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  • 學位論文

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

指導教授 : 陳聖智

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。

並列摘要


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 while building 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.

參考文獻


中文部分
1. Duolingo, Inc.(2011)。 Duolingo 多鄰國。取自 https://reurl.cc/ZA64yW
2. Fourdesire 四合願(2014)。Walkr。取自https://reurl.cc/mG4ZmM
3. Fourdesire 四合願(2017)。記帳城市。取自https://reurl.cc/3jp3ql
4. Fourdesire 四合願(2018)。Plant Nanny 植物保姆。取自https://reurl.cc/3jp3lj

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