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研究生: 邱祥恩
Siang-En Ciou
論文名稱: 高階電腦顯示器 OSD 介面設計之研究 - 以電競顯示器為例
A Study on the Interface Design of High-end Computer Monitor OSD - An Example of Gaming Monitors
指導教授: 陳建雄
Chien-Hsiung Chen
口試委員: 柯志祥
Chih-Hsiang Ko
陳詩捷
Shih-Chieh Chen
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: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 152
中文關鍵詞: 電競顯示器功能顯示選單介面設計使用性使用者經驗
外文關鍵詞: Gaming monitor, On-screen display (OSD), Interface design, Usability, User experience
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因COVID-19疫情的影響,「宅經濟」這種全新生活型態應運而生,間接促成全球遊戲市場爆發性的增長,並帶動了電競周邊產品市場,其未來發展潛力無窮。在眾多電競周邊產品當中,電競顯示器可說是異軍突起,以連年飛快的成長速度成為當中最熱門的商品。快速的成長速度同時也造成市場高度的競爭壓力,電競顯示器製造商們為贏得消費者的青睞、搶得市場的先機,開始重視起自家產品的使用性與使用體驗。要讓效能強大、功能豐富的電競顯示器產品能真正有效提升使用性和使用體驗,功能顯示選單(OSD)設計之優劣勢必是其成敗關鍵。因此,本研究的目的就是利用深度探討電競顯示器功能顯示介面設計,從中找出會影響產品使用性與使用體驗的各種問題變項,進而提出設計建議與可發展方向,以作為未來相關產品設計與研究上的參考依據。

本研究針對電競顯示器OSD介面進行兩階段實驗:(1)前導性實驗:針對國內外市售電競顯示器進行初步探討,以三款具代表性之不同品牌產品的功能介面作為樣本,測試其使用性、操作績效與滿意度調查,最後根據實驗結果進行分析,找到可能的問題變項;(2)驗證實驗:參考文獻及前導性實驗結果設計六款介面進行驗證,實驗採取2種「視覺風格」x3種「功能選項說明度」的雙因子方式進行,最終分析實驗結果並進行綜合探討,提出結論與建議。

研究最後發現「功能選項說明度」的增減並不會影響電競顯示器OSD介面的使用性,並得出以下結論:(1)電競顯示器OSD介面中少見的功能選項之命名方式應以直觀易懂為主;(2)若目的只追求操作效率,電競顯示器OSD介面視覺風格設計越簡潔越好;(3)應避免在電競顯示器OSD介面當中設計過於搶眼的視覺元素;(4)若目標是非專業玩家,可適度利用視覺風格元素以創造好的人機互動體驗;(5)電競顯示器OSD介面若能設計讓使用者能自定義功能層級會更好。


Due to the impact of the COVID-19 pandemic, a new lifestyle known as the "stay-at-home economy" has emerged, indirectly leading to explosive growth in the gaming market and simultaneously driving growth in the gaming peripheral market. Among all gaming peripherals, gaming monitors have shown the most astonishing growth rate and thus has become the most attention-grabbing and valued product. In order to win the favor of consumers and remain competitive, gaming monitor manufacturers have started to enhance the usability and user experience (UX) of their products. However, to truly improve the usability and user experience of a powerful and feature-rich gaming monitor, a well-designed on-screen display (OSD) interface is crucial. Thus, the purpose of this study is to delve deeply into the OSD interface design of gaming monitors, exploring various problematic factors that can affect product usability and user experience. Subsequently, design recommendations and potential directions for development will be proposed, serving as valuable reference points for future endeavors in the field of related product design and research.

This study focuses on the OSD interface of gaming monitors and consists of two stages of experimentation: (1) Pilot experiment: A preliminary exploration of commercially available gaming monitors is conducted, from which three representative products of different brands are selected as experimental samples for testing their usability, operational performance, and satisfaction through surveys. Finally, an analysis is performed to identify any potential problem areas. (2) Validation experiment: Six OSD interfaces are designed based on literature exploration and the results of the pilot experiment, with 2 "Visual styles" x 3 " Levels of explanation for functions & options" used as two factors in a two-factor experiment. In the end, conclusions and recommendations were made based on the analysis of the experiment.

Finally, gleaned from the research findings, it has come to light that the "Levels of explanation for functions & options" bear no impact on the usability of the OSD interface of gaming monitors. After analyzing the results of the study, the following conclusions were drawn: (1) Uncommon functions and options on gaming monitors should be named in an intuitive and easy-to-understand way. (2) If the sole objective is to pursue operational efficiency, it is preferable for the visual style design of the OSD interface of gaming monitors to be as succinct as possible. (3) Refrain from incorporating excessively eye-catching visual elements within the OSD interface of gaming monitors. (4) If the target users are not professional gamers, the user interface design may appropriately incorporate visual stylistic elements to enhance the human-machine interaction experience. (5) It would be even better if the OSD interface for gaming monitors can be designed to allow users to customize the hierarchy of functions.

摘要 i ABSTRACT ii 致謝 iv 目錄 v 圖目錄 viii 表目錄 xi 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 4 1.3 研究架構與流程 6 1.4 研究範圍與限制 7 第二章 文獻探討 9 2.1 電競顯示器 9 2.1.1 電競顯示器之定義 10 2.1.2 電競顯示器功能顯示選單 11 2.2 使用者介面設計 14 2.2.1 使用者介面設計原則 14 2.2.2 心智模式 16 2.2.3 介面的圖像設計與運用 17 2.3 使用性 19 2.3.1 使用性定義 19 2.3.2 使用性原則與目標 20 2.3.3 介面使用性評估方法 21 2.4 使用者經驗 26 2.4.1 使用者經驗定義 26 2.4.2 使用者中心設計 27 2.4.3 使用者經驗目標 29 2.5 文獻探討小結 30 第三章 研究方法與實驗流程 31 3.1 研究方法 31 3.2 實驗流程 32 第四章 前導性實驗 35 4.1 研究方法與前導性實驗設計 35 4.1.1 實驗對象 35 4.1.2 實驗樣本 36 4.1.3 各樣本操作任務流程與任務目的 44 4.1.4 前導性實驗步驟 52 4.2 前導性實驗結果 53 4.2.1 受測者使用現況調查 53 4.2.2 操作任務績效分析 58 4.2.3 SUS量表調查結果分析 69 4.2.4 QUIS問卷調查結果分析 70 4.2.5 半結構式訪談結果分析 71 4.3 前導性實驗重點整理 75 4.4 前導性實驗結論與建議 77 第五章 驗證與實驗 80 5.1 驗證實驗方法 80 5.1.1 驗證實驗變項 81 5.1.2 驗證實驗樣本設計 84 5.1.3 驗證實驗問卷設計 89 5.1.4 驗證實驗流程 89 5.1.5 驗證實驗任務設計 90 5.2 驗證實驗結果與分析 91 5.2.1 受測者基本資料分析 91 5.2.2 操作任務績效分析 94 5.2.3 SUS量表調查結果分析 110 5.2.4 QUIS問卷調查結果分析 112 5.3 驗證實驗重點整理 121 第六章 研究結論與建議 122 6.1 結論與設計建議 122 6.2 後續研究發展建議 126 參考文獻 128 附錄一、前導性實驗問卷 132 附錄二、驗證實驗問卷 135

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全文公開日期 2025/07/03 (校外網路)
全文公開日期 2025/07/03 (國家圖書館:臺灣博碩士論文系統)
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