Abstract
The objective of this research was to categorize Internet users by identifying their cyber-rate (abilities and activities when browsing on the Internet) and use this categorization as a platform for exploring designers’ perception abilities and therefore improve information-design on the Internet. Comparing low and high ranking subjects might be a window for understanding the way kansei (Japanese for emotions, feelings, perception, etc.) acts in the brain. In the first stage, Internet users were interviewed about their abilities and categories were obtained. Based on the Protocol Analysis Method, subjects were asked to execute eight tasks on the Internet and were recorded on video. Retrieved data showed 78 actions from voice recording, and the importance of the words was statistically analyzed using Discriminatory and Multiple Regression Analysis. The resultant factors were named ‘evaluation-rate’, ‘privacy-rate’ and ‘amusement-rate’, which were assigned respectively to the ‘X, Y and Z’ axes of a 3D-viewer for dynamic observation and then related to user’s variables such as ‘gender’, ‘field of study’ and ‘Internet hours per day’. The hypothesis that these three factors can be measured with the eight tasks was proven and showed potential for use in information-design and Internet behavior studies. Further research will comprehend the development of a tool for measuring cyber-rates, based on the method applied in this study.
Citation
C Sanabria, J. (2004) Cyber-Rates: A Platform for Understanding Designer's Kansei., in Redmond, J., Durling, D. and de Bono, A (eds.), Futureground - DRS International Conference 2004, 17-21 November, Melbourne, Australia. https://dl.designresearchsociety.org/drs-conference-papers/drs2004/researchpapers/121
Cyber-Rates: A Platform for Understanding Designer's Kansei.
The objective of this research was to categorize Internet users by identifying their cyber-rate (abilities and activities when browsing on the Internet) and use this categorization as a platform for exploring designers’ perception abilities and therefore improve information-design on the Internet. Comparing low and high ranking subjects might be a window for understanding the way kansei (Japanese for emotions, feelings, perception, etc.) acts in the brain. In the first stage, Internet users were interviewed about their abilities and categories were obtained. Based on the Protocol Analysis Method, subjects were asked to execute eight tasks on the Internet and were recorded on video. Retrieved data showed 78 actions from voice recording, and the importance of the words was statistically analyzed using Discriminatory and Multiple Regression Analysis. The resultant factors were named ‘evaluation-rate’, ‘privacy-rate’ and ‘amusement-rate’, which were assigned respectively to the ‘X, Y and Z’ axes of a 3D-viewer for dynamic observation and then related to user’s variables such as ‘gender’, ‘field of study’ and ‘Internet hours per day’. The hypothesis that these three factors can be measured with the eight tasks was proven and showed potential for use in information-design and Internet behavior studies. Further research will comprehend the development of a tool for measuring cyber-rates, based on the method applied in this study.