INTERVENERS’ EXPERIENCE ANALYSIS IN AMBIENT MEDIA DESIGN 

Yung Chin Tsao

Professor, The Graduate Institute of Design Science,

Tatung University, Taiwan, R.O.C.

This email address is being protected from spambots. You need JavaScript enabled to view it.

Jing Jing Wang

The Graduate Institute of Design Science,

Tatung University, Taipei 104, Taiwan.

Department of Engineering and Art,

Beijing Union University, Beijing 100101, P.R. China

This email address is being protected from spambots. You need JavaScript enabled to view it.

Abstract

Ambient media design methods emphasize the relationship between design and the surrounding environment. Users of ambient media design can be divided into two categories-viewers and interveners. The purpose of the study is to explore the experience of the interveners in different ambient media designs. First, 16 cases of ambient media design were collected and the interaction modes of the interveners were analyzed. Then experimenters were selected to rate the similarity of the above design samples. The average scores were analyzed with the cluster analysis method and two groups were obtain "Ambient media design requires interveners’ operant behavior to produce interactive effects" (G1) and "Ambient media design requires interveners’ reluctant behavior to produce interactive effects" (G2). Next, 6 pairs of contradictory autonomy describing emotion and experience were pick out to test on the subjects, the contradictory antonym were evaluated and analyzed by principal component analysis to explore the constituent factors of the interveners’ feelings. Finally, based on the subsidiary concept of the interaction of ambient media, the corresponding 

design method could be acquired and the ambient media cases were used as the examples of testing. The results showed that The ambient media design cases of "Ambient media design requires interveners’ Autonomous behavior to produce interactive effects"(G1-1) brings surprise and concise feelings to the intervention. and "Ambient media design requires interveners’ instinctive behavior to produce interactive effects" (G1-2) makes the interveners feel surprised but more complicated compared to the former. The ambient media design cases of "Ambient media design requires interveners’ reluctant behavior to produce interactive effects" (G2) will make some interveners feel boring. Studying the interveners experiences and characteristics of design techniques of ambient media designs in the above categories can provide designers with a basis for finding such ideas, and enhance the richness, interest and value of the design.

Keywords: ambient media, interveners’ experience, interactive, design image

 

Attachments:
Download this file (1159 Final.pdf)1159 Final.pdf[ ]879 kB