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智能设备的多任务使用:用户需求、行为与体验研究

Multitasking Use of Smart Devices: User Need, Behavior and Experience

作者:张宇博
  • 学号
    2011******
  • 学位
    博士
  • 电子邮箱
    yub******com
  • 答辩日期
    2016.12.01
  • 导师
    饶培伦
  • 学科名
    管理科学与工程
  • 页码
    184
  • 保密级别
    公开
  • 培养单位
    016 工业工程
  • 中文关键词
    多任务,需求与满足,问题性使用,行为干预,可穿戴设备
  • 英文关键词
    multitasking, needs and gratifications, problematic involvement, behavior intervention, wearable device

摘要

用户在使用智能设备时越来越多地同时从事多项任务,这要求人机交互的研究应该重视多任务的使用场景。本文考察了智能设备多任务使用场景中的用户需求满足规律和行为特点,探究了问题性多任务使用行为的测量方法和行为干预手段的效果,并对智能手机和可穿戴设备互联使用场景中的用户需求满足、人机交互体验和接受度进行了研究。 论文首先在实地研究中采用体验抽样法收集了真实的多任务行为数据,从设备互联情况、任务内容关联性、任务属性和中断类型四个维度构建了智能设备多任务使用行为的分类框架,定义了9类多任务行为,然后分析比较了驱动各类多任务行为的主要需求以及行为对需求的满足效果,之后以多任务行为的分类结果为基础建立起全文的研究框架。 从多任务行为的负面效应及应对策略的角度,本文先对智能设备的问题性多任务使用行为构建了4因子测量模型,包括沉迷与怠慢、有问题的控制、多任务偏好、多项时间取向。后两项反映多任务偏好程度的因子与前两项反映多任务行为问题性后果的因子显著相关,之后研究在因子模型的基础上讨论了多任务偏好、多任务行为和由此带来的问题性后果三者之间的关系。实验室研究比较了正念冥想和音乐唤醒两种行为干预手段对多任务信息工作者的即时影响。结果表明,两种手段都能维持积极情绪、降低压力水平,前者可以提升活跃度、降低沮丧程度,后者则加重了沮丧程度。人格特质、音乐偏好与社交媒体使用经验会影响干预手段的效果。 从多任务行为的正面效应与人机交互设计的角度,本文以智能手机与可穿戴设备的互联使用场景为例探究了信息显示方式、运动状态和性别差异对用户需求满足、人机交互体验和接受度的影响。结果表明,直接在手环上显示信息比通过配对的手机显示信息更能满足用户需求、提升用户体验,但通过手机显示信息能提升无屏幕手环的有用性评价和接受度;与慢跑状态相比,用户在步行状态下的需求可获得更大程度的满足,交互体验更好;男性和女性在交互过程的专注与愉悦体验、设备易用性与有用性评价以及信息获取需求满足的敏感性方面存在差异。 本文充分考虑了多任务行为的多样性,在研究方法上有创新性和针对性的设计,结论深化了对多任务行为形成机理的理论认识,为业界厂商设计更符合用户习惯的产品以及提升智能设备在多任务场景中的用户体验提供了建议与参考。

Users tend to increasingly engage in multiple tasks when they use smart devices. This stresses the necessity of considering multitasking scenarios for research on human-computer interaction. This study examined user needs and gratifications in multitasking use scenarios, explored a psychometric method of measuring problematic involvement in multitasking, examined the effects of behavior interventions, as well as investigated user needs, experience and acceptance in the scenario of interacting with a smartphone and wearable devices. First, a field study was conducted using experience sampling method to collect real data of multitasking behaviors. A classification framework was constructed based on four dimensions including device connectivity, task relevancy, task attribute and interruption type. Nine types of multitasking were identified and compared in terms of needs and gratifications of multitasking behaviors. On the basis of the classification results of multitasking behaviors, a research framework for this dissertation was constructed. From the perspective of the negative side of multitasking and the coping strategies, a survey was conducted regarding problematic multitasking use of smart devices. A four-factor model was constructed, including Obsession and Neglect, Problematic Control, Multitasking Preference, Polychronic Orientation. The latter two factors which reflect the overall preference for multitasking was found to be significantly related to the former two factors which reflect the problematic consequences of multitasking. Then the relations of multitasking preference, multitasking behavior and problematic consequences were discussed. The following laboratory experiment compared the instant influence of mindfulness meditation and music arousing as behavior interventions for multitaskers. The results indicated that both of the two interventions helped maintain positive affect and decrease stress level. Mindfulness meditation also increased arousal level and decreased frustration level, but music arousing could strengthen frustration. Personality, music preference and social media experience had impact on the intervention effects. From the perspective of the positive side of multitasking and human-computer interaction design, this study investigated the influence of information display, motion and gender in the scenario of multitasking interaction with a smartphone and wearable devices. The results showed that compared with showing information via a mobile application, showing information directly on the bracelet screen was superior in gratifying user needs and improving user experience, but showing information on a mobile application helped improve usefulness evaluation and acceptance for the smart bracelet without a screen. Besides, interacting with the smart watch while walking gratified user needs more and provided better user experience than while jogging. Gender differences were found to exist in focused experience and emotional experience, evaluation of ease of use and usefulness, evaluation sensitivity of the gratification of information acquisition. The present study takes full account of the diversity of multitasking behaviors, and makes innovative and targeted design in the research methodologies. The conclusions deepen the understanding of the formation of multitasking behaviors, and contribute to offering manufacturers suggestions and insights to design products in conformity with user habits and improve user experience for smart devices in multitasking scenarios.