, S. (2004). Eye tracking methodology and the Internet. In Handbook of Visual Communication (pp. 85-102). Routledge.
    74. Kahneman, D. (1973). Attention and effort. Englewood Cliffs, NJ: Prentice-Hall.
    75. Katz, K., Larson, B., & Larson, R. (2003). Prescription for the waiting-in-line blues entertain, enlighten, and engage. Oper Manag Crit Perspect Bus Manag, 2, 160.
    76. Kuroki, Y., & Ishihara, M. (2015, August). Manipulating Animation Speed of Progress Bars to Shorten Time Perception. In International Conference on Human-Computer Interaction (pp. 670-673). Springer, Cham.
    77. Kum, D., Lee, Y.H. and Yeung, C. (2008) The velocity of time: pri- macy and recency effects on time perception. In Lee, A. Y. and Soman, D (eds), NA—Advances in Consumer Research, Vol. 35, 943. Association for Consumer Research, Duluth, MN.
    78. Kellogg, R. T. (2003). Cognitive psychology. Thousand Oaks, CA: Sage Publications.
    79. Krippendorff, K., & Butter, R. (1984). Product Semantics: Exploring the Symbolic Qualities of Form. Innovation, 3(2), 4-9.
    80. Kim, W., & Xiong, S., & Liang, Z. (2017). Effect of loading symbol of online video on perception of wait time. International Journal of Human–Computer Interaction, 12(33), 1001-1009.
    81. Lai, Y. L., Kuan, K. K., Hui, K. L., & Liu, N. (2009). The effects of moving animation on recall, hedonic and utilitarian perceptions, and attitude. IEEE Transactions on Engineering Management, 56(3), 468-477.
    82. Lallemand, C., & Gronier, G. (2012, June). Enhancing User eXperience during waiting time in HCI: contributions of cognitive psychology. In Proceedings of the Designing Interactive Systems Conference (pp. 751-760). ACM.
    83. Liikkanen, L. A., & Gómez, P. G. (2013, September). Designing interactive systems for the experience of time. In Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces (pp. 146-155). ACM.
    84. Lee, Y., Chen, A. N., & Ilie, V. (2012). Can online wait be managed? The effect of filler interfaces and presentation modes on perceived waiting time online. MIS Quarterly, 365-394.
    85. Lee, H. Y., Wroblewski, E., Philips, G. T., Stair, C. N., Conley, K., Reedy, M., ... & Brown, N. L. (2005). Multiple requirements for Hes1 during early eye formation. Developmental Biology, 284(2), 464-478.
    86. Lee, Y., Chen, A. N., & Hess, T. (2017). The online waiting experience: Using temporal information and distractors to make online waits feel shorter. Journal of the Association for Information Systems, 18(3), 231.
    87. Lynch, P. J. (1994). Visual design for the user interface, Part 2: Graphics in the interface. The Journal of Biocommunication, 21(2), 6-15.
    88. Maslow, A.H.(1970). Motivation and Personality. 2nd ed. New York, NY: Harper and Row.
    89. Martin, G. L., & Corl, K. G. (1986). System response time effects on user productivity. Behaviour & Information Technology, 5(1), 3-13.
    90. Macar, F., Grondin, S., & Casini, L. (1994). Controlled attention sharing influences time estimation. Memory & Cognition, 22(6), 673-686.
    91. Marcus, A. (1992). Graphic design for electronic documents and user interfaces. Boston, MA: Addison-Wesley.
    92. Matthews, W. J., & Meck, W. H. (2014). Time perception: the bad news and the good. Wiley Interdisciplinary Reviews: Cognitive Science, 5(4), 429-446.
    93. McAuley, J. (1995). Perception of time as phase: Toward and adaptive-oscillator model of rhythmic pattern processing. Indiana, IN: Bloomington.
    94. McCarthy, J., & Wright, P. (2004). Technology as experience. Interactions, 11(5), 42-43.
    95. Michon, J. A. (1972). Processing of temporal information and the cognitive theory of time experience. In The study of time (pp. 242-258). Springer, Berlin, Heidelberg.
    96. Moggridge, B., & Atkinson, B. (2007). Designing interactions (Vol. 17). Cambridge, MA: MIT press.
    97. Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychology. Cambridge, MA: The MIT Press.
    98. Merz, B., Tuch, A. N., & Opwis, K. (2016, May). Perceived user experience of animated transitions in mobile user interfaces. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3152-3158). ACM.
    99. Miller, G. A. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological review, 63(2), 81.
    100. Miller, R. B. (1968, December). Response time in man-computer conversational transactions. In Proceedings of the December 9-11, 1968, fall joint computer conference, part I (pp. 267-277). ACM.
