随着生活节奏的加快和竞争压力的增大,青年群体面临的心理健康问题日益严重,因此,设计高效的数字化自我调节工具变得至关重要。生物反馈训练是帮助人们进行自我调节的有力技术,但从用户体验和训练效果来看,目前的生物反馈训练应用仍存在不足。首先,反馈形式主要以单一抽象的数字图表呈现,用户在使用时往往难以理解,并对其形成有效的控制;其次,交互形式较为单一,趣味性和沉浸感不强,用户无法维持注意力,缺乏长期使用的意愿。因此,本文探究如何通过游戏化的人机交互设计来改善生物反馈训练的效果,提升用户的动机,并总结出可被沿用和参考的设计策略。基于以上目标,本文结合心理工程范式和严肃游戏框架,提出了生物反馈训练游戏的设计策略,使用Unity3D设计开发了一款基于心率变异性分析的呼吸生物反馈游戏。通过对用户体验、系统可用性和心率变异性进行测试与评估,发现与传统的基于GUI的生物反馈训练系统相比,游戏化的生物反馈训练系统在不影响训练调节效果的前提下,使用户的专注度、沉浸感和动机等得到了提升。本文的主要工作和取得的成果如下:(1)在理论层面,本文基于严肃游戏理论和心理工程模型,提出了生物反馈训练游戏设计理论,从目标、交互、规则和反馈几个维度提出了具体的设计策略,对生物反馈训练游戏的设计起到直接的指导和参考作用。(2)在算法方面,使用心率变异性的时域分析方法,结合移动窗口分析法设计了计算短期心率变异性的算法。在实践应用中,通过PPG传感获取用户的心电数据,并根据此算法将计算得到的心率变异性映射在游戏机制内,为用户提供游戏化的生物反馈体验。(3)在游戏开发方面,基于MDA框架,在Unity3D平台开发了一款基于心率变异性分析的呼吸生物反馈训练游戏。提出了多元呼吸交互模式,并根据用户的心率变异性水平设计游戏机制,通过个性化的交互设计提升用户参与生物反馈训练的动机。采用混合研究的方法,使用KubioHRV对用户的心率变异性进行时域、频域和非线性分析,检验用户的训练效果。并借助游戏用户体验量表、系统可用性和用户体验量表进行评估,验证了系统的有效性。
As the pace of life and work accelerates, mental health issues among young people are becoming increasingly severe, which indicates that providing effective digital self-regulation tools is of urgent necessity. Biofeedback training is a powerful technique for stress management and relaxation training. However, current biofeedback training systems still lack users’ motivation as well as engagement in practicing due to abstract display and tedious tasks. On one hand, the feedback is usually presented by numbers or charts, which are often too abstract and difficult to understand, making it hard for users to gain effective control over their bio-signals. On the other hand, the interaction of these applications is relatively basic, lacking in engaging and immersive features, which makes it challenging for users to maintain their attention and interest, leading to reduced motivation for continued practice and long-term use. Therefore, this paper explored how to improve the effectiveness and user’s motivation of biofeedback training through gamified human-computer interaction design, and summarized valuable design strategies for future research. To fulfill the research objectives, this paper integrates the psychoengineering paradigm of biofeedback training with the elements of serious games. According to the design strategies, this paper developed a respiratory biofeedback serious game based on heart rate variability analysis. Through user experience evaluation, system usability test, and HRV analysis based on KubiosHRV, we found that compared to traditional GUI-based biofeedback training, the gamified system significantly improves user motivation, concentration, and immersion without compromising training effectiveness. The main work of this paper is as follows: (1) At the theoretical level, a design theory for biofeedback training games has been constructed based on serious game structure and psychoengineering models. Specific design principles and strategies have been proposed, providing direct guidance and reference for the design of biofeedback training games. (2) In terms of algorithms, an algorithm for computing short-term heart rate variability has been designed. The moving window analysis method is applied to the time domain analysis of heart rate variability, extracting information reflecting users‘ states of heart rate variability, and mapping it into the game mechanism to provide users with effective biofeedback. (3) In game development, a respiratory biofeedback training game based on heart rate variability analysis has been designed and developed on the Unity3D platform using the MDA framework. A multi-dimensional breathing interaction mode has been proposed, and two game difficulty levels have been suggested based on users‘ heart rate variability levels. We employed a mixed research method to verify the effectiveness of the system, which included conducting heart rate variability analysis using KubiosHRV, performing statistical analysis of various scales and a non-structure user interview.