웹사이트는 이제 단순한 정보전달의 차원을 넘어서 사용자들의 유희성 증대를 위한 다양한 방법으로의 접근을 필요로 한다. 이에 촉각의 자극의 타 분야에서의 활발한 연구를 통해 그 중요...

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
https://www.riss.kr/link?id=T9467590
부산 : 東明情報大學校 情報大學院, 2004
학위논문(석사) -- 동명정보대학교 정보대학원 , 컴퓨터그래픽 전공 , 2004. 2
2004
한국어
658.3 판사항(4)
부산
v, 90p. : 삽도 ; 26cm .
참고문헌: p. 66-67
0
상세조회0
다운로드웹사이트는 이제 단순한 정보전달의 차원을 넘어서 사용자들의 유희성 증대를 위한 다양한 방법으로의 접근을 필요로 한다. 이에 촉각의 자극의 타 분야에서의 활발한 연구를 통해 그 중요...
웹사이트는 이제 단순한 정보전달의 차원을 넘어서 사용자들의 유희성 증대를 위한 다양한 방법으로의 접근을 필요로 한다. 이에 촉각의 자극의 타 분야에서의 활발한 연구를 통해 그 중요성이 입증되고 있으며 이러한 촉각을 웹사이트에도 적용을 한다면 큰 효과가 있을 것으로 기대된다.
본 연구는 웹사이트에서의 직관적 유희성 증대를 위해 직관을 위한 경험과 유희성증대에 대하여 분석하고 촉각의 중요성에 대해서 살펴보았다. 이러한 촉각을 통한 사용자 경험은 디자이너와 사용자 사이의 보다 풍부한 커뮤니케이션과 사용자의 직관적 유희성 증대를 가져오게 된다.
따라서 웹사이트에서의 촉각적 사용자 경험요소의 분석과 그의 활용에 대해 고찰해 보고 이러한 요소들을 인터넷 쇼핑몰에 적용해 보았다. 그 후 사용자 반응에 관한 실험을 실시하여 촉각적 사용자 경험요소가 적용된 인터넷 쇼핑몰 사이트에서의 사용자 반응분석을 조사하였다.
다국어 초록 (Multilingual Abstract)
Users of web sites receive a lot of experienced factors and interpret them through the web sites. The degree of their satisfaction and increase as the web designers offers the more suitable and plentiful experienced factors. Thus, the web designers sh...
Users of web sites receive a lot of experienced factors and interpret them through the web sites. The degree of their satisfaction and increase as the web designers offers the more suitable and plentiful experienced factors. Thus, the web designers should consider creating a lot of ways for increasing the user's satisfaction, in that the web sites are not only used for the purpose of communicating information these days. Even some different fields have been intensively studied on the importance of the stimuli of tactile scnse; therefore, we can expect a great deal of effect if we apply the same theory to the web sites. However, it is impossible to direct stimulation through the user's system, so the study seeks to find the way, called Cross-Modal Transfer. to transmit the sensible transference from visual or auditory sense to tactile sense. The study analyzes the user experiences for intuition and the existing research works along with some cases and the theoretical background for increasing the play. The visibility and the Cross Modal Transfer are the direct process of the Tactile User Experience, so this Tactile User Experience enhances not only the intuitive play but also communication between the designers and the users. We have firstly analyzed the factors of the Tactile User Experience in the web sites, which were categorized into a sense of quality, weight, temperature, and movement. We have, then, applied these factors to the Internet shopping mall after considering the effective and strategic way of practical use.
1. Introduction
Web site designs are subdivided into various styles and actively processed experiments in terms of those usability and user interfaces. These data of research indicate that web designers showed their focus on more user centered and intuitive interface to users' satisfaction. At this point of view, user experiences are much important materials in the web site. Web site users could receive lots of experience factors, interpreting them on the sites. Due to these results, users could increase their satisfaction and play. Furnishing user experience on the site can not only give rise to such active action as researching information and buying products, but also increase interest and play for users. Among these user experiences, "Tactile User Experience" can offer more intuition and more information than any othor sensory organ. There are various researches for transmission through tactile sense in other fields such as virtual reality and tactile display. Therefore, it is realistically impossible to directly transmit tactile sense to users in interface environments. The goal of this research is to try to analyze factors of Tactile User Experience and to communicate between designers and users on the basis of intuitive play on the web. Nowadays, users satisfy their expectations that the Internet and various forms of information help users get the information. Emotion, expansion of stimulating the senses, and a few researches of increase of play, Tactile User Experience worth of transmitting information is considered in web design.
