Upload
voxuyen
View
214
Download
1
Embed Size (px)
Citation preview
A Study on the Increase of Intuitive Play in Web Site With Emphasis on the Internet Shopping Mall Design using Tactile User Experience
Seon-Young Hwang, Jong-Hwan Seo
Tongmyung University of Information Technology, Dept of Computer Graphics, 535 Yongdang-dong,
Busan, KOREA, [email protected], [email protected]
Abstract: Users of web sites receive a lot of experienced factors and interpret them through the web sites. The degree
of their satisfaction and increase as the web designers offers the more suitable and plentiful experienced factors. Thus,
the web designers should consider creating a lot of ways for increasing the user's satisfaction, in that the web sites are
not only used for the purpose of communicating information these days. Even some different fields have been
intensively studied on the importance of the stimuli of tactile sense; therefore, we can expect a great deal of effect if
we apply the same theory to the web sites. However, it is impossible to direct stimulation through the user's system, so
the study seeks to find the way, called Cross-Modal Transfer, to transmit the sensible transference from visual or
auditory sense to tactile sense. The study analyzes the user experiences for intuition and the existing research works
along with some cases and the theoretical background for increasing the play. The visibility and the Cross-Modal
Transfer are the direct process of the Tactile User Experience, so this Tactile User Experience enhances not only the
intuitive play but also communication between the designers and the users. We have firstly analyzed the factors of the
Tactile User Experience in the web sites, which were categorized into a sense of quality, weight, temperature, and
movement. We have, then, applied these factors to the Internet shopping mall after considering the effective and
strategic way of practical use.
Key words: Web Design, Tactile Interface, Intuitive Play, User Experience
1. Introduction
Web site designs are subdivided into various styles and actively processed experiments in terms of those
usability and user interfaces. These data of research indicate that web designers showed their focus on more user
centered and intuitive interface to users’ satisfaction. At this point of view, user experiences are much important
materials in the web site. Web site users could receive lots of experience factors, interpreting them on the sites.
Due to these results, users could increase their satisfaction and play. Furnishing user experience on the site can not
only give rise to such active action as researching information and buying products, but also increase interest and
play for users. Among these user experiences, "Tactile User Experience" can offer more intuition and more
information than any other sensory organ. There are various researches for transmission through tactile sense in
other fields such as virtual reality and tactile display. Therefore, it is realistically impossible to directly transmit
tactile sense to users in interface environments. The goal of this research is to try to analyze factors of Tactile
User Experience and to communicate between designers and users on the basis of intuitive play on the web.
Nowadays, users satisfy their expectations that the Internet and various forms of information help users get the
information. Emotion, expansion of stimulating the senses, and a few researches of increase of play, Tactile User
Experience worth of transmitting information is considered in web design.
Fig.1 Increase of Intuitive Play through Tactile User Experience
2. Methodology
The methodology of this research employs the following two research methods related to specific
characteristics of web site medium. The first, suggests possibilities to adoption from a case study in other fields to
web sites through Tactile User Experience. The second is adoption of the Tactile User Experience materials in the
Internet shopping mall after investigation. These methods of research are the two: correlation of intuition and
increase of play, and possibility to divide experience materials and importance of Tactile User Experience in play
increase. Internet shopping mall as an important way of commercial transaction offers convenience of time and
space for users since the advent of the new culture of shopping. However, there is no research about Tactile User
Experience and factors of play in shopping mall. By using the Tactile User Experience in the Internet shopping
mall, a possible expectation is a good condition to shop and interface design of effective Internet shopping mall.
3. Intuition and Play in Web Site
3.1. Intuition
Intuition is theoretically based on Experimental cognition and Reflective cognition. Experimental cognition is
the response that users recognize information and then assimilate without endeavor or time passing. The other side,
Reflective cognition is an inference of provisional results from stored information. This is the generalized
cognition and its process is so slow [2]. Because users can’t analyze or infer the means of each page and situation
to recognize contents of information and thoughts of designer, web sites stimulate the users’ Reflective cognition.
