研究生: |
詹慧玲 Hui-ling Chan |
---|---|
論文名稱: |
雲端運算服務應用程式主選單位置之互動體驗設計 Interactive Experience Design of Main Menu Position for the Application of Cloud Computing Service |
指導教授: |
陳建雄
Chien-hsiung Chen |
口試委員: |
賴文祥
Wen-hsiang Lai 鄭金典 Chin-tien Cheng |
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: | 2012 |
畢業學年度: | 100 |
語文別: | 中文 |
論文頁數: | 175 |
中文關鍵詞: | 雲端運算服務 、使用者體驗設計 、主選單位置 、使用性評估 、認知 |
外文關鍵詞: | Cloud computing service, User experience design, Usability evaluation, Cognition, Location of the main menu |
相關次數: | 點閱:290 下載:8 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
「雲端運算」是一種概念,而非全新技術或新系統,但它將重新塑造資訊產業價值鏈的新樣貌,開啟以軟體及服務為主的競爭時代,雲端運算服務也將成為未來資訊應用的新主流。本研究針對雲端運算服務的趨勢與應用,探討使用性與使用者體驗設計相關因素,包含互動的使用性、易用性和滿意度,並進一步探討使用者的體驗感受,以提出建議改善目前雲端運算服務互動設計,提昇使用者的滿意度。
本研究包含兩部分實驗:(1) 現有的雲端運算服務互動設計調查:了解目前雲端運算服務互動設計之問題,包含操作互動設計之功能與程序、介面互動滿意度、系統使用性,並透過訪談了解使用者的需求與尋求互動設計上之建議;(2) 第二階段實驗:將前階段之實驗結果,同時整理歸納相關文獻研究,進行第二階段雲端運算服務互動設計實驗。雲端運算服務互動設計實驗採2(使用經驗高低) x3(主選單位置)雙因子實驗之方式進行。
「使用經驗高低」之變項共有兩層級:(a)使用經驗高:同時具備有智慧型裝置,包含智慧型手機與平板電腦,並持續天天使用二個月以上該作業系統,同時至少使用過一種雲端運算服務則定義為「使用經驗高」之受測者;(b)使用經驗低:沒有擁有或完全沒有使用過智慧型裝置、僅開發時使用作業系統或沒有使用過雲端運算服務之使用者則定義成「使用經驗低」之受測者。而「主選單位置」分為三層級:(1)主選單資訊在左上方:不論播放或編輯功能,主選單位置呈現於整個畫面的左上方;(2)主選單資訊在兩側:不論播放或編輯功能,主選單位置呈現於整個畫面的上方兩側;(3)主選單資訊在正上方:不論播放或編輯功能,主選單位置呈現於整個畫面的正上方。透過實驗獲得計時操作績效、系統使用性以及整體使用滿意度與使用者體驗感受之結果。
研究結果如下:(1) 現有的雲端運算服務互動設計使用性考慮仍不夠周詳;(2) 不論經驗高低,對於操作任務多數受測者都有信心可以完成任務,但遇到挫折時,使用經驗低的受測者會比使用經驗高的受測者容易產生挫敗感;但順利完成時,相對使用經驗低的受測者也容易比使用經驗高的受測者更加自信。(3) 採用「主選單在兩側」的型式較能提高操作效率;(4) 不論「使用經驗高低」皆認為「主選單在兩側」的使用性、滿意度與體驗感受最佳,甚至使用經驗低的受測者整體體驗感受高於使用經驗高的受測者;(5)「主選單在左上方」和「主選單在正上方」的選單模式比較受測者在操作過程中受到干擾。結果證實雲端運算服務互動設計兩個變數探討,在「使用經驗高低」與「主選單位置」,對於雲端運算服務互動設計的使用性與體驗感受的確有顯著影響。
"Cloud computing" is a concept, may not be a whole new technology or new system, but it will re-shape the new form of the IT industry value chain, and will open the era of competition-based software and services. Cloud computing services will also become the new mainstream for future IT applications. In this study, usability and user experience design factors pertinent to cloud computing service were explored, including interface usability, ease of use, and satisfaction rate. It is hoped that the research results can be used to help improve the current cloud computing service interactive design and enhance user satisfaction.