    101. Miller, L. H. (1977, June). A study in man-machine interaction. In Proceedings of the June 13-16, 1977, national computer conference (pp. 409-421).
    102. Molich, R., & Nielsen, J. (1990). Improving a human-computer dialogue. Communications of the ACM, 33(3), 338-348.
    103. Myers, B. A. (1985). The importance of percent-done progress indicators for computer-human interfaces. ACM SIGCHI Bulletin, 16(4), 11-17.
    104. Myers, B., Hollan, J., Cruz, I., Bryson, S., Bulterman, D., Catarci, T., ... & Ioannidis, Y. (1996). Strategic directions in human-computer interaction. ACM Computing Surveys (CSUR), 28(4), 794-809.
    105. Nakamura, J. Csikszentmihalyi. M. (2002). The concept of flow. CR Snyder & SJ Lopez (Red.), Handbook of Positive Psychology, 89-105.
    106. Nah, F. F. H. (2004). A study on tolerable waiting time: how long are web users willing to wait? Behaviour & Information Technology, 23(3), 153-163.
    107. Neil, T. (2014). Mobile design pattern gallery: UI patterns for smartphone apps. Sebastopol, CA: O'Reilly Media, Inc.
    108. Nielsen, J. (1995). 10 usability heuristics for user interface design. Nielsen Norman Group, 1(1).
    109. Nielsen, J. (1993). Usability Engineering. London, UK: Academic Press.
    110. Norman, D. A. (1988). The psychology of everyday things. New York, NY: Basic books.
    111. Norman, D.A. (1993). Things that make us smart: Defending human attribsutes in the age of the machine. Boston, MA: Addison-Wesley.
    112. Norman, D. (2002). Emotion & design: attractive things work better. Interactions, 9 (4), 36-42.
    113. Norman, D. A. (2004). Emotional design: why we love (or hate) everyday things. New York, NY: Basic Books.
    114. Norman, D. A. (2008). The psychology of waiting lines. Excerpt of. 3.
    115. Norman, D. (2013). The design of everyday things: Revised and expanded edition. New York, NY: Basic Books.
    116. Norman, D. A. (2015). The design of future things. New York, NY: Basic Books.
    117. Ogden, R. S. (2013). The effect of facial attractiveness on temporal perception. Cognition & emotion, 27(7), 1292-1304.
    118. Ohtsubo, M., & Yoshida, K. (2014, September). How does shape of progress bar effect on time evaluation. In Intelligent Networking and Collaborative Systems (INCoS), 2014 International Conference on (pp. 316-319). IEEE.
    119. Ornstein, R. E. (1969). On the experience of time. Oxford, England: Penguin.
    120. O'hanlon, J. F. (1981). Boredom: Practical consequences and a theory. Acta psychologica, 49(1), 53-82.
    121. Pfister, H. R., Wollstädter, S., & Peter, C. (2011). Affective responses to system messages in human–computer-interaction: Effects of modality and message type. Interacting with Computers, 23(4), 372-383.
    122. Pehrson, H., & Pantic, N. (2015). Från noll till hundra på åtta sekunder: En experimentell studie av laddningsindikatorers påverkan på användarupplevelsen. Trollhättan, Sweden: University West.
    123. Pew Research Center (2016). Smartphone Ownership and Internet Usage Continues to Climb in Emerging Economies. Retrieved from https://www.pewresearch.org/global/2016/02/22/smartphone-ownership-and-internet-usage-continues-to-climb-in-emerging-economies/
    124. Poynter, D. (1989). Judging the duration of time intervals: A process of remembering segments of experience. In Advances in psychology (Vol. 59, pp. 305-331). North-Holland.
    125. Poynter, W. D., & Homa, D. (1983). Duration judgment and the experience of change. Perception & Psychophysics, 33(6), 548-560.
    126. Prinzmetal, W., Zvinyatskovskiy, A., Gutierrez, P., & Dilem, L. (2009). Voluntary and involuntary attention have different consequences: The effect of perceptual difficulty. The Quarterly Journal of Experimental Psychology, 62(2), 352-369.
    127. Priestly, J. B. (1964). Man and time. London, UK: Aldus Books Ltd.
    128. Preece, J., Benyon, D., & University, O. (1993). A guide to usability: Human factors in computing. Addison-Wesley Longman Publishing Co., Inc..
    129. Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: beyond human-computer interaction. Hoboken, NJ: John Wiley & Sons.
    130. Polak, P. (2003). “The direct and interactive effects of web site delay length, delay variability, and feedback on user attitudes, performance, and intentions,” unpublished doctoral dissertation, University of Pittsburgh, Katz Graduate School of Business.
    131. Poynter, D. (1989). Judging the duration of time intervals: A process of remembering segments of experience. In Advances in psychology (Vol. 59, pp. 305-331). North-Holland.
