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一個認知心理學家的探索旅程:
從認知到設計,從學界到業界

                  中央研究院民族學研究所
                         專題演講




                          蔡志浩
這是刪節過的版本,與現場
使用的投影片不完全相同。       悠識數位使用者經驗顧問
                台灣使用者經驗設計協會理事長
facebook.com/chtsai
                              https://www.facebook.com/chtsai/info


2012-11-07                                                       2
The Others ( 神鬼第六感 ) (2001)


2012-11-07                             3
Then



2012-11-07          4
2001-05-31
                    http://www.sinica.edu.tw/as/weekly/90/822/index.html


2012-11-07                                                             5
2001-06-07

2012-11-07                6
2012-11-07   7
Li
              lo al                  ng
            ho ion
                gy                      u   is
          yc at

                       Cognitive               t   ic
        Ps uc



                      Psychology                      s
          Ed




                        Clinical
                      Psychology

            H
      En Fa um        Psychology
                                           en al
        gi cto an                            ce
                                       llig ci
                      of Reading
                                     te ifi

          ne r
                                   In Art


            er s
              in
                 g



2012-11-07                                                8
Cognitive psychology is strong in
           theory verification
             (but weak in theory construction)




2012-11-07                                       9
Human factors is strong in
     connecting design and cognition
        (but constrained by experimentation)




2012-11-07                                     10
Linguistics is strong in
             separating form from function
             (as well as in deductive reasoning)




2012-11-07                                         11
Artificial intelligence is strong in
              theory construction
 (and verificatrion through implementation)




2012-11-07                                   12
Now



2012-11-07         13
Research                Design

                User Experience

                A person's internal states
                and behavioral responses
                that result from the use of
                a product, system or
                service.
             http://images.cdn.fotopedia.com/flickr-5958585066-original.jpg


2012-11-07                                                               14
2012-11-07   15
Education     Research     Service

     Public     Needs      Business
    Courses    Discovery   Consulting

    Internal   Prototype   Community
    Training    Design      Lectures




2012-11-07                              16
台灣使用者經驗設計協會


2012-11-07                 17
2012-11-07   18
A Framework



2012-11-07                 19
Wide Context (Goal of Interaction)




             User Experience

                 Narrow Context (Interaction)


2012-11-07                                         20
WALL·E (2008)


2012-11-07              21
Wide Context (Goal of Interaction)

                                     Cognition



                                                                 Human-
             Service
                                                               Computer
             Encounter
                                                              Interaction




                            Narrow Context (Interaction)


2012-11-07                                                                  22
Attention
                                                            Resource


                                                            Long-term
                                                             Memory

                     Selection
                                                             Working
                                                             Memory
       Sensation                 Perception                                            Response                   Response
                                                                                       Selection                  Execution


                                                         Environment
                                                          (Feedback)


  Wickens, C. D., & Hollands, J. G. (2000). Engineering psychology and human performance (3rd ed.). Upper Saddle River, NJ: Prentice-Hall.


2012-11-07                                                                                                                              23
Data Structures + Algorithms
      = Running Programs

      Representations + Processes
      = Thinking

2012-11-07                           24
Processes
   Sensation, Perception,
Attention, Learning, Memory,
                                                                                  Organization,
 Categorization, Language,       Speech                         Functional     Processes, Logistics,
Reasoning, Problem Solving,
                                                                elements       Personnel Selection,
Judgment, Decision Making,                                                      Education, Training
          Creativity                                Use




                                              Experience
   Representations                                                                  Platforms,
                               Non-verbal
Episodic Memory, Procedural                                                    Frameworks, Systems,
                                behavior                      Nonfunctional
    Memory, Concepts,                                                           Devices, Hardware,
                                                                elements
  Propositions, Schemas,                                                             Software
  Scripts, Mental Imagery,
  Language, Logic, Rules,
       Mental Models

 Invisible (Cognition)         Visible (Behavior)         Visible (Frontend)    Invisible (Backend)
                    User/Customer                                      Product/System



2012-11-07                                                                                        25
Observation
     Observation
                   Visible                        Insight
                                                   Insight   Needs
                                                              Needs
                                 Interaction


                             Functional Context


Invisible                      Social Context


                              Cultural Context




2012-11-07                                                       26
Current Experience =
  f ( Input, Activated Past Experience )



2012-11-07                                 27
2012-11-07   28
Insight =
             Computed Empathy



2012-11-07                      29
Gestalt Law of Similarity

2012-11-07                               30
Sensory Feedback and Mental Model
                                http://www.businessweekly.com.tw/blog/article.php?id=1545


2012-11-07                                                                             31
穿
       著
       頻
       率