This study included two parts of experiment: (1)The first phase of the experiment is about cloud computing service interactive design survey: cloud computing service interactive design includes the functions and procedures of operating an interactive design, user interface satisfaction, system usability, and through interviews to understand users' needs and seek recommendations on the interactive design; (2) The second phase of the experiment is designed based on the experimental results from the previous stage, while finishing summaries from relevant literature. The experiment of cloud computing service interactive design adopted a between-subjects experimental design, i.e., a 2 (higher or lower user experience) x 3 (main menu position).
The factor of user experience has two levels: (1) Users with higher experience are related to own intelligent devices, including smart phones and tablet PCs, and continue to use them daily of more than two months; (2) Users with lower experience are related to not own or seldom use of smart devices, use only in the processing of developing an operating system, or have not used cloud computing services before. The factor of main menu position includes three levels: (1) The main menu position in the upper left: where to play or edit function, showing the location of the main menu at the top left of the entire screen; (2) The main menu information on both sides: where to play or editing function, the main menu position showing the top of both sides of the entire screen; (3) The main menu is separated on both sides: where playing or editing features, showing the location of the main menu at the whole picture just above. Users' task performance, system usability, and the overall use of satisfaction with the results of the user experience were obtained through experiments.
The generated results are as follows: (1) The existing cloud computing service interactive design usability considerations are still not comprehensive enough; (2) Regardless of user experience level, the majority of users have confidence to complete the task, but the setbacks, the user with lower experience level were prone to frustration while facing obstacles. Nonetheless, after successful completion of assigned tasks, the user with lower experience level may feel more confident than those with higher experience level. (3) The main menu located on both sides of the display can help improve operational efficiency; (4) No matter the level of experience, users feel that the main menu located on both sides of the display has the best interface usability, satisfaction, and subjective feelings, and even the user with lower experience tends to agree more than those with higher user experience; (5) The main menu located on the upper left and top positions may cause interference toward users' task performance. The results confirmed that the two variables, i.e., user experience and main menu position, addressed in this study do have a significant effect to the usability and subjective feelings of users interacting with cloud computing service.
