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研究生: 黃璟松
Huang, Jing-song
論文名稱: 人機互動之不耐煩感推論模型
Annoyance Prediction Model in User-Product Interaction
指導教授: 馬敏元
Ma, Min-yuan
學位類別: 博士
Doctor
系所名稱: 規劃與設計學院 - 工業設計學系
Department of Industrial Design
論文出版年: 2007
畢業學年度: 95
語文別: 英文
論文頁數: 234
中文關鍵詞: 不耐煩感預測模式人機互動資訊質量資訊功
外文關鍵詞: Prediction model, Information Mass, Information Work, User-Product Interaction, Annoyance
相關次數: 點閱:139下載:5
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  • ■ 背景與目的
    隨著在科技產品中的資訊不斷增加,消費者在操作科技產品時的困難度也隨之增加,例如使用科技產品時遇到一些狀況如「模糊的標示」、「功能太多」或「無法在複雜的功能選項裡找到所需的功能」等,都會令消費者在心理上產生或多或少的不耐煩感、挫折感或焦慮感等負向情緒,這些負向情緒將導致某種程度的嚴重問題。本論文將針對使用者在操作科技產品時所產生的不耐煩情緒,提出操作不耐煩情緒的推論模型,用以量測使用者在操作科技產品時的不耐煩感。
    第一個目的是要建構科技產品時之「正負情緒部落」與「類不耐煩感的定義」。研究所獲得的結果,將用於建立類不耐煩感預測模式中的目的變數。
    第二個目的是比較「資訊量」和本研究所提出之「資訊質量」概念,透過對中文字元與字串的「資訊量」與「資訊質量」之計算,以回歸分析分別探討兩者與心理認知複雜感、心理認知難易感之間的關係,何者更為恰當。研究所獲得的結果,將用於建立類不耐煩感預測模式中的預測變數。
    第三個目的是應用前述的目的變數與預測變數,建立操作科技產品之「類不耐煩感預測模式」。

    ■ 實驗與分析
    研究的第一個目的是要建構操作科技產品時之「正負情緒部落」、「類不耐煩感情緒部落」與「類不耐煩感的定義」。第一部份,經由對操作科技產品的正負情緒問卷調查(500位受訪者),利用因素分析與多元尺度法的分析方法,得到一個使用者在操作科技產品時的正負情緒部落,並將正負情緒部落的兩個座標軸作了定義,X軸正向的軸向名稱定義為「平穩感」; X軸負向的軸向名稱定義為「激盪感」;Y軸正向的軸向名稱定義為「外顯感」; Y軸負向的軸向名稱定義為「內斂感」。第二部分則是對操作科技產品之類不耐煩感情緒進行調查研究(230位受測者),經由因素分析、多元尺度法、集群分析與EGM等分析方法,得到了類不耐煩感的定義,此定義為「所謂的操作類不耐煩感,即是在操作科技產品時引發生氣的、無奈的、失望的、煩惱的、討厭的、厭煩的、複雜的、無聊的等情緒集合的感覺」。
    研究的第二個目的是透過對中文字元與字串的資訊質量之計算,以回歸分析分別探討資訊質量與心理認知複雜感、心理認知難易感之間的關係。本研究結合資訊理論與費茲定律,提出「資訊質量」概念,透過對中文字元的資訊質量在心理認知複雜感與心理認知難易感的測試,針對218個中文字元對28位受測者進行複雜感與難易感的測試,測試結果發現一般男女性受測者,對於字元的複雜感在認知上並無差異,回歸分析的結果顯示「資訊質量對數」與「字元複雜感」的相關係數為0.684,判定係數R2為0.468。以男女生的認知難易感平均數值透過回歸分析發現,「資訊質量對數」與「字元難易感」的相關係數為0.861,判定係數R2為0.741。此外,字串實驗的規劃主要是測試「資訊質量」與「資訊量」的概念,何者適合用來量測字串難易感,經由351位受測者的受測結果,經由回歸分析比較後發現,「資訊質量」的相關係數明顯比「資訊量」的相關係數高,因此,「資訊質量」比「資訊量」適合用於量測字串的難易感。
    研究的第三個目的是應用資訊質量的概念,建立操作科技產品之「類不耐煩感預測模式」。首先,本研究期望藉由資訊質量的計算結果,建立操作科技產品所產生之類不耐煩感的標準度量方式,因此利用回歸分析,找出最適合度量操作類不耐煩感之回歸模式。由回歸分析的結果來看,「資訊質量對數」與「操作類不耐煩感」確實存在著線性關係(510位受測者),亦即「資訊質量」與「類不耐煩感」存在著對數型態關係。利用資訊質量來度量使用者操作科技產品時產生的類不耐煩感是可行的。為了提高回歸模式預測操作類不耐煩感的度量準確率,除了資訊質量這個自變項之外,研究中嘗試加入另一個自變項—操作步驟次數,轉變為一個新的變數「資訊功」,資訊功為「資訊質量」乘以「操作步驟次數」。再次經由回歸分析後,發現準確率已提升,因此建立類不耐煩感預測模式為「EQA = a + b * log2 (Winfo)」,其中,EQA為類不耐煩感;Winfo為資訊功。其次,本研究也經由倒傳遞網路訓練,建立類神經網路之類不耐煩感預測模式,本預測模式利用功能階層、總字元數、資訊密度、總操作步驟次數為輸入神經元,類不耐煩感情緒為輸出神經元,進行類神經網路訓練與學習,類神經網路預測模式的預測準確率與相關係數均超過80%。設計師可以利用類不耐煩感之預測模式,在設計科技產品的初期階段,就可以預測使用者的類不耐煩感情緒,以作為設計修正的參考依據。

