A Study of How Design May Impact Flow Experience in Digital Art

碩士 === 國立中山大學 === 資訊管理學系研究所 === 101 === The rapid development of digital information technology has led interactive technology products to a revolutionary and innovational era. Multimedia and intermedium have nourishing digital art and bring out amazing possibilities. Therefore, “interactivity” has...

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Main Authors: TSE-MIN TSENG, 曾澤民
Other Authors: Feng-Yang Kuo
Format: Others
Language:zh-TW
Published: 2013
Online Access:http://ndltd.ncl.edu.tw/handle/74888499642642427476
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spelling ndltd-TW-101NSYS53960262015-10-13T22:40:48Z http://ndltd.ncl.edu.tw/handle/74888499642642427476 A Study of How Design May Impact Flow Experience in Digital Art 沉浸式經驗的數位藝術作品之設計要素 TSE-MIN TSENG 曾澤民 碩士 國立中山大學 資訊管理學系研究所 101 The rapid development of digital information technology has led interactive technology products to a revolutionary and innovational era. Multimedia and intermedium have nourishing digital art and bring out amazing possibilities. Therefore, “interactivity” has become one of the most important issues in digital art. In the meanwhile, artists have given the subjectivity and the interpretation of performing right to viewers which trigger several interactive forms. Flow experience has become the priority that artists long to bring to viewers when viewers walk through reality and virtual world. In sum, how to design an appropriate interactive mechanism to let viewers immerse in flow experience is the primary research field in this paper. In this research we implement field survey of customer insight research methodology, and record viewer’s behaviors and experiences in different exhibitions. The main survey field was「THE DELIGHT OF CHINESE CHARACTER FESTIVAL 2013」 in Pier-2 Art Center in Kaohsiung city. Except observing the viewers and exhibition, we also interview several artists, curators and viewers. We examine and analyze data collected from field survey according to Csikszentmihalyi’s flow theory and other solid theories. In the conclusion, we propose eight experience indicators of how to design appropriate interactive works and categorize the diversity between general art and digital art. However, there are seven indicators which are the key factors bringing viewers into flow experience. We suggest that in the phases of prototypes and testing, artists should examine whether their works meet the indicators criteria which bring viewers positive experiences. Feng-Yang Kuo 郭峰淵 2013 學位論文 ; thesis 123 zh-TW
collection NDLTD
language zh-TW
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sources NDLTD
description 碩士 === 國立中山大學 === 資訊管理學系研究所 === 101 === The rapid development of digital information technology has led interactive technology products to a revolutionary and innovational era. Multimedia and intermedium have nourishing digital art and bring out amazing possibilities. Therefore, “interactivity” has become one of the most important issues in digital art. In the meanwhile, artists have given the subjectivity and the interpretation of performing right to viewers which trigger several interactive forms. Flow experience has become the priority that artists long to bring to viewers when viewers walk through reality and virtual world. In sum, how to design an appropriate interactive mechanism to let viewers immerse in flow experience is the primary research field in this paper. In this research we implement field survey of customer insight research methodology, and record viewer’s behaviors and experiences in different exhibitions. The main survey field was「THE DELIGHT OF CHINESE CHARACTER FESTIVAL 2013」 in Pier-2 Art Center in Kaohsiung city. Except observing the viewers and exhibition, we also interview several artists, curators and viewers. We examine and analyze data collected from field survey according to Csikszentmihalyi’s flow theory and other solid theories. In the conclusion, we propose eight experience indicators of how to design appropriate interactive works and categorize the diversity between general art and digital art. However, there are seven indicators which are the key factors bringing viewers into flow experience. We suggest that in the phases of prototypes and testing, artists should examine whether their works meet the indicators criteria which bring viewers positive experiences.
author2 Feng-Yang Kuo
author_facet Feng-Yang Kuo
TSE-MIN TSENG
曾澤民
author TSE-MIN TSENG
曾澤民
spellingShingle TSE-MIN TSENG
曾澤民
A Study of How Design May Impact Flow Experience in Digital Art
author_sort TSE-MIN TSENG
title A Study of How Design May Impact Flow Experience in Digital Art
title_short A Study of How Design May Impact Flow Experience in Digital Art
title_full A Study of How Design May Impact Flow Experience in Digital Art
title_fullStr A Study of How Design May Impact Flow Experience in Digital Art
title_full_unstemmed A Study of How Design May Impact Flow Experience in Digital Art
title_sort study of how design may impact flow experience in digital art
publishDate 2013
url http://ndltd.ncl.edu.tw/handle/74888499642642427476
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