Intuition, Reflective cognition, needs experiences, and it is similar to unconscious action and instinctive
interaction daily life.
3.2. Experience for Intuition on the Web
1) Experience with Learning
Experience with learning is divided into accumulation, coordination, and reconstruction. The first,
accumulation is about the way of expanding information and learning new information. The second, coordination
means experiences from coordinating a knowledge structure. It is able to accomplish the experimental cognition
without any endeavor because of a continuous use of skill and practice. The third, reconstruction is necessary
learning to form the right conceptual structure. It means that reconstruction offers to help us form, investigation,
comparison, unification, and reflection as the adequate tool [2]. Therefore, among the experiences with learning,
experiences of accumulation, and coordination are part of the intuition when users feel it on the web site.
2) Experience with Situated Identification
Situated identification means that users feel the same experiences between the real life and on the web site.
Because situation in situated identification functions as an important role, users could be active participants.
Accordingly, web designers apply experience factors, and design the web site in the diverse ways to achieve a
variety of experiences by participating into the web site.
3) Experience with Interaction
Unlike printing media, web sites can transmit various experiences through interaction and have much advantage
of the additional material such as flow or change of time. In other words, users have lots of experience on the
basis of time passing, degrees of participation, and situational conditions. Through all these processes of
interaction, user experiences of proper and creative reorganization can be transmitted to users.
Fig.2 Experience with Interaction on the Web Site
3.3. Increase of Play
Users on the web have play which is consists of entertaining factors on the site to increase loyalty and relativity
on the sites. Moreover the elements of users’ play pursue two values: convenience or usability and a sense of play
of pleasure or amusement. These play show when users feel the most exciting experience on the web sites. To feel
continuously the most exciting experience, users affect the environment on the basis of the attention. The
environment initiates both interactions between circumstances and senses stimuli [2,3]. Users feel the play while
users participate and identify through individual experiences based on their story and life. In conclusion, attention
and continuous senses stimuli reach users to the most excited experience. At this time, increase of play occurred.
Fig.3 The Increase Process of Intuitive Play in Web Site
According to one of these researches, the worth of play factor, an important factor on the web, is distinguished
apparently from a worth of information transmission. Moreover, play factors offer to users’ play on the web site to
promote a consumption of products and services, and to recognize the subject of consumption or the place of
consumption in itself. When the analyzed play of visual, auditory, and situation appropriately adopt a web site,
users can approach naturally to the web site. Users surf pleasantly the web site not only to get information, but
also to consume goods through these play factors.
3.4. Discovery
The play on the web site occurs when users reach the most exciting experience through continuous sense
stimuli and concentration on background of user experience. Previous researches on sense stimuli only focused on
mostly visual and auditory senses, not on tactile senses. Therefore, through the tactile stimuli, one of the senses,
increase of the user play with interaction is expected.
4. Tactile User Experience on the Web site
4.1. Tactile User Experience
The terms of Tactile User Experience refers to a tactile sense or a similar sense that medium users feel
temperature, quality of objects, and even pain. Tactile sense goes before eyes and nose, so it is more intuitive and
primitive sense than any other human sense. Unlike visual and auditory experiences, the characteristics of tactile
experience can induce medium users to participate more active by a sense of touch. It can offer real and new
experiences formed. Tactile sense includes direct and indirect tactile senses. Direct tactile sense involves humans’
direct touch on objects; indirect tactile sense involves a similarity of sense without direct touch.
4.2. Related Case Study
The research about Tactile User Experience obtains lots of results in various fields. One of them is human
sensibility ergonomics. It is used by the tactile sense for confronting in reserve, richness, safety of highly
complicated, developed products, and its operation. Also psychology, management of products, human interface,
and industrial design are applied to the tactile sense. Especially the field of Virtual Reality, Haptic Display, and
Haptic Sensor is used to tactile sense in various ways [1]. These researches allow users to communicate freely for
creating the reality world using tactile sense.