    ■ 驗證
    依類不耐煩感係數的精度,每0.05一個區間,推算預測模式中所需之資訊功,再推算所需之「資訊質量」與「操作次數」,並以設計的眼光推演驗證所需之新機能的驗證題目。透過驗證階段的分析,證明本研究所提出之操作類不耐煩感預測模式,均可準確的預測使用者在操作科技產品時,心理所產生的類不耐煩感情緒。高中預測模式達82.2%的準確率,而大學預測模式則達89.8%的預測準確率。此類不耐煩感係數預測模式可提供給設計師在設計科技產品的功能時,用以提供預防操作類不耐煩感的參考。

    ■ 結論
    (1)正負情緒部落的X軸正向的軸向名稱定義為「平穩感」;X軸負向的軸向名稱定義為「激盪感」;Y軸正向的軸向名稱定義為「外顯感」;Y軸負向的軸向名稱定義為「內斂感」。
    (2)定義「操作類不耐煩感」為「在操作科技產品時引發生氣的、無奈的、失望的、煩惱的、討厭的、厭煩的、複雜的、無聊的等情緒集合的感覺」。
    (3)應用「資訊質量」的概念比利用「資訊量」的概念更能適切的解釋中文字元與字串的複雜感與難易感,「資訊質量」概念可以有效的提供本研究建立類不耐煩感預測模式,複雜感與難易感的線性回歸模式亦可作為教育學習與設計上的參考。
    (4)類不耐煩感預測模式為「EQA = a + b * log2 (Winfo)」。

    ■ Research background and purpose
    With the increasing information in digital hi-tech products, the difficulties will gradually appear while customers are using them, for instance, vague directions and too many func-tions, complicated functions but cannot find the one needed, etc. What accompany users are the negative emotions such as annoyance, frustration, and anxiety, etc., which may re-sult in serious problems. There still have not been researches clearly indicating how to measure the annoyance emotions from users on operating digital hi-tech products. This thesis will focus on constructing the annoyance prediction models for measuring the an-noyance emotions of users in the using of digital hi-tech products.
    The first purpose of this thesis is to acquire the perceptual plot of users' positive and negative emotion plot and the definition quasi-annoyed emotion on operating digital hi-tech products. The results of these researches will be applied to form the dependent variable of quasi-annoyed emotion prediction model.
    The second purpose of this thesis is to measure complexity and difficulty at the psycho-logical level of the subjects through the calculation of Information Mass versus Informa-tion Quantity of Chinese characters and sentences. This research will construct two kinds of regression prediction models of Information Mass versus Information Quantity and compare which one is better. The result will be applied to form the independent variable of quasi-annoyed emotion prediction model.
    The third purpose of this thesis will construct quasi-annoyed emotion prediction models through dependent variable and independent variable mentioned above.

