研究生: |
紀昭吟 Chi, Chaoyin |
---|---|
論文名稱: |
社群應用在穿戴裝置人機互動模式探討 Social Networking Application on HCI of Wearable Device |
指導教授: |
王明揚
Eric Min-yang Wang |
口試委員: |
林榮泰
盧俊銘 |
學位類別: |
碩士 Master |
系所名稱: |
工學院 - 工業工程與工程管理學系 Department of Industrial Engineering and Engineering Management |
論文出版年: | 2016 |
畢業學年度: | 104 |
語文別: | 中文 |
論文頁數: | 57 |
中文關鍵詞: | 穿戴裝置 、人機互動 、社群網路 |
外文關鍵詞: | Wearable Device, HCI, Social Networking |
相關次數: | 點閱:2 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 |
全球社群網路使用者在2015年達20億用戶,其中16億每個月至少使用一次。由於社群應用為全球最多人使用的網路應用,高於其它類別如購物、搜尋等,在使用的載具上也由過去的電腦、智慧型手機,預計未來擴展至新的電子產品如穿戴裝置、汽車等,其中的使用情境與互動模式將成為發展上的挑戰。
本研究在穿戴裝置與社群網路結合的初期,以不同族群使用者為研究標的,瞭解其對於社群網路應用未滿足需求與人機互動方式的使用建議。透過30份問卷結果,由使用行為與族群篩選其中8位具代表性的受試者,運用訪談產生Persona描繪使用者樣貌,尤其在社群網路使用的經驗與困擾,以及使用者對產品與服務的需求,除此之外,也透過實機測試,提出社群應用在穿戴裝置上的互動模式與功能建議。
研究結果對於目前社群網路應用的需求與期待,主要在“重要訊息不漏接”、“不重要訊息不需要急著看”、“不想立刻回覆時不被對方知道”等問題。在實機操作上,傳送訊息以語音最為廣泛接受,制式罐頭回文與圖案不受歡迎,原因為希望回覆完整訊息。訊息提醒以振動方式最為接受,但退休族群喜歡靜態畫面提醒;其它功能的建議方面,多數受試者提出了查看功能,即透過裝置查看是否有訊息進來。
在訊息呈現方面,無論是文字、圖片的訊息都會遇到訊息太長、無法完整呈現的問題,受試者大多認為不完整的訊息還是有用,可以判斷是否需要拿出手機;退休者認為文字太小,訊息轉換成聲音輸出可在開車時使用;而其它功能建議多發揮了穿戴裝置特色,如緊急(緊急呼叫功能)、釋放雙手(視訊聊天)、服貼身體(Line訊息轉行事曆提醒)。
本論文以質性研究初步探索功能與操作建議,未來研究建議需進行量化研究,找出需求與功能建議的強度與優先順序;另外,建議後續可作需求的再深化,尤其是瞭解背後的原因,可擴大族群運用於不同產品/服務的設計考量。除此之外,社群網路的重度使用普遍仍被視為負面行為,未來研究此類似議題時建議多思考與設計不同的訪談方式與內容。
There are 2 billion social networking application users worldwide, of which 1.6 billion at least once a month usage. Since social application is the most people use on Internet, people could expect future expansion to new electronic devices such as wearables. And that will cause new challenges on user scenarios and interaction models.
The purpose of the study is to know unmet needs and HCI issues for social networking applications on wearables. Through 30 questionnaire, taking eight representative users to generate Persona, especially in user pain points. In addition, using hands-on wearables test to recommend how interaction models could be.
The result of the unmet needs are mainly in "Do not miss important messages ", "Do not see the message does not need to hurry", "Do not want to respond immediately" and so on. In the hands-on, sending messages by voice is the most accepted method and standard reply is not common acceptable. Message reminds by vibration is the most acceptable way, but only the retired group dislike it. A few users recommend to have “checking if new messages” function on wearables.
In message display function, message is usually too long to completely display on the wearable screen. Most users said that the incomplete message is still useful, since people could judge if take the mobile phone for the complete message. For the retired group, small text is not acceptable, converting to a voice message output could be useful. Other features are recommended, such as an emergency call function, video chat, and social message transferring to calendar reminder.
In this paper, the qualitative method is used to explore ideas of social application on wearables. For future study, quantitative research methods are highly recommended. In addition, understanding the reason behind the needs can be used to expand the design considerations of different product/services. Moreover, heavy users of social application still considered negative behavior. Researchers could consider different designs of interview to know more on this kind of users.
