Summary: | 碩士 === 長庚大學 === 工業設計學系 === 98 === This study investigates the cognitive and influenced actors that related with relieving pressure of office toys. Furthermore, we apply Galvanic Skin Response (GSR) to determine the emotional changing of physiology comparing with subjective judgment while users play office toys. We
designed two experiments including subjective judgment and physiology GSR determination to exam potential influenced factors.
In first experiment, the test results of cards sorting showed 30 students and 30 office works discriminating 110 office toys and appliances into two categories, one named “appearance of interaction and operation"that include operational group, educational group, bionic group and appreciate and enjoy group, and another names “ function and operation" that include science and technology group, daily appliances and office implements group. The result of factor analysis obtained four
cognitive factors, including leisure and entertainment factor, trend factor, vent factor and operation factor, of relieving pressure for stimuli. The test of correlation analysis shows significant positive correlation between
subjective assessment and product preferences on picture images of office toys with relieving pressure (r=0.864).
The second experiment of physiological GSR measurement shows products in operational group more easily aroused emotional responses under the standardization and statistical test of GSR data and subjective assessment reveal trending to positive emotional responses judging by
nine subjects. (1)Those dynamic operational products can easily stimulate higher emotion reaction, whereas the numerical value of subjective evaluation would more likely tend positive feelings. As such, toys with dynamic operational features can have aroused higher fluctuation of
emotional reaction.(2)As for static operational and intelligence enhancement toys, the GSR value of testers is found with being lowered emotion, while subjective evaluation is found to be positive, and these two types of toys can effectively transfer the attention of users to lower their emotion to that of positive reaction.
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