可供性視角下的交互設(shè)計(jì)研究
發(fā)布時(shí)間:2019-05-21 21:26
【摘要】:當(dāng)前,產(chǎn)品設(shè)計(jì)領(lǐng)域與人機(jī)交互領(lǐng)域前所未有地緊密結(jié)合起來,產(chǎn)品和交互設(shè)計(jì)的理論結(jié)構(gòu)發(fā)展迅猛,涉及多學(xué)科、多領(lǐng)域知識(shí)的交叉研究和應(yīng)用實(shí)踐,給傳統(tǒng)產(chǎn)品設(shè)計(jì)領(lǐng)域的設(shè)計(jì)教育和設(shè)計(jì)方法實(shí)踐帶來了巨大的沖擊和挑戰(zhàn)。本文針對(duì)人機(jī)交互領(lǐng)域基本理論問題展開相關(guān)的研究:一方面,用戶對(duì)產(chǎn)品的知覺與認(rèn)知在人機(jī)交互過程中的基本現(xiàn)象和基本模式是重要的設(shè)計(jì)研究課題。而作為人機(jī)交流和溝通過程中的中介和信息載體,"可供性"概念的提出,對(duì)于人機(jī)交互設(shè)計(jì)領(lǐng)域的發(fā)展具有重要的理論價(jià)值;另一方面,依據(jù)不同的切入視角、不同的理論知識(shí)背景,使交互設(shè)計(jì)的方法論在模式和結(jié)構(gòu)上呈現(xiàn)出多樣性,研究"可供性"概念的內(nèi)涵、結(jié)構(gòu)、運(yùn)作模式,對(duì)于我們探尋具有全面性、系統(tǒng)性、創(chuàng)新性的人機(jī)交互設(shè)計(jì)方法具有重要的實(shí)踐意義。本文針對(duì)交互設(shè)計(jì)的內(nèi)在要求,分別從生態(tài)心理學(xué)和認(rèn)知心理學(xué)的理解角度,考察用戶與產(chǎn)品之間的信息解碼關(guān)系與行為觸發(fā)關(guān)系、設(shè)計(jì)師與產(chǎn)品之間的信息編碼關(guān)系與行為引導(dǎo)關(guān)系;谖墨I(xiàn)研究和案例分析并重的方式,利用語言學(xué)、心理學(xué)、符號(hào)學(xué)等相關(guān)的理論分析框架,試圖探索一條以可供性概念作為交互設(shè)計(jì)線索的路徑。著眼于"可供性"概念涉及的交互關(guān)系所具有的跨越主觀與客觀的特殊屬性,嘗試?yán)糜脩魺o意識(shí)行為的現(xiàn)象來服務(wù)于交互設(shè)計(jì),以尋求一套能夠在用戶的主觀認(rèn)知和客觀知覺兩個(gè)層面分別建立相應(yīng)可供性的方法,為有利的無意識(shí)的交互行為提供支撐條件,從而達(dá)到提升人機(jī)交互體驗(yàn)的根本目的。本文在理論和實(shí)踐上的創(chuàng)新和成果主要體現(xiàn)在以下三個(gè)方面:第一,從對(duì)"可供性"的多個(gè)定義中找到了一條適合交互設(shè)計(jì)領(lǐng)域的理解和分析思路。通過文獻(xiàn)研究與案例分析結(jié)合的研究方法,從主觀和客觀的角度分別對(duì)可供性概念觸發(fā)無意識(shí)行為的現(xiàn)象做了系統(tǒng)分析,提出了一條雙向理解可供性現(xiàn)象的思路。以此種方式來避免可供性概念在具體設(shè)計(jì)場(chǎng)合中的濫用與誤用。本文將可供性概念分為"基于客觀現(xiàn)實(shí)條件的可供性"和"基于主觀認(rèn)知的可供性"兩個(gè)類別,有助于將可供性概念正確地應(yīng)用于交互設(shè)計(jì)的實(shí)踐工作中。第二,通過引入認(rèn)知心理學(xué)方面的理論知識(shí),在直接知覺與間接知覺的觀點(diǎn)之間為可供性概念尋找一個(gè)平衡點(diǎn),并根據(jù)交互設(shè)計(jì)的相關(guān)理論研究和實(shí)踐需求,提出了"交互可供性"的新概念,交互可供性不是一個(gè)純粹的理論定義,而是一種為交互過程設(shè)計(jì)量身定制的交互關(guān)系分析框架,它遵循可供性跨越"二元論"的特性,是主觀和客觀統(tǒng)一的雙層交互關(guān)系解析模型。用來指代產(chǎn)品客觀存在的,對(duì)交互行為支持的能力以及對(duì)用戶在特有的條件下可能產(chǎn)生的特定的交互行為的支持能力和支持程度。第三,基于"交互可供性"概念的定義,本文提出了以"交互可供性"的觀點(diǎn)來構(gòu)建創(chuàng)新的交互設(shè)計(jì)方法的思路,并將其用于設(shè)計(jì)案例的實(shí)踐驗(yàn)證;"交互可供性"的視角,文本構(gòu)建了交互事件中用戶基于知覺外部信息觸發(fā)行為的框架,即"知覺層的交互可供性行為框架"。同時(shí),本文還構(gòu)建了交互事件中用戶在使用意圖驅(qū)使下,主觀認(rèn)知經(jīng)驗(yàn)對(duì)行為產(chǎn)生影響的概念框架,即"認(rèn)知層的交互可供性行為框架";趯(duì)以上兩個(gè)層次構(gòu)架的理解,本文提出了設(shè)計(jì)交互可供性的方法,以幫助設(shè)計(jì)師靈活地利用客觀物理屬性以及用戶的先在知識(shí)來完成對(duì)人機(jī)交互過程中用戶行為的設(shè)計(jì)和引導(dǎo),從而設(shè)計(jì)出使用戶體驗(yàn)優(yōu)越的產(chǎn)品。從"交互可供性"概念中衍生而來的交互設(shè)計(jì)方法,使設(shè)計(jì)師能夠?qū)哟吻逦卣业接|發(fā)用戶無意識(shí)行為的原因與方式,并利用該規(guī)律為交互設(shè)計(jì)領(lǐng)域的設(shè)計(jì)師和研究者提供具有可行性的研究方法與設(shè)計(jì)方法。
[Abstract]:At present, the product design field is closely combined with the human-computer interaction field, and the theoretical structure of the product and the interactive design is developed rapidly, which relates to the cross-research and application practice of the multi-subject and multi-domain knowledge, The design education and design method practice in the traditional product design field have brought great impact and challenge. This paper studies the basic theoretical problems in the field of human-computer interaction: on the one hand, the basic phenomena and basic patterns of the user's perception and cognition in the process of human-computer interaction are important design subjects. As an intermediary and information carrier in the process of man-machine communication and communication, the development of the "chemotaxis" concept has important theoretical value for the development of man-machine interaction design field; on the other hand, according to different cutting-in angle and different theoretical background, The methodology of interactive design presents a variety of patterns and structures, and the connotation, structure and operation mode of the "chemotaxis" concept are studied. It is of great practical significance for us to explore the human-computer interaction design method with comprehensive, systematic and innovative. In the light of the internal requirements of the interactive design, from the perspective of the understanding of the ecological psychology and the cognitive psychology, the relationship between the information decoding relation and the behavior-triggered relationship between the user and the product, the relationship