中文文獻
1. 王之杰、楊方儒、張育寧與蔡佳珊 (2008)。預見科技新未來。台北:天下文化。
2. 王育英與梁曉鶯(譯),(原作者:Schmitt, B. H. )著 (2000)。體驗行銷。台北:經點傳訊文化。
3. 王鵬 (2009)。走進雲端運算。台北:佳魁資訊。
4. 卓耀宗(譯),(原作者:Norman, D. A.)著 (2007年)。設計&日常生活。台北:遠流出版。
5. 林信亨 (2009)。雲端運算應用趨勢與我國商機研究 (紙本研究報告)。台北:財團法人資訊工業策進會產業情報研究所(MIC)。
6. 林家瑜(譯),(Miller, M.)著 (2009)。雲端運算-改變線上工作與合作模式的網路式應用。台北:碁峰資訊。
7. 林語堂 (1999)。林語堂當代漢英辭典。香港中文大學。
8. 洪沛然(譯),(原作者:Ginsburg, S.)著 (2011)。簡單法則好感度的iPhone使用者體驗。台北:基峰。
9. 洪聖敏與楊中傑 (2009)。行動裝置之熱門嵌入式應用軟體趨勢與商機(紙本研究報告)。財團法人資訊工業策進會產業情報研究所(MIC)。
10. 夏業良與魯煒(譯),(原作者:Pine II, B. J. & Gilmore, J. H.)著 (2003)。體驗經濟時代。台北:經濟新潮社。
11. 張璠、張吉宏與朱琦文 (2001)。體驗經濟時代來臨對工業區域發展之影響,經
12. 濟情勢暨評論,6 (4),154-169。
13. 張春興 (1993)。現代心理學。台北:東華。
14. 張紹勳 (2007)。研究方法(第二版)。台中:滄海書局。
15. 郭學武(譯),(原作者:Benyon, B., Tuner, P. & Turner, S.)著 (2009)。人機介面互動式系統設計(最新修訂版)。台北:培生教育& 碁峰資訊。
16. 陳建雄(譯),(原作者:Preece, J., Rogers Y. & Sharp, H.)著 (2006)。互動設計跨越人-電腦互動。台北:全華科技圖書。
17. 陳俊宏與楊東民 (2001)。視覺傳達設計概論。台北:全華科技圖書。
18. 陳俊昌 (2009)。雲端運算運用分享,台灣IBM 全球科技服務[部落格文字資料]。上網時間2010年8月19日。網址:http://ai.kyu.edu.tw/ai01/Q&A/data/4.pdf,
19. 陳瀅 (2011)。雲端策略:雲端運算與虛擬化技術。台北:天下。
20. 陳鵬仁(譯),(原作者:Branham, R.)著 (1988)。認知性設計,設計資訊室季刊,1(3),15-22。
21. 項退結(譯),(原作者:Brugger, W.)著 (1992) 。西洋哲學字典。台北:先知出版社。
22. 資訊工業策進會MIC (2010)。台灣民眾雲端運算服務需求調查報告。財團法人資訊工業策進會產業情報研究所(MIC)。
23. 蔡一郎 (2010)。雲端運算與雲端安全架構,資訊安全通訊,16(4),84-93。
24. 蔡郁薇 (2010)。雲端運算儲存服務具發展潛力 台灣民眾具高度使用意願[部落格文字資料]。上網時間2011年3月16日。網址:http://www.find.org.tw/find/home.aspx?page=many&id=269。
25. 蔡學鏞(譯),(原作者:Tidwell J.)著 (2006)。操作介面設計模式,台北:O’RELLY。
26. 鄭進興與陳堂昇 (2010)。公路監理服務雲端運算與資安管理 ,資訊安全通訊。16(4),94-111。
27. 潘恩典(譯),(原作者:Zeki, S.)著 (2001)。腦內藝術館。台北:商周出版。
28. 顏向瑜(2011)。MWC展場觀察:雙核、3D顯示、Android 3.0平板電腦[部落格文字資料]。上網時間2011年3月16日。網址:http://mic.iii.org.tw/aisp/pressroom/press01_pop.asp?sno=245&type1=2
29. 魏伊玲與陳豫德 (2012)。全球雲端服務市場發展趨勢,199。上網時間2012年4月26日。網址:http://twbusiness.nat.gov.tw/epaperArticleFixed.do?id=155582466
30. 魏澤群 (2007)。Usability 優使性2.0-網站經驗設計與使用者研究。台北:網奕資訊科技。
31. 鐘嘉德、高天助與楊家栩(2010)。雲端運算與產業發展,研考雙月刊。34(4),20-31。
英文文獻
1. Black, A. (2006/ November/14). User centered design. Retrieved May 30, 2011. from: https://www.google.com.tw/url?sa=t&rct=j&q=&esrc=s&source=web&cd=4&ved=0CFwQFjAD&url=https%3A%2F%2Fwoc.ipca.pt%2Fest%2FgetFile.do%3Ftipo%3D2%26id%3D16572&ei=dqYNUIn6Mq6CmQXtkJz2CQ&usg=AFQjCNFUo83_MmnGKOYfdLFhB5YE3ogoIg
2. Brodkin, J. (2008/ September/ 30). Cloud computing hype spurs confusion, Gartner says. (Computer World). Retrieved from: http://www.computerworld.com/s/article/9115904/Cloud_computing_hype_spurs_confusion_Gartner_says
3. Chaparro, B. S. (2010/ September/ 11). Keyboard performance: iPad versus Netbook. Usability News 122 - Chaparro, 12 (2). Retrieved from: http://www.surl.org/usabilitynews/122/ipadtyping.asp
4. Fontana, A. & Frey, J. H. (1994). Interviewing: The art of science. In N. Denzin and Y. Lincoln (Eds.) Handbook of Qualitative Research. London, UK: Sage, 361-376.
5. Holbrook, M. B. & Hirschman, E. C. (1982). The experiential aspects of consumption: consumer fantasies, feelings and fun. Journal of Consumer Research, 9(2), 132-140.