◁표 삽입▷(원문을 참조하세요)
Fig.1 Increase of Intuitive Play through Tactile User Experience
2. Methodology
The methodology of this research employs the following two research methods related to specific characteristics of web site medium. The first, suggests possibilities to adoption from a case study in other fields to web sites through Tactile User Experience. The second is adoption of the Tactile User Experience materials in the Internet shopping mall after investigation. These methods of research are the two: correlation of intuition and increase of play, and possibility to divide experience materials and importance of Tactile User Experience in play increase. Internet shopping mall as an important way of commercial transaction offers convenience of time and space for users since the advent of the new culture of shopping. However, there is no research about Tactile User Experience and factors of play in shopping mall. By using the Tactile User Experience in the Internet shopping mall, a possible expectation is a good condition to shop and interface design of effective Internet shopping mall.
3. Intuition and Play in Web Site
3.1. Intuition
Intuition is theoretically based on Experimental cognition and Reflective cognition. Experimental cognition is the response that users recognize information and then assimilate without endeavor or time passing. The other side, Reflective cognition is an inference of provisional results from stored information. This is the generalized cognition and its process is so slow [2]. Because users can't analyze or infer the means of each page and situation to recognize contents of information and thoughts of designer, web sites stimulate the users' Reflective cognition. Intuition, Reflective cognition, needs experiences, and it is similar to unconscious action and instinctive interaction daily life.
3.2. Experience for Intuition on the Web
1) Experience with Learning
Experience with learning is divided into accumulation, coordination, and reconstruction. The first, accumulation is about the way of expanding information and learning new information. The second, coordination means experiences from coordinating a knowledge structure. It is able to accomplish the experimental cognition without any endeavor because of a continuous use of skill and practice. The third, reconstruction is necessary learning to form the right conceptual structure. It means that reconstruction offers to help us form, investigation, comparison, unification, and reflection as the adequate tool [2]. Therefore, among the experiences with learning, experiences of accumulation, and coordination are part of the intuition when users feel it on the web site.
2) Experience with Situated Identification
Situated identification means that users feel the same experiences between the real life and on the web site. Because situation in situated identification functions as an important role, users could be active participants. Accordingly, web designers apply experience factors, and design the web site in the diverse ways to achieve a variety of experiences by participating into the web site.
3) Experience with Interaction
Unlike printing media, web sites can transmit various experiences through interaction and have much advantage of the additional material such as flow or change of time. In other words, users have lots of experience on the basis of time passing, degrees of participation, and situational conditions. Through all these processes of interaction, user experiences of proper and creative reorganization can be transmitted to users.
◁표 삽입▷(원문을 참조하세요)
Fig.2 Experience with Interaction on the Web Site
3.3. Increase of Play
Users on the web have play which is consists of entertaining factors on the site to increase loyalty and relativity on the sites. Moreover the elements of users' play pursue two values: convenience or usability and a sense of play of pleasure or amusement. These play show when users feel the most exciting experience on the web sites. To feel continuously the most exciting experience, users affect the environment on the basis of the attention. The environment initiates both interactions between circumstances and senses stimuli [2,3]. Users feel the play while users participate and identify through individual experiences based on their story and life. In conclusion, attention and continuous senses stimuli reach users to the most excited experience. At this time, increase of play occurred.
◁표 삽입▷(원문을 참조하세요)
Fig.3 The Increase Process of Intuitive Play in Web Site
According to one of these researches, the worth of play factor, an important factor on the web, is distinguished apparently from a worth of information transmission. Moreover, play factors offer to users' play on the web site to promote a consumption of products and services, and to recognize the subject of consumption or the place of consumption in itself. When the analyzed play of visual, auditory, and situation appropriately adopt a web site, users can approach naturally to the web site. Users surf pleasantly the web site not only to get information, but also to consume goods through these play factors.