    ■ Experiment and analysis
    The first purpose of this thesis is to acquire the perceptual plot of users' positive and negative emotion plot, the perceptual plot of quasi-annoyed emotion and the definition quasi-annoyed emotion on operating digital hi-tech products. First, through the investiga-tion of the positive and negative emotions on operating digital hi-tech products, factor analysis and multidimensional scaling analysis are adopted to acquire the perceptual plot of users' positive and negative emotion plot on operating digital hi-tech products. The two coordinate axis of perceptual plot has been defined. Second, the analysis has been done on the quasi-annoyed emotion on operating digital hi-tech products. After the processing of factor analysis, multidimensional scaling analysis, cluster analysis and EGM, the definition of quasi-annoyed emotion has acquired. The definition of quasi-annoyed emotion is an emotion set that is integrated with anger, helplessness, disappointment, vexation, repug-nance, tiredness, complication, bored triggered while operating digital hi-tech products.
    The second purpose of this thesis is to measure complexity (Cinfo) and difficulty (Dinfo) at the psychological level of the subjects through the calculation of Information Mass (Minfo) of Chinese characters and sentences. This study combines information theory and Fitts’ Law to propose the concept of Information Mass (Minfo) and through the test of the Cinfo and Dinfo toward the Minfo of Chinese characters, the subjects are surveyed for measuring the complexity and difficulty of 218 selected Chinese characters. The results indicate that there is no significant discrepancy in the Cinfo of genders. The result of regression analysis indicates that the correlation coefficient of logarithm value of Minfo and Cinfo is 0.684 and RSQ equals to 0.468. The average value of Dinfo between genders found in regression analysis indicates the correlation coefficient of Minfo and Dinfo is 0.861 and RSQ is 0.741. From results of this study, subjects are shown to have closer relations between Minfo and Dinfo than that of Minfo and Cinfo. The psychological cognition of the difficulty of sentences experiment is planning to test and verify which one is better of Information Mass (Minfo) and Information Quantity. There has been proof that it is suitable for using the concept of Minfo in meaningful sentences instead of Information Quantity. We can also measure psy-chological cognition of the difficulty of sentences from subjects. From this study, the au-thor has found that the concept of Minfo not only can be use to measure the Dinfo of Chinese characters but also can be use to measure the Dinfo of meaningful sentences.
    The third purpose of this thesis is to construct quasi-annoyed emotion prediction models through the calculation of Minfo. The result will serve as references for education and de-sign needs. First, this research expects to construct standard prediction models to measure quasi-annoyed emotion when using digital hi-tech products. By processing three iterations of regression analysis, the author has defined a new independent variable, Information Work (Winfo), which uses Minfo multiplied by the number of operating steps (NOOS). The quasi-annoyed emotion prediction model is shown as “EQA = a + b * log2 (Winfo)”, where EQA is quasi-annoyed emotion; Winfo is Information Work. Second, this research expects to construct Back-error Propagation Network prediction models to measure quasi-annoyed emotion when using digital hi-tech products. This study uses hierarchical functions, the number of total characters, Information Density, the number of operating steps as four in-puts in order to form 25 input nodes as well as eight quasi-annoyed emotion as outputs to build Back-error Propagation Network quasi-annoyed emotion prediction models. In BPN quasi-annoyed emotion prediction models, each model achieves high prediction accuracy and R higher than 80%.

    ■ Test and verification
    Based on the divided at a 0.05 difference of the coefficient of quasi-annoyed emotion, the Information Work (Winfo) needed in the prediction model is figured out. Then the In-formation Mass (Minfo) and the times of operation can be calculated. The verification topics with new functions can be deduced in a design perspective.
    The analysis of the verification phase proves that the quasi-annoyed emotion prediction model brought up in this research can accurately predict the quasi-annoyed emotion the users will have when using digital hi-tech products. The prediction model for senior high school subjects can achieve an accuracy rate of 82.2% while the accuracy rate of the model for college subjects can amounts to 89.8%. Therefore, the models can serve as reference for designers as they design the functions of digital hi-tech products and seek to prevent users from having the quasi-annoyed emotion.

    ■ Conclusions
    (1) The two coordinate axis of positive and negative emotion perceptual plot has been de-fined, where the X positive axis represents the sense of stability, the X negative axis represents the sense of surge, the Y positive axis represents the sense of externality and the Y negative axis represents the sense of the internality.
    (2) The definition of the sense of operation annoyance is an emotion set that is integrated with anger, helplessness, disappointment, vexation, repugnance, tiredness, complica-tion, bored triggered while operating digital hi-tech products.
    (3) The concept to apply Minfo gives better reasonable explanation than the concept of In-formation Quantity to the complexity and difficulty of Chinese characters and sen-tences. The concept of Minfo can effectively provide to establish the quasi-annoyed pre-diction model in this research. The models of complexity and difficulty linear regres-sion can also serve the function for the reference of educational learning and design.
    (4) The quasi-annoyed prediction model is shown as “EQA = a + b * log2 (Winfo)”. Design-ers may predict the quasi-annoyed emotion in the early part of design stage in the in-terface design of digital hi-tech products.