4.3. Visibility and Cross-Modal Transfer
Users on the web are aware of their pushing and rotating the button to their visible form. Accordingly,
converting the tactile factors into visible ones, users have the various Tactile User Experiences through the
interaction for using the factors that users can know immediately and definitely Tactile User Experience. Users at
the first sense on object by five senses, and then they reconstruct object information, which is called the Cross-
Modal Matching or Cross-Modal Transfer. It is an ability of interpreting sensory information from different senses
as identified information. Users are hard to directly on the basis of tactile experience, only to listen to speakers or
to watch monitors. Recognition of objects through visual or auditory sense can transmit tactile sense. Tactile User
Experience on the web site come from function of Cross-Modal Transfer, so the GUI and sounds effect are based
on indirect experience through efficient design of none tactile materials.
Fig.4 The process of Tactile Experience with Cross-Modal Transfer on the Web Site
4.4. Classified Factors of Tactile User Experience
1) Factors of Visibility in Tactile Stimuli
Among the factors of tactile experience, visible factors are divided into color, form, image, and pattern. These
factors stimulate users’ tactile senses through various expressions of visible factors.
2) Factors of Invisibility in Tactile Stimuli
Tactile User Experiences are segmented into quality, weight, temperature, and movement sense. The case study
is about various experimental transmission and their applications. Quality sense is a feeling of characteristics from
object's quality. Weight sense is worthy, how heavy the object looks or how much important. Temperature sense
is a feeling of temperature. Movement sense is activity or shaking of objects. These categories are sense of feeling
to block visual, auditory sense, and then we find simultaneously stimulus of invisible factors.
4.5. Discovery
To adopt the Tactile User Experience on the web site through the research of tactile sense in other filed, we
research increase of intuitive play through tactile stimuli. That is based on the tactile experience in Cross-model
Transfer and visual expressing of invisible factors. This study excludes case study of visible factors in tactile
sense.
5. The case study - The Internet shopping mall
5.1. Example of Application in Factors of Tactile User Experience
We recommend creative idea of using four Tactile User Experience factors such as quality, weight, temperature,
and movement on the web site.
1) Quality Sense
Quality Sense is the feeling coming from the quality of the materials. These feelings, such as softness, hardness,
freshness, and wearing, are expressed by change of the quality of the materials, fumble of form, tearing. For
example, if these quality elements are put into a button, we can change it into a worn one by finger push to
express its frequent use. Take another example, we experience not only real paper quality like a shopping catalog,
but feeling when we turn in a page, feeling of finger-marked page. These quality factors change on a repetitive
acting and a flow of time, and offered the different Tactile User Experience factors to users.
Fig.5 Examples of Quality Sense Application in the Internet Shopping Mall
2) Weight Sense
Weight Sense is the degree of weight or worthy. To have viewers feel heavy, light, many or few contents, and
thick, we use the resistance, change the size, fill up the objects, and sink the cover, disparity of the curving cover
and the height. For instance, loading the data and expressing the shopping mall cart, we expressed differently by
that sink the cover due to its quantities. Another example, as dragging a purchasing item with mouse, we are
aware intuitionally of object's worthy and importance as to express feeling of dragging differently without
opening or by that. Users recognize the circumstances with them.
Fig.6 Examples of Weight Sense Application in the Internet Shopping Mall
3) Temperature Sense
Heat Sense is a feeling of temperature. To have the users feel hot, cool, and high or low on basis of passing
time, we use the change of color and the form of heat generation. For example, according to the number of
visiting hits or purchase popularity, we express the effects that icon gets the fire or cooling when mouse rolls over
the objects. Users are easily aware of the purchasing degree rather using the activation than a quantitative
expressing of some numerical value, a purchasing popularity, or the value of visitors. Another example, when
users keep contact on the any site or web page, we express the radiating effects on monitor factors. In this way, we
transmit the temperature sense to users without numerically appearing the how it takes. Therefore, these monitor
elements prevent users from going on an indiscreet shopping spree.