between the designer and the product and the behavior-guiding relationship are examined. Based on the research of literature and case analysis, the paper tries to explore a path with the concept of the availability as the clue of the interactive design by using the relevant theoretical analysis framework of linguistics, psychology and semiotics. In view of the cross-subjective and objective special attributes of the interactive relationship involved in the "chemotaxis" concept, an attempt is made to serve the interactive design with the phenomenon of the user's unconscious behavior, In order to achieve the basic purpose of improving the human-computer interaction experience, a set of methods, which can set up the corresponding equivalence at the two levels of the user's subjective and objective perception, can be used to provide the support condition for the beneficial and unconscious interactive behavior. In this paper, the innovation and achievement in theory and practice are mainly embodied in the following three aspects: first, from the definition of the "chemotaxis", we find a way of understanding and analysis suitable for the field of interactive design. Through the research of the combination of literature and case analysis, a systematic analysis of the phenomenon of the triggering of the unconscious behavior from the subjective and objective angles is made, and a two-way understanding of the phenomenon is put forward. In this way, the abuse and misuse of the concept of equivalence in the specific design is avoided. In this paper, the concept of the availability is divided into two categories: "the availability of objective reality" and "The availability of subjective cognition", and it is helpful to apply the concept of the availability to the practical work of the interactive design. Secondly, by introducing the theoretical knowledge of cognitive psychology, a balance point is found between the view of direct perception and indirect perception, and the new concept of the "interactive smoothness" is put forward according to the relevant theoretical research and practical demand of the interactive design. The interactive equivalence is not a pure theoretical definition, but an interactive relationship analysis framework that is tailored to the design of the interactive process. It follows the characteristics of the "cross dualism", and is a two-layer interactive relationship analysis model that is subjective and objective. The ability to refer to the objective existence of the product, the ability to support the interaction behavior, and the support ability and support degree to the specific interaction behavior that the user may generate under the specific conditions. Thirdly, based on the definition of the concept of interactive design, this paper puts forward the idea of building an innovative interactive design method with the view of "interactive", and it is used in the practice verification of the design case. Based on the "interactive smoothness"-based perspective, the text constructs a framework that the user triggers the behavior based on the perception external information in the interactive event, that is, the "Perceptual layer interaction for sexual behavior framework". At the same time, the paper also constructs the conceptual framework, that is, the "The interaction of the cognitive layer can be used for the sexual behavior framework" that the user's subjective cognitive experience influences the behavior when the user's intention is driven. Based on the understanding of the above two-level architecture, this paper presents a method to design the interactive equivalence to help the designer to use the objective physical attributes and the user's prior knowledge to complete the design and guidance of the user's behavior in the human-computer interaction process. So as to design a product with excellent user experience. The interactive design method derived from the "interactive smoothness" concept enables the designer to clearly find the reason and the way to trigger the user's unconscious behavior, and use the law to provide a feasible research method and design method for designers and researchers in the field of interactive design.
