{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","id":"ae053936-f6b1-488b-8973-bb2332d1be14","uuid":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","normalized_title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","isbns":["9787308182003"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":790,"navigation_url":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E6%8A%80%E6%9C%AF%E7%A0%94%E7%A9%B6","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/ae053936-f6b1-488b-8973-bb2332d1be14","page_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/page","search_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/search"},"page":{"printed_page":"182 / 271","pdf_page":295,"physical_index":295,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"f0f77a4387896ee2b2410e2c5c96b843422ac6535d9850cf9c97088b53d45677"},"chapter":"第12章 情感与经验方法","content":"我们已经建立了几个系统，试图创造情绪环体验，多少还是有些成果的。比如，eMote允许用户在手机之间发送文本信息，但除了文本外，信息还包含颜色与动画形象，这些内容存在于背景中，而背景是通过基于感官记录笔实现的情绪手势选择的。这些手势对应于我们的情绪体验，根据兴奋等级而反映出来—动作越多，就表示越兴奋。负面情绪可通过更密集的手势来表达，而正面情绪则表现为更松弛的动作或其他层面的情绪体验(见图12.2)。\n\n这些体验品质并非相互排斥的。我们做了一个典型的尝试，将这些体验品质相互结合，并置于计划情境的特定要求中，以达到我们的设计目标。实验的目标是将这些品质提升为典范或强概念(Höök and Löwgren,2012)，因为这项设计与整个设计团队都需要努力做出设计决策，在互动中实现这些品质。\n\n如何发现体验品质?\n\n开始设计之前，我们首先需要弄清楚我们想要实现的目标—这点尤为困难，因为并没有太多基于动作的应用(除了游戏外)可带给我们灵感。相反，我们也需要查看数字技术领域之外发生的各类活动。\n\n第12章 情感与经验方法\n\n有人曾提出过一个突破点，即从业已存在的(极端的、不同寻常的或特别有意思的)活动中提炼出设计品质，再将其转移到其他实践中。永布拉德和霍姆奎斯特(Ljungblad and Holmquist,2007)称这种方法为剧情转换。通过这\n\n182\n\n271","previous_page":294,"next_page":296}