6. Kankainen, A. (2002/ December/9 ). Thinking model and tools for understanding user experience related to information appliance product concepts. Retrieved from: https://aaltodoc.aalto.fi/bitstream/handle/123456789/2250/isbn9512263076.pdf?sequence=1
7. Kahn R. &Cannell, C. (1957). The dynamics of interviewing. NY: John Wiley & Sons.
8. Marios, D. Dikaiakos, Pallis, G., Katsaros, D., Mehra, P. & Vakali, A. (2009). Cloud computing: distributed internet computing for IT and scientific research. Internet Computing, IEEE, 13, (5).10-13
9. Mathes, E. (1981). Maslow's hierarchy of needs as a guide for living. Journal of Humanistic Psychology, 21, 69-72
10. Mell, P. & Grance, T. (2009). The NIST definition of cloud computing (1.5) Retrieved from: http://csrc.nist.gov/groups/SNS/cloud-computing/
11. Morpace Inc. (2010/ September). Where is the mobile device sweet spot between laptops and smart phones?. Morpace Omnibus Report. Retrieved from: http://morpace.com/Omnibus-Reports/Morpace%20Omnibus%20Report-Tablet.pdf
12. Mullet, K. & Sano, D. (1995). Designing visual interface. NJ: SunSoft Press.
13. Nielsen Company. (2011/ October/ 19). Mobile users multitask watching TV. Retrieved from:http://www.marketingcharts.com/television/mobile-users-multitask-watching-tv-19715
14. Nielsen, J. (1993). Usability engineering. San Diego, CA:Acdemic Press.
15. Norman, D. A. (1983). Some observation on mental models, In A. L. Stevens & D. Gentner (Eds.), Mental Models. Hillsdale, NJ: Lawrence Erlbaum Associates, 7-14.
16. Norman, D. A. (1988). The design of everyday things. NY: Doubleday.
17. Norman, D. A. (2002). Emotion & design: attractive things work better. Interactions, 9(4) 36-42
18. NPD Group. (2012/ February/ 6). Apple leads mobile handsets in Q4 2011, but android attracts more first-time smart phone buyers. Retrieved from:http://www.npd.com/wps/portal/npd/us/news/pressreleases/pr_120206/!ut/p/c5/04_SB8K8xLLM9MSSzPy8xBz9CP0os3g3b1NTS98QY0MDD3cDA08fRzMTL0dDQwNvA_1I_SjjeBc3Sw8PN28TQ4sgSwsDT1d_QxfPoAAjC0sj_YLsQEUAjjncWA!!/#.UAsbnGGn_ng
19. Parkhill, D. F. (1996). The challenge of the computer utility. MA: Addison-Wesley.
20. Pine II, B. J. & Gilmore, J. H. (1998). Welcome to the experience economy: Work is theater and every business a stage. Harvard Business Review, 76(4), Jul/Aug, 97-105.
21. Preece, J., Rogers, Y. & Sharp, H. (2002) Interaction design: Beyond human-computer interaction. NY: John Wiley & Sons, Inc.
22. Raskin, J. (2000). The humane interface: New directions for designing Interactive systems. MA: Addison-Wesley Professional.
23. Sarmento, A. (2005). Issues of human computer interaction. UK: IRM Press.
24. Schmitt, B. H. (1999). Experiential marketing: How to get customers to sense, feel, think, act, and relate to your company and brand. NY: The Free Press.
25. Shugar, S. (2010). SVP, cloud computing at Yahoo!. Retrieved from:https://opencirrus.org/system/files/Yahoo%20Cloud%20-%20Open%20Cirrus%20-%20Shelton.pdf
26. Wixon, D. & Wilson, C. (1997). The usability engineering framework for product design and evaluation (27). In Helander, G. M., Landauer, T. K. & Prabhu, V. P., (Eds.) Handbook of Human-Computer Interaction. Amsterdam, Holland: Elsevier, 653-688.
27. Van Riel, A.C.R., Liljander, V. & Jurriens, P. (2001). “Exploring consumer evaluations of e-services: a portal site”, International Journal of Service Industry Management, 12 (4), 359-77.