【學(xué)位授予單位】:湖南大學(xué)
【學(xué)位級(jí)別】:博士
【學(xué)位授予年份】:2016
【分類號(hào)】:TP11;TB472
,
本文編號(hào):2482410
[Abstract]:At present, the product design field is closely combined with the human-computer interaction field, and the theoretical structure of the product and the interactive design is developed rapidly, which relates to the cross-research and application practice of the multi-subject and multi-domain knowledge, The design education and design method practice in the traditional product design field have brought great impact and challenge. This paper studies the basic theoretical problems in the field of human-computer interaction: on the one hand, the basic phenomena and basic patterns of the user's perception and cognition in the process of human-computer interaction are important design subjects. As an intermediary and information carrier in the process of man-machine communication and communication, the development of the "chemotaxis" concept has important theoretical value for the development of man-machine interaction design field; on the other hand, according to different cutting-in angle and different theoretical background, The methodology of interactive design presents a variety of patterns and structures, and the connotation, structure and operation mode of the "chemotaxis" concept are studied. It is of great practical significance for us to explore the human-computer interaction design method with comprehensive, systematic and innovative. In the light of the internal requirements of the interactive design, from the perspective of the understanding of the ecological psychology and the cognitive psychology, the relationship between the information decoding relation and the behavior-triggered relationship between the user and the product, the relationship between the designer and the product and the behavior-guiding relationship are examined. Based on the research of literature and case analysis, the paper tries to explore a path with the concept of the availability as the clue of the interactive design by using the relevant theoretical analysis framework of linguistics, psychology and semiotics. In view of the cross-subjective and objective special attributes of the interactive relationship involved in the "chemotaxis" concept, an attempt is made to serve the interactive design with the phenomenon of the user's unconscious behavior, In order to achieve the basic purpose of improving the human-computer interaction experience, a set of methods, which can set up the corresponding equivalence at the two levels of the user's subjective and objective perception, can be used to provide the support condition for the beneficial and unconscious interactive behavior. In this paper, the innovation and achievement in theory and practice are mainly embodied in the following three aspects: first, from the definition of the "chemotaxis", we find a way of understanding and analysis suitable for the field of interactive design. Through the research of the combination of literature and case analysis, a systematic analysis of the phenomenon of the triggering of the unconscious behavior from the subjective and objective angles is made, and a two-way understanding of the phenomenon is put forward. In this way, the abuse and misuse of the concept of equivalence in the specific design is avoided. In this paper, the concept of the availability is divided into two categories: "the availability of objective reality" and "The availability of subjective cognition", and it is helpful to apply the concept of the availability to the practical work of the interactive design. Secondly, by introducing the theoretical knowledge of cognitive psychology, a balance point is found between the view of direct perception and indirect perception, and the new concept of the "interactive smoothness" is put forward according to the relevant theoretical research and practical demand of the interactive design. The interactive equivalence is not a pure theoretical definition, but an interactive relationship analysis framework that is tailored to the design of the interactive process. It follows the characteristics of the "cross dualism", and is a two-layer interactive relationship analysis model that is subjective and objective. The ability to refer to the objective existence of the product, the ability to support the interaction behavior, and the support ability and support degree to the specific interaction behavior that the user may generate under the specific conditions. Thirdly, based on the definition of the concept of interactive design, this paper puts forward the idea of building an innovative interactive design method with the view of "interactive", and it is used in the practice verification of the design case. Based on the "interactive smoothness"-based perspective, the text constructs a framework that the user triggers the behavior based on the perception external information in the interactive event, that is, the "Perceptual layer interaction for sexual behavior framework". At the same time, the paper also constructs the conceptual framework, that is, the "The interaction of the cognitive layer can be used for the sexual behavior framework" that the user's subjective cognitive experience influences the behavior when the user's intention is driven. Based on the understanding of the above two-level architecture, this paper presents a method to design the interactive equivalence to help the designer to use the objective physical attributes and the user's prior knowledge to complete the design and guidance of the user's behavior in the human-computer interaction process. So as to design a product with excellent user experience. The interactive design method derived from the "interactive smoothness" concept enables the designer to clearly find the reason and the way to trigger the user's unconscious behavior, and use the law to provide a feasible research method and design method for designers and researchers in the field of interactive design.
【學(xué)位授予單位】:湖南大學(xué)
【學(xué)位級(jí)別】:博士
【學(xué)位授予年份】:2016
【分類號(hào)】:TP11;TB472
,
本文編號(hào):2482410
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