    132. Qian, H., Kuber, R., Sears, A., & Murphy, E. (2011). Maintaining and modifying pace through tactile and multimodal feedback. Interacting with Computers, 23(3), 214-225.
    133. Rao, K., & Couper, M. P. (2009). Clarifying the “progress” of progress indicators. The 64th Annual Conference of the American Association for Public Opinion Research, Hollywood, FL.
    134. Reeves, B., Lang, A., Kim, E. Y., & Tatar, D. (1999). The effects of screen size and message content on attention and arousal. Media psychology, 1(1), 49-67.
    135. Rubinoff, R. (2004). How to quantify the user experience. Design & UX. Retrieved from https://www.sitepoint.com
    136. Robertson, G. G., Mackinlay, J. D., & Card, S. K. (1991, April). Cone trees: animated 3D visualizations of hierarchical information. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 189-194). ACM.
    137. Sackett, A. M., & Meyvis, T., & Nelson, L. D., & Converse, B. A., & Sackett, A. L. (2010). You’re Having Fun When Time Flies. Psychological Science. 1(21).
    138. Saffer, D. (2010). Designing for interaction: creating innovative applications and devices. New Riders.
    139. Saffer, D. (2013). Microinteractions: designing with details. Sebastopol, CA: O'Reilly Media, Inc.
    140. Scollan, R. (2007). Designing a pleasurable interface: Emotion in human‐computer interaction. Interaction Design and Information Architecture, University of Baltimore: MD.
    141. Sears, A., & Jacko, J. A. (2008). The human-computer interaction handbook: fundamentals, evolving technologies and emerging‬. Mahwah, NJ: Lawrence Erlbaum Associates.
    142. Seow, S. C. (2008). Designing and Engineering Time: The Psychology of Time Perception in Software (Adobe Reader). Boston, MA: Addison-Wesley Professional.
    143. Shneiderman, B. (1984). Response time and display rate in human performance with computers. ACM Computing Surveys (CSUR), 16(3), 265-285.
    144. Shneiderman, B. (2004). Designing for fun: how can we design user interfaces to be more fun? Interactions, 11(5), 48-50.
    145. Shneiderman, B., & Plaisant, C. (2010). Designing the user interface (Fifth Edition). Boston, MA: Addison Wesley. 425-427.
    146. Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N., & Diakopoulos, N. (2016). Designing the user interface: strategies for effective human-computer interaction. Pearson.
    147. Simons, R. F., Detenber, B. H., Roedema, T. M., & Reiss, J. E. (1999). Emotion processing in three systems: The medium and the message. Psychophysiology, 36(5), 619-627.
    148. Molich, R., & Nielsen, J. (1990). Improving a Human-Computer Dialogue, 33(3).
    149. Sheng, H., & Lockwood, N. S (2011). The effect of feedback on website delay: A perceptual and physiological study. SIGHCI 2011 Proceedings. 11.
    150. Stupak, N., (2009). Time delays and system response times in human-computer interaction. Rochester Institute of Technology, 9(10).
    151. Solso, R. L. (1998). Cognitive Psychology. Boston, MA: Allyn and Bacon. 83-84.
    152. Tayama, T., & Nakamura, M., & Aiba, T. S. (1987). Estimated duration for rotating-spot-pattern. Japanese Psychological Research. 29(4), 173-183.
    153. Taylor, S. (1994). Waiting for service: the relationship between delays and evaluations of service. Journal of marketing, 58(2), 56-69.
    154. Tidwell, J. (2010). Designing interfaces: Patterns for effective interaction design. Sebastopol, CA: O'Reilly Media, Inc.
    155. Tian, Y., Li, L., Yin, H., & Huang, X. (2019). Gender Differences in the Effect of Facial Attractiveness on Perception of Time. Frontiers in Psychology, 10, 1292.
    156. Tognazzini, B. (2014). First principles of interaction design. Interaction design solutions for the real world, AskTog.
    157. Thomas, E. A., & Weaver, W. B. (1975). Cognitive processing and time perception. Perception & psychophysics, 17(4), 363-367.
    158. Thomas, B., & Calder, P. (1994). Using animation to enhance look and feel. Tech. Rep. CIS-94-014 (Sept.), School of Computer and Information Science, University of South Australia.
    159. Thomas, B. H., & Calder, P. (2001). Applying cartoon animation techniques to graphical user interfaces. ACM Transactions on Computer-Human Interaction (TOCHI), 8(3), 198-222.
    160. Treisman, M. (1963). Temporal discrimination and the indifference interval: Implications for a model of the" internal clock". Psychological Monographs: General and Applied, 77(13), 1.