3.4. Discovery
The play on the web site occurs when users reach the most exciting experience through continuous sense stimuli and concentration on background of user experience. Previous researches on sense stimuli only focused on mostly visual and auditory senses, not on tactile senses. Therefore, through the tactile stimuli, one of the senses, increase of the user play with interaction is expected.
4. Tactile User Experience on the Web site
4.1. Tactile User Experience
The terms of Tactile User Experience refers to a tactile sense or a similar sense that medium users feel temperature, quality of objects, and even pain. Tactile sense goes before eyes and nose, so it is more intuitive and primitive sense than any other human sense. Unlike visual and auditory experiences, the characteristics of tactile experience can induce medium users to participate more active by a sense of touch. It can offer real and new experiences formed. Tactile sense includes direct and indirect tactile senses. Direct tactile sense involves humans' direct touch on objects; indirect tactile sense involves a similarity of sense without direct touch.
4.2. Related Case Study
The research about Tactile User Experience obtains lots of results in various fields. One of them is human sensibility ergonomics. It is used by the tactile sense for confronting in reserve, richness, safety of highly complicated, developed products, and its operation. Also psychology, management of products, human interface, and industrial design are applied to the tactile sense. Especially the field of Virtual Reality, Haptic Display, and Haptic Sensor is used to tactile sense in various way [1]. These researches allow users to communicate freely for creating the reality world using tactile sense.
4.3. Visibility and Cross-Modal Transfer
Users on the web are aware of their pushing and rotating the button to their visible form. Accordingly, converting the tactile factors into visible ones, users have the various Tactile User Experiences through the interaction for using the factors that users can know immediately and definitely Tactile User Experience. Users at the first sense on object by five senses, and then they reconstruct object information, which is called the Cross-Modal Matching or Cross-Modal Transfer. It is an ability of interpreting sensory information from different senses as identified information. Users are hard to directly on the basis of tactile experience, only to listen to speakers or to watch monitors. Recognition of objects through visual or auditory sense can transmit tactile sense. Tactile User Experience on the web site come from function of Cross-Modal Transfer, so the GUI and sounds effect are based on indirect experience through efficient design of none tactile materials.
◁표 삽입▷(원문을 참조하세요)
Fig.4 The process of Tactile Experience with Cross~Modal Transfer on the Web Site
4.4. Classified Factors of Tactile User Experience
1) Factors of Visibility in Tactile Stimuli
Among the factors of tactile experience, visible factors are divided into color, form, image, and patten. These factors stimulate users' tactile senses through various expressions of visible factors.
2) Factors of Invisibility in Tactile Stimuli
Tactile User Experiences are segmented into quality, weight, temperature, and movement sense. The case study is about various experimental transmission and their applications. Quality sense is a feeling of characteristics from object's quality. Weight sense is worthy, how heavy the object looks or how much important. Temperature sense is a feeling of temperature. Movement sense is activity or shaking of objects. These categories are sense of feeling to block visual, auditory sense, and then we find simultaneously stimulus of invisible factors.
4.5. Discovery
To adopt the Tactile User Experience on the web site through the research of tactile sense in other filed, we research increase of intuitive play through tactile stimuli. That is based on the tactile experience in Cross-model Transfer and visual expressing of invisible factors. This study excludes case study of visible factors in tactile sense.
5. The case study - The Internet shopping mall
5.1. Example of Application in Factors of Tactile User Experience
We recommend creative idea of using four Tactile User Experience factors such as quality, weight, temperature, and movement on the web site.
1) Quality Sense
Quality Sense is the feeling coming from the quality of the materials. These feelings, such as softness, hardness, freshness, and wearing, are expressed by change of the quality of the materials, fumble of form, tearing. For example, if these quality elements are put into a button, we can change it into a worn one by finger push to express its frequent use.Take another example, we experience not only real paper quality like a shopping catalog, but feeling when we turn in a page, feeling of finger-marked page. These quality factors change on a repetitive acting and a flow of time, and offered the different Tactile User Experience factors to users.
