|
林郁棋 (2023)。台灣年輕人間爆紅的「小紅書」是什麼?免費課程任你上、人人都能當網紅賺錢…揭「中國版IG」7大特別之處。風傳媒。取自http://www/storm.mg/lifestyle/3443657 林展顏 (2023)。低專注世代:是什麼讓短影片成為趨勢?短影片的研究案例。Medium。取自https://medium.com/as-a-product-designer/%E4%BD%8E%E5%B0%88%E6%B3%A8%E4%B8%96%E4%BB%A3%E6%98%AF%E4%BB%80%E9%BA%BC%E8%AE%93%E7%9F%AD%E5%BD%B1%E7%89%87%E6%88%90%E7%82%BA%E8%B6%A8%E5%8B%A2-%E7%9F%AD%E5%BD%B1%E7%89%87%E7%9A%84%E6%A1%88%E4%BE%8B%E7%A0%94%E7%A9%B6-5ae6c94ad5df 陳建均 (2021)。TikTok讓Z世代愛不釋手!揭開背後的演算法秘密。數位時代。取自https://www.bnext.com.tw/article/66625/tiktok-algorithm 魯皓平 (2023)。令人成癮的魔力?專家:你應該戒掉短影音的6個關鍵原因。遠見雜誌。取自https://www.gvm.com.tw/article/106249 蔡軒澈 (2018)。你了解IG嗎?13-24歲的人為什麼、又如何使用IG?。天下雜誌。取自https://www.cw.com.tw/article/5087930?template=fashion 鄭麗玉 (2006)。認知心理學:理論與應用。臺北市:五南。 廖梓鈞 (2023)。 TikTok的挑戰風波與青少年的影響:演算法推送與使用者行為分析。新媒體研究期刊, 10(2), 45-60. 龍斯雲 (2000). 隨著網際網路技術演進,電腦的發展重點已經著重在人機介面上. 科技發展期刊, 12(3), 45-50. Tobey (2023)。2023 台灣最新網路使用報告!8 大數據亮點一次看。騰學廣告科技。取自https://www.tenmax.io/tw/archives/72881 Tommy Wan (2018)。Instagram改版爭議?回顧IG歷年演變史。LIFESTYLE。取自https://www.elle.com.hk/life/instagram-history 「短影音製作終極指南。」(2023)。FANSFEED。取自https://fansfeed.com.tw/article?id=586 「TikTok什麼時候成立的? TikTok的真實歷史。」 (2023)。Venturer。取自https://theventurer.co/zh/when-did-tiktok-come-out/ Andreina, V. (2023). Innovation in Short Video Platforms: Trends and Technological Advancements. Tech Insights Journal. Agarwal, R., & Karahanna, E. (2000). Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24(4), 665-694. https://doi.org/10.2307/3250951 Alexa, N. (2024). How AI Is Changing the Video Production Industry. 取自https://www.lemonlight.com/blog/how-ai-is-changing-the-video-production-industry/ Apple Human Interface Guidelines. (n.d.). human-interface-guidelines. 取自https://developer.apple.com/design/human-interface-guidelines/designing-for-ios Alexander, S. (2023). Analysis on TikTok's AI-driven recommendation system. 取自https://www.linkedin.com/pulse/ai-behind-tiktoks-addictive-algorithm-simple-alexander-stahl/ Anderson, M., & Jiang, J. (2018). Teens, Social Media & Technology 2018. Pew Research Center. 取自https://www.pewresearch.org/internet/2018/05/31/teens-social-media-technology-2018/ Bhatia-Lin, A., Boon-Dooley, A., Roberts, M. K., Pronai, C., Fisher, D., Parker, L., … Darnell, D. (2019). Ethical and Regulatory Considerations for Using Social Media Platforms to Locate and Track Research Participants. The American Journal of Bioethics, 19(6), 47–61. https://doi.org/10.1080/15265161.2019.1602176 Barnes, S. J., & Pressey, A. D. (2014). The Dark Side of Information Technology Use: Individuals, Organizations, and Social Consequences. Information Systems Journal, 24(3), 185-194. https://doi.org/10.1111/isj.12027 Barnes, S. J., Pressey, A. D., & Scornavacca, E. (2019). Mobile Ubiquity: Understanding the Relationship between Cognitive Absorption, Use Intensity, and Addiction. Computers in Human Behavior, 90, 246-258. https://doi.org/10.1016/j.chb.2018.09.013 Bandura, A. (1990). Social cognitive theory of mass communication. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research, 61-90. Lawrence Erlbaum Associates, Inc. http://cogweb.ucla.edu/crp/Media/Bandura_01.pdf Bretous , M. (2024). 6 Short-Form Video Trends Marketers Should Watch in 2024. 