研究生: |
張家慈 Chia-Tzu Chang |
---|---|
論文名稱: |
行動賣場介面上架提示模式與使用者經驗之研究 A Study on the Interface Tooltip Mode and User Experience for Mobile Online Store Shelves |
指導教授: |
陳建雄
Chien-Hsiung Chen |
口試委員: |
宋同正
Tung-Jung Sung 吳志富 Chih-Fu Wu |
學位類別: |
碩士 Master |
系所名稱: |
設計學院 - 設計系 Department of Design |
論文出版年: | 2019 |
畢業學年度: | 107 |
語文別: | 中文 |
論文頁數: | 150 |
中文關鍵詞: | 行動電子商務 、C2C市場 、使用者經驗 、互動性 、人機介面 、心智模式 、提示模式 |
外文關鍵詞: | Mobile commerce, Consumer to consumer,, User experience, Interaction design, Human-computer interface, Mental mode, Tooltips mode |
相關次數: | 點閱:281 下載:0 |
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從前的購物形態是以現場消費和電腦網路購物為主,而在科技不斷的進步下行動商務迅速發展,以往的電子商務只有在電腦上才能運作,從2016年開始電子商務已轉換成以「行動電子商務為主」,各個廠牌為了讓消費者更加便利的購物紛紛建立屬於自己的應用程式(Application, App),讓消費者能隨時隨地的消費。經濟起飛讓消費者擁有越來越多商品,有些只使用過一次或者是全新商品怕造成浪費開始想要到網路上做「二手拍賣」,因此Consumer to Consumer(C2C)市場開始蓬勃發展,如何讓使用者從大螢幕的電腦轉換成小螢幕的行動裝置能夠便利操作是本研究必須探討的。
本研究目的在以使用者經驗為出發點來了解使用者與手機介面間的操作互動性,先以文獻探討中的人機介面了解介面該如何配置才會易於讓使用者操作,再進一步了解使用者的心智模式,透過前導性實驗請使用者測試現今市面上的行動上架賣場App來歸納統整出優勢與劣勢的部份,將優勢的部份保留,可改善的部份進行改良並加上「提示模式」至後測原型中,來讓使用者能夠更快速的進行上架流程操作,實驗驗證利用雙因子組間2(使用者經驗)x 3(提示模式)的方法請受測者進行操作計時任務,透過實驗獲得任務績效成績與受測者量表分析(使用者主觀感受量表、使用者互動滿意度量表、系統使用性尺度量表)並歸納出建議與結論。
本研究所獲重要成果為:(1)提示模式中「覆蓋式提示模式」對無上架經驗的使用者較好,提示資訊明確讓無經驗的使用者能夠快速達到學習性。(2)「嵌入式提示模式」對有上架經驗的使用者較好,有經驗的使用者對於任務操作已有認知經驗,只有在按鈕位置不同的地方才需要提示來找到按鈕,提示模式不需要太強烈來干擾使用者。(3)提示模式可以在首頁的地方先跳出詢問按鍵讓使用者決定,使用者可根據自己的經驗來選擇。(4)填寫商品資訊時可以有顏色區塊來帶領使用者進行下一個步驟填寫,讓使用者不會因為不知道下一步該進行什麼而導致受挫。(5)完成任務的回饋提示顏色可以用安全的綠色來讓使用者放心,紅色容易讓人緊張不安較不適合放在成功的回饋資訊上。
A customer’s shopping behavior in the past was based on purchasing on site and from online stores. With the advance of new technology, mobile commerce shopping behavior has become more popular. In the past, E-commerce only worked on computers. Since 2016, E-commerce has been transformed into "mobile e-commerce”, individual businesses have created their own applications (Apps) in order to make consumers more convenient.
The economic take-off has made consumers a growing number of commodity. For those products which are brand new or have only been used once, to prevent from causing waste, the consumers start selling used commodity on the web. The Consumer to Consumer (C2C) market has been booming since then. In this study, the author investigates how to make it easier for users accessing used commodity from a large screen computer to a small screen mobile device.
The purpose of this study is to understand the task interaction between the user and the mobile interface based on the user’s experience. Through the pilot study, users would try to use the mobile apps available in the market to help summarize the advantages and disadvantages of the interface designs. The advantages were preserved and the disadvantages were improved by adding the "prompt mode" to the post-test prototype. This would make users’ completion of on-line process more quickly. The verified experiment is a 2 (user experience) by 3 (tooltip mode) two-factor experiment. The participants were required to perform the tasks and their task performance were measured. That is, participants’ task time and subjective evaluations, such as Questionnaire for User Interface Satisfaction (QUIS), subjective experience evaluation (i.e., USE questionnaire), and System Usability Scale (SUS) were collected and analyzed. In the end, research conclusions and recommendations were presented.
The research results are summarized as follows: (1) In the Tooltip Mode, the “Overlay Tooltip” is better for users who have no experience on launching products on the online store. The tooltip information clearly allows the inexperienced user to quickly complete the learning. (2) The "Embedded Tooltip" is better for users with experience in launching products on the online store. Experienced users have already had knowledge in task operations. Only when the button position is different, the user needs the tooltips. Otherwise it might interfere with the user’s task process. (3) In Tooltip Mode, the inquiry button can popup on the home page, letting the user to make his/her own decision based on his or her past experience. (4) Adding a color box at the background when filling in the product information is a way to guide the user to the next step, so the user will not be frustrated if he or she does not know what to do next. (5) The feedback color of the completed task can be assured by the safe green color. Whereas red color is more likely to make people nervous, it is not suitable for using it on the hint of completing the process.
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