研究生: |
陳薇竹 Wei-Chu Chen |
---|---|
論文名稱: |
動畫與互動介面設計型式對雙螢幕行動裝置互動樂趣之影響 The Influence of Animation and Interactive Interface Design Styles on Dual-Screen Mobile Device Regarding Fun Interaction |
指導教授: |
陳建雄
Chien-Hsiung Chen |
口試委員: |
王鴻祥
none 梁容輝 Rung-Huei Liang |
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: | 2010 |
畢業學年度: | 98 |
語文別: | 中文 |
論文頁數: | 168 |
中文關鍵詞: | 雙螢幕介面 、使用者介面設計 、樂趣 、動畫 、互動型式 、手勢 、使用性 |
外文關鍵詞: | Dual-screen interface, User interface design, Fun, Animation, Interactive Styles, Gesture, Usability |
相關次數: | 點閱:304 下載:8 |
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行動上網的趨勢正帶動著行動裝置的產業起飛,由於過小的螢幕已無法滿足上網的需求,各家廠商紛紛推出較大螢幕的行動裝置,但這是否是使用者介面唯一的解決方式?再者,體驗經濟近年來被重視,正訴說著這些科技資訊產品除了必須讓人類的生活更便利之外,更重要的是提供使用者心靈上的愉悅與樂趣,讓使用者有良好的使用經驗、體驗讓產品加分。而Nintendo公司所發展的DS掌上型遊戲機,配有特殊的雙螢幕介面,悄悄的推動許多科技業者研究雙螢幕介面使用在筆記型電腦或是行動裝置中,且其提供之樂趣與互動性更讓產品在掌上型遊戲機地位中屹立不搖。由此,本研究欲藉雙螢幕的使用者介面應用在行動裝置中,探討「動畫有無」與「互動型式」對於其互動樂趣有無影響,並藉此提出增進行動裝置互動樂趣與改良目前行動裝置在實體按鍵與螢幕尺寸之使用性的構想及方法。
本研究具體目的為:(1) 探討動畫有無以及不同的互動型式是否會對於雙螢幕行動裝置之使用性、使用者滿意度等造成影響。(2) 探討動畫有無以及不同的互動型式是否能提升使用者在與雙螢幕行動裝置互動時產生的樂趣感受。(3) 統整分析所有結果,瞭解配有雙螢幕介面的裝置未來可行之發展方向。(4) 將研究過程中的發現,歸納出雙螢幕行動裝置之設計建議,期望能作為相關產品設計與開發或相關研究之參考。
經由文獻探討與四階段實驗,本研究採用2(動畫有無)×2(互動型式)雙因子實驗,研究結果顯示:(1) 「動畫有無」與「互動型式」在使用性與互動滿意度上的表現並無顯著差異。(2) 四組系統模擬介面中以「有動畫+複合互動型式」之互動樂趣評估結果最佳,且互動樂趣與受測者之主觀喜好度成正比。(3) 本研究認為雙螢幕介面未來可行發展方向應以娛樂型的行動裝置為主。(4) 動畫設計的設計建議包含:適度使用動畫轉變、循環效果動畫不過於彰顯以及情境模式切換。互動介面設計建議包含:互動方式的一致性、多元的操作途徑、按鍵與操作範圍之尺寸、選單圖示的色彩以及互動型式整合。
The trend of mobile Internet technology is driving the mobile device industry to take off. As the small-screen has been unable to meet the needs of the mobile internet, various technologies have launched large-screen mobile device. Nonetheless, is it the only solution to the user interface design? Furthermore, experience economy has been taken seriously in recent years, meaning that people need products not only can facilitate their life, but also can provide a good user experience with pleasure and fun interaction. For example, the Nintendo released a series of handheld console, called Nintendo DS, with a special of dual-screen user interface that provides more fun and interactive in games and spurs technologies trying to apply dual-screen to notebooks or mobile devices. Therefore, this study is intended to adopt dual-screen user interface design in mobile devices to explore whether fun interaction is affected by animation and interactive styles, also suggest some concept of improving fun interaction and usability on mobile devices.
The purposes of this study are: (1) to explore whether usability and user satisfaction be affected by animation and interactive styles on dual-screen mobile devices. (2) To investigate whether fun interaction be enhanced by animation and interactive styles on dual-screen mobile devices. (3) To analysis and sum up all experimental results, finding out the feasible development for devices with dual-screen interface in future. (4) To summarize the suggestion of design improvement of dual-screen mobile devices. It is hope that this study can be a reference resource of related research.
This study is planned based on a 2(animation) by 2(interactive styles) two-way ANOVA design. Through literature review and four-phase experiments, the generated results are described as follows: (1) The difference on animation and interactive styles does not affect usability and user satisfaction. (2) The best assessment of fun interaction is the simulation interface with "animation + complex interactive styles," and this result of fun interaction directly proportional to the subjective preference. (3) This study suggests that feasible development for dual-screen user interface in future should be the entertainment-based handheld mobile devices. (4) Suggestions of animation design include: appropriate use of animated transition, animation effects should not be quite obvious, and support situational mode switching. Suggestions of interactive interface design include: consistency of interactive styles, multi-channel interaction, sizes of buttons and task range, colors of icon menu, integration of interactive styles.
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