Fig.7 Examples of Heat Sense Application in the Internet Shopping Mall
4) Movement Sense
Movement sense means a feeling of moving objects. Movement sense is utilized the mouse pointer, shaking the
browser, and bumping to express the consciousness, delight, surprise, and attention. On the Internet shopping mall,
when users roll over the goods that are bought or interested before, we transmit the delight and affection with the
shaking effects. Through these effects, users are easily aware of purchasing and interested goods before. Another
example, when users make an error or mistake of clicking in a member registration or a credit card number, we
transmit definitely the attention and consciousness with effects of throwing down the tools.
Fig.8 Examples of Motion Sense Application in the Internet Shopping Mall
The table below shows the Tactile User Experience factors.
Table1. Tactile User Experience in the Internet Shopping Mall
Factors What How Where Case
Quality Sense
Softness
Hardness
Newness
Wearing
Change of quality
Fumble
Tearing
Button
Background
Change of quality on the basis of visitation
Catalog
Weight Sense
Heavy
Light
Contents
Worthy
Change of size
Sink the cover
Resistance
Loading
Shopping-
Cart
Folder
Change of the cover when data load
Dragging
Temperature Sense Hot
Cool
Change of color
Radiation
Link
Button
Purchase-
window
Change of mouse arrow
Radiation of window
Movement Sense
Consciousness
Attention
Surprise
Delight
Shaking
Bumping
Mouse-
arrow
Error -
window
Shake the mouse arrow
Hit the window
5.2. Discovery and Discussion
Users expect the increase of play through the application of Tactile User Experience factors in the Internet
shopping mall with the most excited experience among various situations. This increase of play stimulates
consumption in Internet shopping mall, and expect both new experience and effect of revisiting. By designing the
tactile factors with consumer active model, web site offer various, fluent stimulus of senses to users who use the
Internet shopping mall.
Thus, the play on the web site expands its meaning, not only through the stimulus of visual and auditory sense,
but also user experience through the stimulus of tactile sense. However, in an easy application of Tactile User
Experience factors, we research and discuss continuously about Internet shopping mall and other web sites
designed for various purposes.
6. The Experiment of User Response
6.1. Purpose
This experiment has three purposes. First, we research the real sense through the model web sites using Tactile
User Experience and then analyze emotional images in a qualitative method. Second, we cross-examine between
the situation of user’s cognition and the situation of designer’s intention. Third, we analyze the increase of play as
user’s satisfactions through the model Internet shopping mall.
6.2. Hypothesis and Process of Experiment
1) Hypothesis
This experiment is about user’s response in Internet shopping mall using Tactile User Experience factors. So the
hypothesis is that the web site using Tactile User Experience enhances the user’s satisfaction and transfers more
intuitive information.
2) Design of the Model Web Sites
This study designed the model web site focused on the movement sense and temperature sense among the
factors of Tactile User Experience.
First model web site (M1) using the factor of movement offers the mouse pointer that embodies the different
movement at each menu and offers the Tactile Interface based on the number of user’s participation and relation
grades.
Fig.9 The Model Web Site (M1) using the Factor of Movement Sense
Second model web site (M2) embodied that the tool hits immediately as user’s errors and offers the intuitive
consciousness and attention.
Fig.10 The Model Web Site (M2) using the Factor of Movement Sense
Third model web site (M3) is designed to the changeable mouse pointer and grades of heat generation in
surroundings as user’s participative grades and active grades of communities in online shopping mall using the
factor of temperature. This offers the intuitive circumstantial cognition as the change of color and generation of
heat.
Fig.11 The Model Web Site (M3) using the Factor of Temperature Sense
3) Method of Experiment
The users, 10 people, who use the Internet very often (a using period of Internet: over 1 year, using Time: over
3 hours a day) participated in the experiment and they used the each model web sites freely and then we had the
intensive interview with them and had them answer some questionnaires. The results are based on the analysis of
the user responses.
7. Result Analysis
7.1. Analysis of User Emotion
First of all, we suggested that the users could choice an adjective among the 16 adjectives feeling the emotion
after use the web site. The results are ‘amusing’ 23.0%, ‘surprising’ 23.0% in M1, ‘surprising’ 30.8%, ‘absurd’
26.9% in M2, ‘amusing’ 34.6%, ‘lively’ 23.0% in M3. It means that the web site using Tactile User Experience
factors transmits information to users through more intuitive attention as causing the emotion like ‘amusing’,
‘surprising’, ‘absurd’, or ‘lively’.
