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題名 結合遊戲化與角色代入之晨間習慣養成 APP 設計與使用者研究
Integrate Gamification and Avatar Identification into App Design : A Case of Building the Morning Routine作者 何宜臻
He, Yi-Jen貢獻者 陳聖智
Chen, Sheng-Chih
何宜臻
He, Yi-Jen關鍵詞 晨間習慣
習慣養成
遊戲化
角色代入
以使用者為中心
Morning routine
Habit formation
Gamification
Avatar identification
User-centered design日期 2022 上傳時間 5-Oct-2022 09:04:31 (UTC+8) 摘要 近年,因新冠肺炎(COVID-19),遠距工作改變了大眾的生活模式,長時間置身 家中如何保持生產力成為討論話題,其中,晨間習慣及其產生的儀式感持續受到 視 與實踐。因此,本研究擬 出一款協助使用者培養晨間習慣的 APP。本研究以使用者為中心的設計為主軸,透過文獻與案例分析探討習慣養成、遊戲 化、角色代入與人本設計等相關領域,了解其於干預措施的應用。同時,以晨間習慣 養成為主題進行使用者洞察研究,深度訪談 5 位具有晨間習慣養成經驗的對象,以及 5 位曾經想要培養晨間習慣、沒有晨間習慣養成經驗的對象, 繪晨間習慣養成者的 人物誌輪廓,並了解晨間習慣於不同階段的痛點與需求,依此 出結合 22 項遊戲技 巧與 6 項角色代入設計要點的解決方案,應用於晨間習慣 APP 的原型設計當中。為了解本研究 APP 的易用性、有用性、有趣性,以及角色功能對於晨間習慣養 成之影響,本研究透過可互動原型和影片原型對 5 位受測者進行測試與評估,測試過 程中,使用放聲思考法、觀察法以及半結構式訪談,最後依據測試結果得出晨間習慣 養成 APP 的優化方向與設計建議:(1)運用柔和的色系,建立適合早晨的視覺風格; (2)運用成就的視覺化標示,促進使用者持續執行晨間習慣;(3)運用角色動態與 互動設計,讓使用者更加專注於執行晨間習慣;(4)運用社群功能,激發使用者不同 的晨間習慣靈感;(5)運用合作功能,增加使用者執行晨間習慣的動力;(6)結合角 色代入, 升使用遊戲化 APP 的內在動機。總結以上,本研究成果為:(1)發掘晨間習慣養成的痛點與需求,運用以使用者 為中心的設計,建立相應之解決方案;(2)設計結合遊戲化與角色代入之晨間習慣養 成 APP 原型,完成原型測試以了解其易用性及有用性;(3) 出結合遊戲化與角色 代入之晨間習慣養成 APP 的六項設計建議,有助於推動相關 APP 之研究與互動設計。
In recent years, coronavirus disease 2019 (COVID-19) has had a global effect on people`s lifestyles. Working from home is becoming the new normal. " How to Improve Productivity When Working Remotely " has become a trending topic. On top of that, people has attached great importance to morning routine, since a good morning routine is linked to less stress and boosted mood and energy throughout the day. Therefore, This study proposes an app to help users build a morning routine.User-centered design is taken as the main axis of this research. Literature and case study were performed based on habit formation, gamification, avatar identification and human- centered design. Next, to find out the needs and pains, 5 respondents who have experience in building a morning routine and 5 respondents who want to build a morning routine but haven`t formed the habit joined the interviews. After the convergence of the study, 22 game elements and 6 design points of avatar identification were proposed to develop a prototype of app.In order to understand how the "usefulness", "usability", "enjoyable", and the avatar design of this study app influence morning routine, 5 respondents joined the evaluation of the interactive prototype and video prototype. The testing methods including thinking aloud, observation and semi-structured interview were used: (1) Using soft colors to establish a visual style suitable for morning; (2) Using visual markers of achievement to promote users` continuous implementation of morning routines; (3) Using character dynamics and interactive design to make users more focused on implementing morning routines; (4) Using community functions to inspire users` different morning routines; (5) Using cooperation functions to increase users` motivation to implement morning routines; (6) Combine with avatar identification to enhance the internal motivation of using the gamification app.To sum up, the results of this study are as follows: (1) Identify the pain points whilebuilding a morning routine. Offer solutions by adopting user-centered design. (2) Integrate gamification and avatar Identification into app design. 