◁그림 삽입▷(원문을 참조하세요)
Fig.5 Examples of Quality Sense Application in the Internet Shopping Mall
2) Weight Sense
Weight Sense is the degree of weight or worthy. To have viewers feel heavy, light, many or few contents, and thick, we use the resistance, change the size, fill up the objects, and sink the cover, disparity of the curving cover and the height. For instance, loading the data and expressing the shopping mall cart, we expressed differently by that sink the cover due to its quantities. Another example, as dragging a purchasing item with mouse, we are aware intuitionally of object's worthy and importance as to express feeling of dragging differently without opening or by that. Users recognize the circumstances with them.
◁그림 삽입▷(원문을 참조하세요)
Fig.6 Examples of Weight Sense Application in the Internet Shopping Mall
3) Temperature Sense
Heat Sense is a feeling of temperature. To have the users feel hot, cool, and high or low on basis of passing time, we use the change of color and the form of heat generation. For example, according to the number of visiting hits or purchase popularity, we express the effects that icon gets the fire or cooling when mouse rolls over the objects. Users are easily aware of the purchasing degree rather using the activation than a quantitative expressing of some numerical value, a purchasing popularity, or the value of visitors. Another example, when users keep contact on the any site or web page, we express the radiating effects on monitor factors. In this way, we transmit the temperature sense to users without numerically appearing the how it takes. Therefore, these monitor elements prevent users from going on an indiscreet shopping spree.
◁그림 삽입▷(원문을 참조하세요)
Fig.7 Examples of Heat Sense Application in the Internet Shopping Mall
4) Movement Sense
Movement sense means a feeling of moving objects. Movement sense is utilized the mouse pointer, shaking the browser, and bumping to express the consciousness, delight, surprise, and attention. On the Internet shopping mall, when users roll over the goods that are bought or interested before, we transmit the delight and affection with the shaking effects. Through these effects, users are easily aware of purchasing and interested goods before. Another example, when users make an error or mistake of clicking in a member registration or a credit card number, we transmit definitely the attention and consciousness with effects of throwing down the tools.
◁그림 삽입▷(원문을 참조하세요)
Fig.8 Examples of Motion Sense Application in the Internet Shopping Mall
The table below shows the Tactile User Experience factor.
<Tablel.> Tactile User Experience in the Web Site
◁표 삽입▷(원문을 참조하세요)
5.2. Discovery and Discussion
Users expect the increase of play through the application of Tactile User Experience factors in the Internet shopping mall with the most excited experience among various situations. This increase of play stimulates consumption in Internet shopping mall, and expect both new experience and effect of revisiting. By designing the tactile factors with consumer active model, web site offer various, fluent stimulus of senses to users who use the Internet shopping mall.
Thus, the play on the web site expands its meaning, not only through the stimulus of visual and auditory sense, but also user experience through the stimulus of tactile sense. However, in an easy application of Tactile User Experience factors, we research and discuss continuously about Internet shopping mall and other web sites designed for various purposes.
6. The Experiment of User Response
6.1. Purpose
This experiment has three purposes. First, we research the real sense through the model web sites using Tactile User Experience and then analyze emotional images in a qualitative method. Second, we cross-examine between the situation of user's cognition and the situation of designer's intention. Third, we analyze the increase of play as user's satisfactions through the model Internet shopping mall.
6.2. Hypothesis and Process of Experiment
1) Hypothesis
This experiment is about user's response in Internet shopping mall using Tactile User Experience factors. So the hypothesis is that the web site using Tactile User Experience enhances the user's satisfaction and transfers more intuitive information.
2) Design of the Model Web Sites
This study designed the model web site focused on the movement sense and temperature sense among the factors of Tactile User Experience.
First model web site (M1) Using the factor of movement offers the mouse pointer that embodies the different movement at each menu and offers the Tactile Interface based on the number of user's participation and relation grades.
◁그림 삽입▷(원문을 참조하세요)
Fig.9 The Model Web Site (Ml) using the Factor of Movement Sense
Second model web site (M2) embodied that the tool hits immediately as user's errors and offers the intuitive consciousness and attention.