7.2. Analysis of Transmission Senses
We analyzed what kind of sense Tactile User Experience factors stimulate. Among the senses, the response has
shown evenly tactile sense as well as visual and auditory sense which stimuli directly. Especially the users using
the model web site feel the visual + tactile (10%), auditory + tactile (10%), and visual + auditory + tactile (50%).
The transmission of information records up to 70% through Cross-Modal Transfer, from visual and auditory sense
to tactile sense.
Fig.12 The Response of Senses in Model Web Sites
7.3. Analysis of Suitability of Information Transmission in Circumstantial Cognition
This table below resulted from a comparative analysis between circumstances of user’s cognition in the web
site and circumstances of designer’s intention.
Table2. Results in Suitability of Information Transmission in Circumstantial Cognition
Excellent Very Good Good Not Good Bad
M1 30 60 0 10 0
M2 50 30 10 10 0
M3 50 20 30 0 0
Total (%) 43.3 36.6 13.3 6.6 0
The numerical value of response, which is ‘Very Good’ or more to information and circumstantial cognition in
model web sites, is 79.9%, and this result means that Tactile User Experience factor is able to help to design more
intuitive interface in the aspect of efficiency.
7.4. Analysis of a Degree of Satisfaction as Experiences
This result is analysis about users’ positive emotion and feeling when they make use of the web site using
Tactile User Experience factors.
Table3. Results in a Degree of Satisfaction as Experiences
Excellent Very Good Good Not Good Bad
M1 20 60 10 10 0
M2 20 60 10 10 0
M3 50 30 10 10 0
Total (%) 30.0 50.0 10.0 10.0 0
The number of users who feel positive emotion after using the model web site is up to about 80%. Therefore,
Tactile User Experience factors affect positively to the users’ experience and increase users’ satisfaction.
8. Conclusions and Further Research
We’ve defined the meaning of user experience and covered the result of other research and then analyzed
Tactile User Experience and its characteristics. As applying these Tactile User Experiences to the Internet
shopping mall, we’ve tried to lay groundwork for the basic research on intuitive play increase in web sites. The
result is that intuition needs the experience through Experimental cognition and Reflective cognition, and the
experience is categorized into such as Learning, Situated identification, and Interaction.
The increase of play through Tactile User Experiences on the web sites stands on the basis of experiences and
Cross-Modal Transfer. The application of these Tactile User Experience factors helps users’ increase the intuitive
play, effective information transmission, and improvement of skillful communication. In the future, improving the
input and output of devices, we expect the research about not the tactile experience with Cross-Modal Transfer but
direct tactile experiences. Nevertheless, without the expensive equipment or special change of interface, we
definitely expect effective results through possessed equipment and environment offering these tactile experiences.
Continuously, the research, users’ responses in web sites using Tactile User Experience factors, is
First, it brings about the intuitive emotion and is able to transfer experiences through Cross-Modal Transfer.
Second, it helps the effective transmission of information through the intuitive interface.
Last, it transfers positive experiences to users and increase play as increasing the satisfaction.
Consequently, we will research other factors like quality and weight sense of Tactile User Experience and other
fields of web sites as well as Internet shopping mall.
References
1. Nagasima Seiichi: 觸角 media, impress, 139-155(1999).
2. Donald A. Norman : Things that makes us smart, HakJiSa, 46-61(1998).
3. Robert L. Solso : Cognition & the Visual Art, Sigma Press, 79-85, 169(2000).
4. E. Bruce Goldstein : Sensation & Perception, Sigma Press, 471-479(2000).
5. Donald A. Norman : Design & Human Cognition, HakJiSa, 129-131, (1996).
6. Shneiderman : Designing the User Interface, Addison-Wesley, 14-18(1998).
7. Hong, Hee-young: Cross madal Transfer in Infancy : Transfer from Touch to Vision, Yonsei University(1985) .