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Information Processing and Management, 58(5), 1-19. 描述 碩士
國立政治大學
傳播學院傳播碩士學位學程
109464017資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109464017 資料類型 thesis dc.contributor.advisor 陳聖智 zh_TW dc.contributor.advisor Chen, Sheng-Chih en_US dc.contributor.author (Authors) 何宜臻 zh_TW dc.contributor.author (Authors) He, Yi-Jen en_US dc.creator (作者) 何宜臻 zh_TW dc.creator (作者) He, Yi-Jen en_US dc.date (日期) 2022 en_US dc.date.accessioned 5-Oct-2022 09:04:31 (UTC+8) - dc.date.available 5-Oct-2022 09:04:31 (UTC+8) - dc.date.issued (上傳時間) 5-Oct-2022 09:04:31 (UTC+8) - dc.identifier (Other Identifiers) G0109464017 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/142080 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 傳播學院傳播碩士學位學程 zh_TW dc.description (描述) 109464017 zh_TW dc.description.abstract (摘要) 近年,因新冠肺炎(COVID-19),遠距工作改變了大眾的生活模式,長時間置身 家中如何保持生產力成為討論話題,其中,晨間習慣及其產生的儀式感持續受到 視 與實踐。因此,本研究擬 出一款協助使用者培養晨間習慣的 APP。本研究以使用者為中心的設計為主軸,透過文獻與案例分析探討習慣養成、遊戲 化、角色代入與人本設計等相關領域,了解其於干預措施的應用。同時,以晨間習慣 養成為主題進行使用者洞察研究,深度訪談 5 位具有晨間習慣養成經驗的對象,以及 5 位曾經想要培養晨間習慣、沒有晨間習慣養成經驗的對象, 繪晨間習慣養成者的 人物誌輪廓,並了解晨間習慣於不同階段的痛點與需求,依此 出結合 22 項遊戲技 巧與 6 項角色代入設計要點的解決方案,應用於晨間習慣 APP 的原型設計當中。為了解本研究 APP 的易用性、有用性、有趣性,以及角色功能對於晨間習慣養 成之影響,本研究透過可互動原型和影片原型對 5 位受測者進行測試與評估,測試過 程中,使用放聲思考法、觀察法以及半結構式訪談,最後依據測試結果得出晨間習慣 養成 APP 的優化方向與設計建議:(1)運用柔和的色系,建立適合早晨的視覺風格; (2)運用成就的視覺化標示,促進使用者持續執行晨間習慣;(3)運用角色動態與 互動設計,讓使用者更加專注於執行晨間習慣;(4)運用社群功能,激發使用者不同 的晨間習慣靈感;(5)運用合作功能,增加使用者執行晨間習慣的動力;(6)結合角 色代入, 升使用遊戲化 APP 的內在動機。總結以上,本研究成果為:(1)發掘晨間習慣養成的痛點與需求,運用以使用者 為中心的設計,建立相應之解決方案;(2)設計結合遊戲化與角色代入之晨間習慣養 成 APP 原型,完成原型測試以了解其易用性及有用性;(3) 出結合遊戲化與角色 代入之晨間習慣養成 APP 的六項設計建議,有助於推動相關 APP 之研究與互動設計。 zh_TW dc.description.abstract (摘要) In recent years, coronavirus disease 2019 (COVID-19) has had a global effect on people`s lifestyles. Working from home is becoming the new normal. " How to Improve Productivity When Working Remotely " has become a trending topic. On top of that, people has attached great importance to morning routine, since a good morning routine is linked to less stress and boosted mood and energy throughout the day. Therefore, This study proposes an app to help users build a morning routine.User-centered design is taken as the main axis of this research. Literature and case study were performed based on habit formation, gamification, avatar identification and human- centered design. Next, to find out the needs and pains, 5 respondents who have experience in building a morning routine and 5 respondents who