    Abstract / I Acknowledgement / VII Contents / VIII List of Tables / XIII List of Figures / XVI Chapter 1 Introduction / 1 1.1 Research Background and Motivation / 1 1.2 Research Purpose / 4 1.2.1 Establishing the positive and negative emotion plot / 4 1.2.2 The complexity and difficulty of Chinese characters and sentences / 6 1.2.3 The quasi-annoyed emotion prediction model / 8 1.3 Explanation of proper nouns / 8 1.4 Organization of the Dissertation / 9 Chapter 2 Literature Review / 11 2.1 Emotion studies / 11 2.2 Chinese characters studies / 12 2.3 Information Theory studies / 16 2.4 Fitts’ law studies / 19 2.5 The hierarchical structure of annoyance / 21 2.5.1 Factors on annoyance while using digital hi-tech products / 21 2.5.2 Results of clustering / 23 2.6 Comparing the annoyance prediction models of BPNN, multiple regression analysis, and Hayashi's Qualification Theory Type I analysis / 28 2.6.1 Input nodes / independent variables of using annoyance / 28 2.6.2 Output items / dependent variable of annoyance / 34 Chapter 3 Research Method and Steps / 35 3.1 Steps and Procedures / 35 3.2 Research Method / 38 3.2.1 Back-error propagation of neural network / 38 3.2.2 Multiple regression analysis / 40 3.2.3 Hayashi’s Quantification Theory TypeⅠ / 42 3.2.4 Evaluation grid method / 43 Chapter 4 Establishing the Emotion Perceptual Plot in the Using of Digital Hi-Tech Prod-ucts / 45 4.1 The perceptual plot of positive and negative emotions / 45 4.2 Definition of quasi-annoyed emotion / 53 4.2.1 Investigation on quasi-annoyed emotion / 53 4.2.2 Factor analysis and Hierarchical cluster analysis / 54 4.2.3 The hierarchical diagram of evaluation by EGM / 63 Chapter 5 Constructing the Prediction Models of the Quasi-annoyed emotion / 67 5.1 The Cognitive of Complexity and Difficulty of Chinese Characters / 68 5.1.1 Select characters used for experiment / 68 5.1.2 Calculation of Information Mass / 69 5.1.3 Experiment of psychological cognition of the complexity of characters and re-sult analysis / 73 5.1.4 Experiment of psychological cognition of the difficulty of characters and result analysis / 78 5.1.5 Discussion / 90 5.2 Applying the Concept of Information Mass for Cognizing Difficulty of Chinese Sentences / 92 5.2.1 Psychological cognition experiment of the difficulty in sentences / 93 5.2.2 Result analysis / 97 5.2.3 Discussion / 111 5.3 The Prediction Models of Quasi-annoyed emotion in the Using of Digital hi-tech Products / 116 5.3.1 Subjects and Topics of Experiment / 116 5.3.2 Information Quantity and Information Mass of Experimental Topics / 118 5.3.3 Reliability analysis and Correlative Analysis / 119 5.3.4 Regression Analysis of Information Quantity and Quasi-annoyed Emotion & Minfo and Quasi-annoyed Emotion / 120 5.3.5 Discussion / 127 Chapter 6 Revision of the Prediction Models / 131 6.1 A Revision of Regression Analysis of Minfo and Quasi-annoyed Emotion / 131 6.2 Training the users' quasi-annoyed emotion prediction models / 137 6.2.1 Subjects and topics of the simulated mobile operating experiment / 137 6.2.2 Constructing the quasi-annoyed emotion predicting model with a back-propagation network / 139 6.2.2.1 Input nodes / 139 6.2.2.2 Output items: quasi-annoyed emotion / 141 6.2.2.3 BPNN training and testing / 141 6.2.3 Discussion / 143 Chapter 7 Test and Verification / 145 7.1 Verification Procedures / 145 7.2 The simulated mobile operating experiment / 146 7.2.1 Verification Topics / 146 7.2.2 Subjects and Topics of Experiment / 148 7.3 Analysis of the Verification Results / 149 7.3.1 Verification of the Prediction Model for University Subjects / 149 7.3.2 Verification of the prediction model for senior high school subjects / 151 7.3.3 The Precision of the prediction of the quasi-annoyed emotion prediction model / 154 7.4 Application in function design of actual examples / 155 7.5 Brief Summary / 162 Chapter 8 Conclusions and Suggestions / 163 8.1 Conclusions / 163 8.1.1 The emotional plot and the quasi-annoyed perceptual emotion plot on operating digital hi-tech products / 163 8.1.2 The cognitive of complexity and difficulty of Chinese characters when reading and recognizing / 164 8.1.3 Applying the concept of Information Mass for cognizing difficulty of Chinese sentences / 165 8.1.4 The prediction models of quasi-annoyed emotion in the using of digital hi-tech products / 167 8.1.5 Users' quasi-annoyed emotion BPNN prediction models in the using of digital hi-tech products / 169 8.2 Suggestions for follow-up research / 170 References / 173 Appendix / 181 Vita / 227

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