研究生: |
陳慧玲 Hui-Ling Chen |
---|---|
論文名稱: |
由沉浸體驗觀點探討Apple手持產品之使用者介面設計 A Study on the User Interface Design of Apple Handheld Products base on the Perspectives of Flow and Experience |
指導教授: |
陳建雄
Chien-Hsiung Chen |
口試委員: |
賴文祥
Wen-Hsiang Lai 鄭金典 Jin-Dean Cheng |
學位類別: |
碩士 Master |
系所名稱: |
設計學院 - 設計系 Department of Design |
論文出版年: | 2011 |
畢業學年度: | 99 |
語文別: | 中文 |
論文頁數: | 122 |
中文關鍵詞: | 使用者介面設計 、沉浸理論 、體驗 、蘋果產品 |
外文關鍵詞: | User Interface Design, Flow, Experience, Apple Product |
相關次數: | 點閱:409 下載:32 |
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現今的消費型態已從符號消費轉向消費體驗;而消費體驗所強調的卻是一種內心的感覺與感受。從產品的體驗觀點來看,單純的產品功能或形式已無法滿足現代消費者的需求;而是,如何引發消費者心中對追求產品美感體驗,及勾起消費者對產品的狂愛。
根據文獻探討對體驗的認定可瞭解,體驗是一種心靈上的滿足,唯有透過內心沉浸的體驗,我們才能變得快樂;而最佳的體驗(Optimal Experience),則是讓人們感到興奮且具有深刻意義的享受。因此本研究透過Apple最熱門之手持式產品iPod、iPhone與iPad作為使用者體驗媒介,探討消費者與產品互動後所產生的體驗觀點;而其中又是怎樣的使用者介面設計讓消費者沉浸其中,成為企業傳遞體驗價值給消費者的因素;這些因素是否能讓使用者產生正向的內心感受與滿足;是否也能提高顧客與企業之忠誠度關係。
經由前導性實驗結果得知,三款產品雖屬不同產品類別,但消費者對Apple品牌之介面舒適性、專業性、信賴度、親切度與整體喜好度共五項七階李克特氏量表上,其平均值均是4.9以上,其中iPhone又高於iPad與iPod;而產品在使用者介面呈現上是否倍感壓力,其三者平均值也都低於3.4,其中iPhone更低於iPad與iPod;因此邀請具經驗的iPhone使用者進行沉浸體驗量表的實驗。
本研究之結果為:(1)較佳的使用者介面設計,是採用圖像結合文字的Icon作為選單模式;(2)較具直覺性的選單階層,應趨於簡易且透過單一按鍵返回即可;(3)擁有較佳的易用性與趣味性的使用者介面設計,愈能讓使用者沉浸於產品互動中;(4)沉浸產生的探索行為,愈能驅使使用者與介面的互動,當達到空間與時間感的迷失,即是一種渾然忘我的境界;(5)正向的沉浸因素較能提高企業與顧客忠誠度之關係。結果證實友善的介面設計,對使用者確實有較正向的沉浸體驗因素之影響。
Today's consumption patterns shift from the traditional symbolic consumption to the focus on the consumer experience. The major consumer experience is to emphasize his/her internal feelings. From the experience viewpoint of a product, only product functions are no longer enough to satisfy a modern user’s needs. What needs to focus is to initiate consumers’ internal requirements pertinent to pursuing the experience of product aesthetics which, in turn, will cause consumers’ enjoyments to this product.
According to the literature on the experience of identification, we can understand that experience is related to spiritual satisfaction, only through the inner Flow experience, we can become satisfied and reach the optimal experience. After that, the user may feel excited and has a profound sense of enjoyment. This study adopts three Apple’s hot handheld products, i.e., iPod, iPhone and iPad, as users’ experiencing media and investigates users’ interaction with these products based on the experience viewpoint. This is because which kind of user interface designs can make user Flow in the interaction has become the enterprise value passed to the consumer experience factors. These factors may allow users to generate positive feelings and satisfaction. It also can improve the user’s loyalty and business relationships.
The results generated from pilot study revealed that thought these three products were be long to different categories , all the users rate their feelings by using a 7 point Likert Scale with the average scores of higher than 4.9 in terms of comfort , specialty , reliability , kindness , and over all preference. Among them , the iPhone has the score that is higher than the iPad and iPod. In addition , regarding the pressure of information visualization on the user interface , their average scores were all lower than 3.4. Among them , the iPhone has the score that is lower than the iPad and iPod; therefore invited participants to the experiment had experienced immersive experience from iPhone interactions.
In the end, the generated final results revealed that: (1) A better user interface design is to adopt images and text mode of icons to interface menu. (2) The more intuitive interface menu tends to be easy to use and to allow a single button to get back to the previous conduction; (3) A better usability and playfulness interface design, user can more Flow in the product interact; (4) To explore the behavior generated by the Flow experience, A user can be driven in the interface interaction. When the sense of space and time tends to be lost, that is a fascinated realm; (5) The more positive Flow factor can improve more customer and business loyalty and relationship. The results confirmed that a friendly interface design does have a positive impact on users’ Flow experience.
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