             你衣櫃裡所有的衣服依穿著頻率由高至低排列
                Zipfian Distribution
                                 http://en.wikipedia.org/wiki/The_Long_Tail


2012-11-07                                                               32
Wide Context

2012-11-07                  33
On Intersubjectivity



2012-11-07                          34
團隊形成( 1 小時)   團隊成員背景的多樣性越高,越有助於洞察力的磨練。


實地觀察( 2 小時)   進入真實場域觀察,以環境中的人的行為為主。


現象彙整( 2 小時)   彙整觀察結果,並確認客觀性與現象的穩定性。


分析練習( 2 小時)   超越表層現象探索深層結構,蓄積思考動能。


證據歸納( 3 小時)   將現象歸納為五至十個類別。


需求推導( 2 小時)   根據歸納的結果推導出使用者需求並提出解決方案。




2012-11-07                               35
Wide Context (Goal of Interaction)




        User Experience Design

                Narrow Context (Interaction)


2012-11-07                                        36
(As State Space Search)




2012-11-07                             37
User
             (State A)




             Context



2012-11-07               38
User       Product
             (State B)




                   Context



2012-11-07                         39
User
             (State C)




             Context



2012-11-07               40
http://en.wikipedia.org/wiki/File:Spandrel.jpg


2012-11-07                                               41
2012-11-07   42
http://www.cw.com.tw/article/article.action?id=5041859


2012-11-07                                                       43
http://www.cw.com.tw/article/article.action?id=5041859


2012-11-07                                                       44
Wide Context (Goal of Interaction)




             Value / Utility

                Narrow Context (Interaction)


2012-11-07                                        45
Value =
   f ( Service, Change of Experience )



2012-11-07                               46
Wide Context (Goal of Interaction)




             鬍鬚張解決了什麼問題?
                 Narrow Context (Interaction)


2012-11-07                                         47
2012-11-07   48
Wide Context (Goal of Interaction)


             顧客還可以在鬍鬚張
              解決哪些問題?



                Narrow Context (Interaction)


2012-11-07                                        49
2012-11-07   50
Wide Context (Goal of Interaction)




             星巴克解決了什麼問題?
                 Narrow Context (Interaction)


2012-11-07                                         51
2012-11-07   52
Wide Context (Goal of Interaction)


             顧客還可以在星巴克
              解決哪些問題?



                Narrow Context (Interaction)


2012-11-07                                        53
2012-11-07   54
Wide Context (Goal of Interaction)




  User Experience Research

                Narrow Context (Interaction)


2012-11-07                                        55
層次              科學推理能力

策略能力            知道如何使用某種研究方法
Strategic       ※ 驗證( Justification )

                知道什麼問題應該用什麼方法研
後設策略能力
                究
Metastrategic
                ※ 驗證( Justification )

後設認知能力          知道知識從哪裡來
Metacognitive   ※ 發現( Discovery )
2012-11-07                              56
The whole is
              more than the
             sum of its parts




2012-11-07                      57
taiwan.chtsai.org
                                 http://taiwan.chtsai.org/


2012-11-07                                              58

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The Adventure of a Cognitive Psychologist: From Cognition to Design, From Academic to Industry

