在數位媒體重視互動的概念下,在過去一般所見的互動媒體,參與互動的人與虛擬影像進行互動,缺乏實體介面的真實體驗感受。互動媒體在從無形的創意具體化的過程中,設計者的概念模型與互動參與者的心智模型間經常存在著許多差異,使得參與者不一定能了解設計者所要傳達的訊息,以及設計者的設計也不一定能達到互動參與者的需求。 本研究嘗試以實體互動介面來設計互動媒體,以公益宣導議題為主題,探討在參與者的互動與體驗的過程中,實體介面的互動模式是否能與媒體所設定內容議題產生連結。在研究的過程中,透過相關的文獻探討,歸納出本研究互動媒體實作的設計流程與體驗歷程,並且透過「設計-實作-評估-反思」的循環歷程,將實際設計的作品置入真實環境之中,進行實地測試評估,觀察參與者實地進行互動體驗的過程,並透過觀察評估的結果對作品進行修正設計,並再次進行實地測試評估,以探討人、媒體與設計者三者之間的交互關係,並從實地測試評估的結果,歸納出互動媒體作品在設計上的要點,以提供爾後互動媒體設計的參考。 研究結果顯示,透過本研究提出之「設計-實作-評估-反思」的循環歷程的設計方法,有效強化作品的使用性與互動性,消弭互動設計上概念模型與心智模型間的差異,並且在流暢的互動體驗情境之下,可進一步將參與者帶入體驗的歷程,並對作品議題進行反思回饋,甚至進一步內化成自身生活經驗。
In the past, users often interacted with the virtual images of interactive media. They were unable to touch the real, tangible objects. The process of invisible creativity of interactive media usually brings many differences between the designer’s conceptual model and that of user’s mental model. It makes users mayn’t receive the messages well from designers. And the design of interactive media mayn’t satisfy the user’s needs either. During the research, we tried to design an interactive media with tangible interfaces. By considering the topic of public welfare to people, we discussed that by the use of tangible interfaces of designed media, whether the meanings of media contents can be delivered to the users or not while users interacted and experienced the creative works. The proposed media works would follow the “design – build – evaluate – reflect” design cycles, to iteratively improve the design. The research result reflected that through the “design-build-evaluate-reflect” design cycles. The differences between the design’s “conceptual model” and that of the user’s “mental model” can be effectively reduced. In addition to experience the media, through the interactive and reflective processes, the users may transfer the meanings of contents to their own experiences.