1. 侯鈞元,穿今戴贏?未來10年智慧穿戴裝置發展藍圖,工研院產經中心,台灣,中華民國一零三年
2. Baber, C. (2001). Wearable computers: a human factors review. International Journal of Human-Computer Interaction, 13(2), 123-145
3. Rhodes, B (1997). The wearable remembrance agent: a system for augmented memory. Personal Technologies Journal Special Issue on Wearable Computing, Personal Technologies, 1(4), 218-224
4. Atallah, L., Lo, B., &Yang, G. -Z. (2012). Can pervasive sensing address current challenges in global healthcare? Journal of Epidemiology and Global Health, 2(1), 1-13
5. Cheng, H. -T., Griss, M., Davis, P., Li, J., & You, D. (2013). Towards zero-shot learning for human activity recognition using semantic attribute sequence model. Proc. of the 2013 ACM Int. Joint Conference on Pervasive and Ubiquitous Computing, 13(2), 355-358
6. Duval, S., Hoareau, C., & Hashizume, H. (2010). Smart clothing: technology and applications (pp. 153-187). CRC Press.
7. Gemperle, F., Kasabach, C., Stivoric, J., Bauer, M., & Martin, R. (1998). Design for wearability. In Wearable Computers, digest of Papers. Second International Symposium, 116-122
8. Lin, R., Kreifeldt, G. J., (2001). Ergonomics in wearable computer design. International Journal of Industrial Ergonomics, 27, 259-269
9. Moen, J. (2007). From Hand-Held to Body-Worn: Embodied Experiences of the Design and Use of a Wearable Movement-Based Interaction Concept (pp.251-258), Louisiana, USA
10. Williams, A., Farnham, S., & Counts, S. (2006). Exploring Wearable Ambient Displays for Social Awareness (pp. 1529-1534). CHI, Montréal, Québec, Canada
11. Xu, Q., Yi, X., & Pan, Y. (2015). A structured interaction model of wearable system. Proceedings of HCI Korea 2015, 71-75
12. Buenaflorl, C. & Kim, H. -C. (2013). Six Human Factors to Acceptability of Wearable Computers. International Journal of Multimedia and Ubiquitous Engineering, 8(3), 103-114
13. Kanisl, M., Winters, N., Agamanolis, S., Gavin, A., & Cullinan, C. (2005). Toward Wearable Social Networking with iBand. CHI, Portland, Oregon, USA, 1521-1524
14. Buenaflorl, C. & Kim, H. -C. (2012). Wearable Computers in Human Perspective: The Decision Process of Innovation Acceptance with User Issues and Concerns. International Journal of Emerging Technology and Advanced Engineering, 2(11), 573-580
15. Williams, R. & Edge, D. (1996). The social shaping of technology. Research Policy, 25, 865-899
16. Kietzmann, H. J., Hermkens, K., McCarthy, P. I. & Silvestre, S. B. (2011). Social media? Get serious! Understanding the functional building blocks of social media. Business Horizons, 54, 241—251
17. Kraut, R., Patterson, M., Lundmark, V., Kiesler, S., Mukopadhyay, T. & Scherlis, W. (1998). Internet Paradox A Social Technology That Reduces Social Involvement and Psychological Well-Being? American Psychologist, 53(9), 1017-1031
18. Wellman, B., Haase, Q. A., Witte, J. & Hampton, K. (2001). Does the Internet Increase, Decrease, or Supplement Social Capital? American Behavioral Scientist, 45(3), 436-455
19. Bargh., A. J. & McKenna, Y. A. K. (2004). The Internet and Social Life. Annu. Rev. Psychol, 55(573), 573-586
20. Tyler, R. T. (2002). Is the Internet Changing Social Life? It Seems the More Things Change, the More They Stay the Same. Journal of Social Issues, 8(1), 195-205
21. Burke, M., Marlow, C. & Lento, T. (2010). Social Network Activity and Social Well-Being. CHI 2010: Social Media Users, Atlanta, GA, USA, 1909-1912
22. Park, N., Kee, F. K. & Valenzuela, S. (2009). Being Immersed in Social Networking Environment: Facebook Groups, Uses and Gratifications, and Social Outcomes. Cyberpsychology & behavior, 12(6), 729-733
23. Kinnunen, M., Mian, Q. S., Oinas-Kukkonen, K., Riekki, J., Jutila, M., Ervasti, M., Ahokangas, P. & Alasaarela, E. (2016). Wearable and mobile sensors connected to social media in human well-being applications, Telematics and Informatics, 33, 92-101