  • 1. 一個認知心理學家的探索旅程: 從認知到設計,從學界到業界 中央研究院民族學研究所 專題演講 蔡志浩 這是刪節過的版本,與現場 使用的投影片不完全相同。 悠識數位使用者經驗顧問 台灣使用者經驗設計協會理事長
  • 2. facebook.com/chtsai https://www.facebook.com/chtsai/info 2012-11-07 2
  • 3. The Others ( 神鬼第六感 ) (2001) 2012-11-07 3
  • 5. 2001-05-31 http://www.sinica.edu.tw/as/weekly/90/822/index.html 2012-11-07 5
  • 8. Li lo al ng ho ion gy u is yc at Cognitive t ic Ps uc Psychology s Ed Clinical Psychology H En Fa um Psychology en al gi cto an ce llig ci of Reading te ifi ne r In Art er s in g 2012-11-07 8
  • 9. Cognitive psychology is strong in theory verification (but weak in theory construction) 2012-11-07 9
  • 10. Human factors is strong in connecting design and cognition (but constrained by experimentation) 2012-11-07 10
  • 11. Linguistics is strong in separating form from function (as well as in deductive reasoning) 2012-11-07 11
  • 12. Artificial intelligence is strong in theory construction (and verificatrion through implementation) 2012-11-07 12
  • 14. Research Design User Experience A person's internal states and behavioral responses that result from the use of a product, system or service. http://images.cdn.fotopedia.com/flickr-5958585066-original.jpg 2012-11-07 14
  • 16. Education Research Service Public Needs Business Courses Discovery Consulting Internal Prototype Community Training Design Lectures 2012-11-07 16
  • 20. Wide Context (Goal of Interaction) User Experience Narrow Context (Interaction) 2012-11-07 20
  • 22. Wide Context (Goal of Interaction) Cognition Human- Service Computer Encounter Interaction Narrow Context (Interaction) 2012-11-07 22
  • 23. Attention Resource Long-term Memory Selection Working Memory Sensation Perception Response Response Selection Execution Environment (Feedback) Wickens, C. D., & Hollands, J. G. (2000). Engineering psychology and human performance (3rd ed.). Upper Saddle River, NJ: Prentice-Hall. 2012-11-07 23
  • 24. Data Structures + Algorithms = Running Programs Representations + Processes = Thinking 2012-11-07 24
  • 25. Processes Sensation, Perception, Attention, Learning, Memory, Organization, Categorization, Language, Speech Functional Processes, Logistics, Reasoning, Problem Solving, elements Personnel Selection, Judgment, Decision Making, Education, Training Creativity Use Experience Representations Platforms, Non-verbal Episodic Memory, Procedural Frameworks, Systems, behavior Nonfunctional Memory, Concepts, Devices, Hardware, elements Propositions, Schemas, Software Scripts, Mental Imagery, Language, Logic, Rules, Mental Models Invisible (Cognition) Visible (Behavior) Visible (Frontend) Invisible (Backend) User/Customer Product/System 2012-11-07 25
  • 26. Observation Observation Visible Insight Insight Needs Needs Interaction Functional Context Invisible Social Context Cultural Context 2012-11-07 26
  • 27. Current Experience = f ( Input, Activated Past Experience ) 2012-11-07 27
  • 29. Insight = Computed Empathy 2012-11-07 29
  • 30. Gestalt Law of Similarity 2012-11-07 30
  • 31. Sensory Feedback and Mental Model http://www.businessweekly.com.tw/blog/article.php?id=1545 2012-11-07 31
  • 32. 穿 著 頻 率 你衣櫃裡所有的衣服依穿著頻率由高至低排列 Zipfian Distribution http://en.wikipedia.org/wiki/The_Long_Tail 2012-11-07 32
  • 35. 團隊形成( 1 小時) 團隊成員背景的多樣性越高,越有助於洞察力的磨練。 實地觀察( 2 小時) 進入真實場域觀察,以環境中的人的行為為主。 現象彙整( 2 小時) 彙整觀察結果,並確認客觀性與現象的穩定性。 分析練習( 2 小時) 超越表層現象探索深層結構,蓄積思考動能。 證據歸納( 3 小時) 將現象歸納為五至十個類別。 需求推導( 2 小時) 根據歸納的結果推導出使用者需求並提出解決方案。 2012-11-07 35
  • 36. Wide Context (Goal of Interaction) User Experience Design Narrow Context (Interaction) 2012-11-07 36
  • 37. (As State Space Search) 2012-11-07 37
  • 38. User (State A) Context 2012-11-07 38
  • 39. User Product (State B) Context 2012-11-07 39
  • 40. User (State C) Context 2012-11-07 40
  • 45. Wide Context (Goal of Interaction) Value / Utility Narrow Context (Interaction) 2012-11-07 45
  • 46. Value = f ( Service, Change of Experience ) 2012-11-07 46
  • 47. Wide Context (Goal of Interaction) 鬍鬚張解決了什麼問題? Narrow Context (Interaction) 2012-11-07 47
  • 49. Wide Context (Goal of Interaction) 顧客還可以在鬍鬚張 解決哪些問題? Narrow Context (Interaction) 2012-11-07 49
  • 51. Wide Context (Goal of Interaction) 星巴克解決了什麼問題? Narrow Context (Interaction) 2012-11-07 51
  • 53. Wide Context (Goal of Interaction) 顧客還可以在星巴克 解決哪些問題? Narrow Context (Interaction) 2012-11-07 53
  • 55. Wide Context (Goal of Interaction) User Experience Research Narrow Context (Interaction) 2012-11-07 55
  • 56. 層次 科學推理能力 策略能力 知道如何使用某種研究方法 Strategic ※ 驗證( Justification ) 知道什麼問題應該用什麼方法研 後設策略能力 究 Metastrategic ※ 驗證( Justification ) 後設認知能力 知道知識從哪裡來 Metacognitive ※ 發現( Discovery ) 2012-11-07 56
  • 57. The whole is more than the sum of its parts 2012-11-07 57
  • 58. taiwan.chtsai.org http://taiwan.chtsai.org/ 2012-11-07 58