want to build a morning routine but haven`t formed the habit joined the interviews. After the convergence of the study, 22 game elements and 6 design points of avatar identification were proposed to develop a prototype of app.In order to understand how the "usefulness", "usability", "enjoyable", and the avatar design of this study app influence morning routine, 5 respondents joined the evaluation of the interactive prototype and video prototype. The testing methods including thinking aloud, observation and semi-structured interview were used: (1) Using soft colors to establish a visual style suitable for morning; (2) Using visual markers of achievement to promote users` continuous implementation of morning routines; (3) Using character dynamics and interactive design to make users more focused on implementing morning routines; (4) Using community functions to inspire users` different morning routines; (5) Using cooperation functions to increase users` motivation to implement morning routines; (6) Combine with avatar identification to enhance the internal motivation of using the gamification app.To sum up, the results of this study are as follows: (1) Identify the pain points whilebuilding a morning routine. Offer solutions by adopting user-centered design. (2) Integrate gamification and avatar Identification into app design. The attributes, "usefulness", "usability", and "enjoyable", had received good results in the user evaluation.. (3) Provides six design points of habit forming app, which will help promote the research and interactive design of the app. en_US dc.description.tableofcontents 第一章 緒論 1第一節 研究背景與動機 1第二節 研究問題與研究目的 4第三節 研究架構與流程 5第二章 文獻探討 6第一節 習慣養成 6第二節 遊戲化 102-1 遊戲化理論 102-2 遊戲及遊戲元素 122-3 遊戲化習慣養成 APP 案例分析 17第三節 角色代入 243-1 角色代入與相關概念探討 243-2 角色代入相關應用研究 26第四節 以使用者為中心的設計 294-1 人本設計 294-2 使用者經驗 304-3 使用者介面 32第三章 研究方法 35第一節 研究架構與方法 351-1 使用者洞察研究流程 351-2 原型設計 361-3 測試與評估 37第二節 使用者洞察研究 402-1 訪談對象 402-2 訪談大綱 402-3 資料彙整與分析 422-4 需求分析 52第四章 原型設計 54第一節 功能架構 54第二節 介面設計 59第五章 測試與評估 69第一節 測試對象 69第二節 測試流程設計 69第三節 APP 整體操作測試內容 71第四節 角色功能之使用者經驗研究內容 77第五節 測試結果 78第六節 測試總結 89第六章 結論與未來展望 91第一節 結論與貢獻 91第二節 研究限制 94第三節 研究建議 94第四節 未來展望 95參考文獻 97附錄 111附錄一 訪談同意書 111附錄二 訪談逐字稿 112 zh_TW dc.format.extent 11650071 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109464017 en_US dc.subject (關鍵詞) 晨間習慣 zh_TW dc.subject (關鍵詞) 習慣養成 zh_TW dc.subject (關鍵詞) 遊戲化 zh_TW dc.subject (關鍵詞) 角色代入 zh_TW dc.subject (關鍵詞) 以使用者為中心 zh_TW dc.subject (關鍵詞) Morning routine en_US dc.subject (關鍵詞) Habit formation en_US dc.subject (關鍵詞) Gamification en_US dc.subject (關鍵詞) Avatar identification en_US dc.subject (關鍵詞) User-centered design en_US dc.title (題名) 結合遊戲化與角色代入之晨間習慣養成 APP 設計與使用者研究 zh_TW dc.title (題名) Integrate Gamification and Avatar Identification into App Design : A Case of Building the Morning Routine en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文部分1. 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