    161. Tse, P. U., & Intriligator, J., & Rivest, J., & Cavanagh, P. (2004). Attention and the subjective expansion of time. Psychonomic Society, Inc. 66(7), 1171-1189.
    162. Usabilitybok (2015). Principles for Usable Design. Retrieved from http://www.usabilitybok.org/principles-for-usable-design
    163. Vaezi, R., Mills, A., Chin, W., & Zafar, H. (2016). User Satisfaction Research in Information Systems: Historical Roots and Approaches. CAIS, 38, 27.
    164. Vierordt, K. (1868). Der Zeitsinn nach Versuchen. Tubingen.
    165. Väänänen-Vainio-Mattila, K., Kaasinen, E., & Roto, V. (2011). User experience in the cloud: Towards a research agenda. In Proceedings of the CHI.
    166. Vroon, P. A. (1970). Effects of presented and processed information on duration experience. Acta Psychologica, 34, 115-121.
    167. Waugh, N. C., & Norman, D. A. (1965). Primary memory. Psychological review, 72(2), 89-104.
    168. Ward, N., & Tsukahara, W. (2000). Prosodic features which cue back-channel responses in English and Japanese. Journal of Pragmatics, 32(8), 1177–1207.
    169. Wee, C. H., & Cheong, C. (1991). Determinants of consumer satisfaction/dissatisfaction towards dispute settlements in Singapore. European Journal of Marketing, 25(10), 6-16.
    170. Wiener, N. (1948). Cybernetics or control and communication in the animal and the machine. New York, NY: John Wiley & Sons.
    171. Wearden, J. H., Norton, R., Martin, S., & Montford-Bebb, O. (2007). Internal clock processes and the filled-duration illusion. Journal of Experimental Psychology: Human Perception and Performance, 33(3), 716.
    172. Wearden, J. (2016). Retrospective timing and passage of time judgements. In the Psychology of Time Perception (pp. 117-141). Palgrave Macmillan, London.
    173. Weinberg, B. D. (2000). Don’t keep your internet customers waiting too long at the (virtual) front door. Journal of Interactive Marketing, 14(1), 30-39.
    174. Wrede, B., Kopp, S., Rohlfing, K., Lohse, M., & Muhl, C. (2010). Appropriate feedback in asymmetric interactions. Journal of Pragmatics, 42(9), 2369-2384.
    175. Zakay, D., & Hornik, J. (1991). How much time did you wait in line?: A time perception perspective. Tel Aviv University, Faculty of Management, The Leon Recanati Graduate School of Business Administration.
    176. Zakay, D., & Block, R. A. (1996). The role of attention in time estimation processes. In Advances in psychology (Vol. 115, pp. 143-164). North-Holland.
    177. Zakay, D., & Block, R. A. (1997). Temporal cognition. Current directions in psychological science, 6(1), 12-16.
    178. Zakay, D. (1990). The evasive art of subjective time measurement: Some methodological dilemmas. In R. A. Block (Ed.), Cognitive models of psychological time (pp. 59-84). Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc.
    179. Zakay, D. (2012). Experiencing time in daily life. The psychologist. 25, 578-581.
    180. Zakay, D. (2014). Psychological time as information: the case of boredom. Frontiers in Psychology, 5, 917.
    181. Zhao, W., Ge, Y., Qu, W., Zhang, K., & Sun, X. (2017). The duration perception of loading applications in smartphone: Effects of different loading types. Applied ergonomics, 65, 223-232.
    182. Zimbardo, P. G., & Ruch, F. L. (1975). Psychology and life (9th ed.). Oxford, England: Scott, Foresman.

    中文參考文獻

    1. Flurry (2016). Yahoo Flurry「2016 App年度關鍵報告」 回顧。取自https://yahoo-emarketing.tumblr.com.
    2. 彭舜(譯)(2018)。 精神分析引論(原作者:Freud, S.)。臺北:左岸出版。
    3. 方裕民(2003)。人與物的對話-互動介面設計理論與實務。台北:田園城市文化。
    4. 李四達(2009)。交互設計概論。北京:清華大學出版社。
    5. 刘康、蒋晓、李世国(2009)。产品互動设计中回饋机制的应用。包裝工程, 30(11),123-125.。
    6. 林廷宜、賴采秀(2015)。行動裝置介面圖示識認回饋與造形表現研究。設計學報,20(3),45-64。
    7. 張春興(2006)。張氏心理學辭典 (第二版)。臺北:東華書局。
    8. CNNIC (2017a). 第40次《中国互联网络发展状况统计报告》取自 https://www.cnnic.net.cn.

    無法下載圖示 全文公開日期 2025/08/10 (校內網路)
    全文公開日期 本全文未授權公開 (校外網路)
    全文公開日期 本全文未授權公開 (國家圖書館:臺灣博碩士論文系統)
    QR CODE