取自 https://blog.hubspot.com/marketing/short-form-video-trends Broadbent, D. E. (1958). Perception and Communication. Oxford, ENG:Pergamon Press. Calanthe, H., & Maria, L. (2024). The Impact of TikTok Usage on Mental Health. Journal of Social Media Studies, 14, https://doi.org/10.3389/fpsyg.2023.1127210 Claudiu, G., & Monica, L. (2023). Algorithmic Echo Chambers: The Role of Personalized Content in Shaping Beliefs. International Journal of Behavioral Sciences, 25(1), 69-70. https://doi.org/10.1093/ijnp/pyac032.096 Covington, P., Adams, J., & Sargin, E. (2016). Deep Neural Networks for YouTube Recommendations. Proceedings of the 10th ACM Conference on Recommender Systems (RecSys '16). ACM, 191-198. https://doi.org/10.1145/2959100.2959190 Cooper, A. (1999). The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity. Hudson, NJ:Sams - Pearson Education. Constantine, L. L., & Lockwood, L. A. D. (1999). Software for Use: A Practical Guide to the Models and Methods of Usage-Centered Design. Hudson, NJ:Addison-Wesley Professional. Eyal, N. (2014). Hooked: How to Build Habit-Forming Products. London, CF:Portfolio. Elizabeth, G. (2018). The Rise of Short Video Content: How Smartphones and High-Speed Internet Have Transformed Media Consumption. New Media Publishing. 取自https://www.streamingvalley.nl/the-rise-of-short-form-videos-changing-the-landscape-of-digital-content-consumption/ Fisk, A. D., Czaja, S. J., Rogers, W. A., Charness, N., & Sharit, J. (2004). Design for Older Adults: Principles and Creative Human Factors Approaches. Boca Raton, FL:CRC Press. Fogg, B. J. (2009). Persuasive Technology: Using Computers to Change What We Think and Do. Burlington, VT:Morgan Kaufmann. Goggin, G. (2014). Understanding Mobile Internet: The End of New Media? New Media & Society, 16(4), 571-577. https://doi.org/10.1177/1461444814543996 Herlocker, J. L., Konstan, J. A., Terveen, L. G., & Riedl, J. T. (2004). Evaluating collaborative filtering recommender systems. ACM Transactions on Information Systems (TOIS),22(1), 5-53. https://doi.org/10.1145/963770.963772 Hoffman, D. L., & Novak, T. P. (2009). Flow Online: Lessons Learned and Future Prospects. Journal of Interactive Marketing, 23(1), 23-34. https://doi.org/10.1016/j.intmar.2008.10.003 Hou, L., Xiong, J., Jiang, X., & Song, Y. (2019). The Impact of Cognitive Absorption on User Behavior in Social Media: A Case Study of TikTok. International Journal of Information Management, 46, 101-110. https://doi.org/10.1016/j.ijinfomgt.2018.11.015 Hassenzahl, M., Diefenbach, S., & Göritz, A. (2010). Needs, affect, and interactive products – Facets of user experience. Interacting with Computers, 22(5), 353-362.https://doi.org/10.1016/j.intcom.2010.04.002 Interaction Design Foundation. (n.d.). Mobile User Interface Design. 取自https://www.interaction-design.org/courses/mobile-ui-design-course James, W. (1890). The principles of psychology. Henry Holt and Company.http://dx.doi.org/10.1037/11059-000 Juntae, D. (2022). The Rise of Short Video Content: Factors Behind the Trend. Media and Technology Journal, 14(3), 56-67. Kaye, B. K. (2020). Journal of Social Media Studies. Social Media Research Institute.https://doi.org/10.1080/23808985.2023.2169953 Kamaruggin, N., & Sulaiman, S. (2018). Understanding Interface Design Principles and Elements Guidelines: A Content Analysis of Established Scholars. Proceedings of the Art and Design International Conference (AnDIC 2016) , 89-100.https://doi.org/10.1007/978-981-13-0487-3_11 Kahneman, D., & Tversky, A. (1979). Prospect theory: An analysis of decision under risk . Econometrica, 47(2), 263-291. https://doi.org/10.2307/1914185 Kim, C., Self, J. A., & Jieun, B. (2018). Understanding user emotions and satisfaction with interactive products. Journal of Usability Studies, 13(2), 95-110.DOI: 10.14569/IJACSA.2020.0110926 