◁그림 삽입▷(원문을 참조하세요)
Fig.10 The Model Wed Site (M2) using the Factor of Movement Sense
Third model web site (M3) is designed to the changeable mouse pointer and grades of heat generation in surrounding as user's participative grades and active grades of communities in online shopping mall using the factor of temperature. This offers the intuitive circumstantial cognition as the change of color and generation of heat.
◁그림 삽입▷(원문을 참조하세요)
Fig.11 The Model Web Site (M3) using the Factor of Temperature Sense
3) Method of Experiment
The users, 10 people, who use the Internet very often (a using period of Internet: over 1 year, using Time: over 3 hours a day) participated in the experiment and they used the each model web sites freely and then we had the intensive interview with them and had them answer some questionnaires. The results are based on the analysis of the user responses.
7. Result Analysis
7.1. Analysis of User Emotion
First of all, we suggested that the users could choice an adjective among the 16 adjectives feeling the emotion after use the web site. The results are 'amusing' 23.0%, 'surprising' 23.0% in M1, 'surprising' 30.8%, 'absurd' 26.9% in M2, 'amusing' 34.6%, 'lively' 23.0% in M3. It means that the web site using Tactile User Experience factors transmits information to users through more intuitive attentlion as causing the emotion like 'amusing', 'surprising', 'absurd', or 'lively".
7.2. Analysis of Transmission Senses
We analyzed what kind of sense Tactile User Experience factors stimulate. Among the senses, the response has shown evenly tactile sense as well as visual and auditory sense which stimuli directly. Especially the users using the model web site feel the visual + tactile (10%), auditory + tactile (10%), and visual + auditory + tactile (50%). The transmission of information records up to 70% through Cross-Modal Transfer, from visual and auditory sense to tactile sense.
◁그림 삽입▷(원문을 참조하세요)
Fig.12 The Response of Senses in Model Web Site
7.3. Analysis of Suitability of Information Transmission in Circumstantial Cognition
This table below resulted from a comparative analysis between circumstances of user's cognition in the web site and circumstances of designer's intention.
◁표 삽입▷(원문을 참조하세요)
Table2. Results in Suitability of Information Transmission in Circumstantial Cognition
The numerical value of response, which is 'Very Good' or more to information and circumstantial cognition in model web sites, Is 79.9%, and this result means that Tactile User Experience factor is able to help to design more intuitive interface in the aspect of efficiency.
7.4. Analysis of a Degree of Satisfaction as Experiences
This result is analysis about users' positive emotion and feeling when they make use of the web site using Tactile User Experience factors.
◁표 삽입▷(원문을 참조하세요)
Table3 Results in a Degree of Satisfaction as Experience
The number of users who feel positive emotion after using the model web site is up to about 80%. Therefore, Tactile User Experience factors affect positively to the users' experience and increase users' satisfaction.
8. Conclusions and Further Research
We've defined the meaning of user experience and covered the result of other research and then analyzed Tactile User Experience and its characteristics. As applying these Tactile User Experiences to the Internet shopping mall, we've tried to lay groundwork for the basic research on intuitive play increase in web sites. The result is that intuition needs the experience through Experimental cognition and Reflective cognition, and the experience is categorized into such as Learning, Situated identification, and Interaction.
The increase of play through Tactile User Experiences on the web sites stands on the basis of experiences and Cross-Modal Transfer. The application of these Tactile User Experience factors helps users' increase the intuitive play, effective information transmission, and improvement of skillful communication. In the future, improving the input and output of devices, we expect the research about not the tactile experience with Cross-Modal Transfer but direct tactile experiences. Nevertheless, without the expensive equipment or special change of interface, we definitely expect effective results through possessed equipment and environment offering these tactile experiences. Continuously, the research, users' responses in web sites using Tactile User Experience factors, is First, it brings about the intuitive emotion and is able to transfer experiences through Cross Modal Transfer.
Second, it helps the effective transmission of Information through the intuitive interface.
Last, it transfers positive experiences to users and increase play as increasing the satisfaction.
Consequently, we will research other factors like quality and weight sense of Tactile User Experience and other fields of web sites as well as Internet shopping mall.
목차 (Table of Contents)