Lord, R. G., & Maher, K. J. (1990). Alternative Information-Processing Models and Their Implications for Theory, Research, and Practice. The Academy of Management Review,15(1), 9-28. https://doi.org/10.2307/258103 Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American Psychologist, 57(9), 705-717.https://doi.org/10.1037/0003-066X.57.9.705 Lidwell, W., Holden, K., & Butler, J. (2003). Universal Principles of Design. Beverly, MA:Rockport Publishers. Mims, C. (2019). TikTok's Addictive Secret: Understanding the App's AI-Driven Success. The Wall Street Journal. Retrieved from Mashdigi (2023). ByteDance's deployment of large natural language models and AI-driven consumer services. 取自 https://jobs.bytedance.com/en/position/7262545908008454458/detail McFarland, A. (2015). Designing Effective User Interfaces for Short Video Platforms: Usability and User Experience Considerations. Journal of Interactive Media Design, 7(1), 25-40. Norman, D. A. (2013). The Design of Everyday Things (Revised). New York, NY:Basic Books. OSR Journal of Business and Management. (2021). Analysis of User Interaction on Short Video Platforms. OSR Journal of Business and Management, 12(4), 78-92. Preece, J., Rogers, Y., & Sharp, H. (2017). Interaction Design: Beyond Human-Computer Interaction (4th ed.). Hoboken, NJ:John Wiley & Sons Inc. Preece, J., Rogers, Y., Sharp, H., Benyon, D., & Holland, S. (1994). Human-Computer Interaction. Boston, MS:Addison-Wesley. Resnick, P., & Varian, H. R. (1997). Recommender Systems. Communications of the ACM, 40(3), 56-58. Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257-285. https://doi.org/10.1207/s15516709cog1202_4 Sukamto, R. A., & Wibisono, S. S. (2020). User experience as an important part of user-centered product development. Journal of Usability Studies, 15(3), 120-132.DOI: 10.1109/ICSITech49800.2020.9392044 Smith, B. (2021). TikTok's Algorithm and Its Four Key Goals: User Value, Long-Term User Value, Creator Value, and Platform Value. Journal of Social Media Studies, 5(2), 123-135. Soegaard, M. (2023). Mobile User Interface Design: Principles and Practices. Interaction Design Foundation. Sharma, A. (2023). Comprehensive Guide to Creating Short Video Application Platforms. Tech Innovators Journal, 11(2), 45-59. Sharma, V. (n.d.). Comprehensive Guide to Creating Short Video Platforms. 取自https://ideausher.com/blog/how-to-make-a-short-video-app-platform/ Tajfel, H., & Turner, J. C. (1979). An integrative theory of intergroup conflict. In W. G. Austin & S. Worchel (Eds.), The social psychology of intergroup relations, 33-47.doi:10.4236/psych.2013.43A052 Visual Design in Material. (n.d.). Material Design. 取自https://m2.material.io/design/introduction Wenting , W., Younghwan, P., Sixue, W.,& Zhaoyang, D. (2022). RESEARCH ON SHORT FORMAT VIDEO APPLICATION DESIGN STRATEGY BASED ON USER EXPERIENCE AND EMOTION REGULATION. International Journal of Neuropsychopharmacology,25(1), 69-70. https://doi.org/10.1093/ijnp/pyac032.096 Wang, X. (2020). Understanding the Rise of TikTok: An Analysis of the Popular Short-Video App. Journal of Digital and Social Media Marketing, 8(3), 275-283. https://doi.org/10.1515/omgc-2022-0040 Wendel, S. (2013). Designing for Behavior Change: Applying Psychology and Behavioral Economics. Paris, KY:O'Reilly Media. Yao ,Q., Bahiyah , O.,& Alessandro ,M. (2022). The addiction behavior of short-form video app TikTok: The information quality and system quality perspective. Organizational Psychology, 13, https://doi.org/10.3389/fpsyg.2022.932805
|