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研究生: 施懿庭
Yi-Ting Shih
論文名稱: 第二螢幕應用於籃球賽事之介面操作區域與資訊呈現方式 使用性之研究
Usability Study of a Second Screen on the Operating Area and Information Visualization of Basketball Matches
指導教授: 陳建雄
Chien-Hsiung Chen
口試委員: 柯志祥
Chih-Hsiang Ko
許言
Yen Hsu
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: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 136
中文關鍵詞: 第二螢幕虛擬社群資訊呈現人機互動使用者介面設計
外文關鍵詞: Second screen, Virtual community, Information visualization, Human- computer interaction, User interface design
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  • 隨著通訊傳播技術與行動裝置的迅速普及,現今人們長時間處於高度資訊傳 播的環境下,對於接收訊息的管道也更加繁複與多元,而在傳統觀賞電視的行為 模式中,也由電視單一輸出資訊的型態逐漸延伸至第二螢幕的應用,透過手機、 平板等行動裝置來增加互動性,以提升使用者的觀賞體驗。此外,籃球運動在國 內民眾的從事比例與網路聲量皆為高度關注的體育項目,且在社群網路的帶動下, 除了讓觀眾彼此之間交流更加緊密,也讓第二螢幕的應用有了更多的發展空間。 因此,本研究目的以使用者為中心的觀點出發,探討使用者觀賞籃球賽事時,操 作第二螢幕的習慣,並針對研究所提出的介面設計方案加以驗證,以歸納出未來 在第二螢幕介面設計的建議與方向。
    本研究包含兩部分實驗:(1)前導性實驗:透過文獻探討相關理論以及掌握現 有體育應用程式的功能與資訊架構,並初步瞭解使用者在觀賞籃球賽事情境下操 作第二螢幕的習慣與行為、(2)驗證實驗:基於前測研究之結果,將介面訊息元素 進行搭配,並優化設計原型,以訊息呈現方式作為主要深入探討方向,測驗不同 樣本在使用性以及滿意度的影響。驗證實驗採 3(操作區域) x 2(資訊呈現方式)雙 因子組間設計方式進行,「操作區域」採取三個層級,包含:(1)下方操作區域、 (2)右側操作區域、(3)全螢幕操作區域,而「資訊呈現方式」採取兩個層級:(1)純 文字、(2)文字搭配圖像。
    研究結果顯示:(1)右側操作區域提供最舒適的資訊版面以及互動方式,且同時 能滿足使用者觀賞球賽的需求、(2)全螢幕操作區域能夠減輕使用者瀏覽資訊的壓 力,適合會在球賽不重要時段使用第二螢幕的球迷使用、(3)下方操作區域的版面 配置遮蔽到最少的觀賞視野、(4)圖像元素在第二螢幕介面使用上美觀性大於輔 助性、(5)介面圖像元素提供快速且直覺地連結性。


    With the rapid spread of communication technology and mobile devices, people are now in a high-level environment of information dissemination, and the channels for receiving messages are more complicated and diverse. In the traditional behavioral mode of watching TV, it gradually extends from the type of information output from a single TV to the application of the second screen, and increases interactivity through mobile devices, such as mobile phones and tablets to enhance the viewing experience for users. In addition, the proportion of domestic people engaged in basketball and the volume of the Internet are highly focused on sports, and driven by the social network. In addition to allowing viewers to communicate more closely with each other, it also gives more space for development of the second screen application. Therefore, the purpose of this study is to explore the user's habits of interacting with the second screen when watching basketball games from a user-centered perspective, and verify the interface design proposed by the research to summarize the suggestions and directions for the design of the second screen interface for the future.
    This study consists of two parts of experiments: (1) Pilot test: Explore related theories through the literature, master the functions and information structure of existing sports applications, and gain a preliminary understanding of the habits and behaviors of users operating the second screen while watching basketball games. (2) Verification experiment: Based on the results of the pilot test, the interface design elements are matched and the design prototype is optimized. The information presentation is used as the main in-depth discussion direction to test the impact of different samples on usability and satisfaction. The verification experiment is designed based on a 3 (Operating Area) by 2 (Information Visualization) two-factor between- subjects design. The "Operating Area" adopts three levels including: (1) Lower Operating Area, (2) Right Operating Area, (3) Full-Screen Operating Area, and the " Information Visualization" has two levels including: (1) Plain Text, (2) Text with Images.
    The results indicated that: (1) Right Operating Area provides the most comfortable information layout and interactive method, and it can simultaneously meet the needs of users to watch the game. (2) Full-screen Operating Area can reduce stress on browsing information. It is suitable for sports fans who will use the second screen during non- critical periods of the game. (3) The layout of Lower Operating Area obscures the least
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    viewing field. (4) The aesthetics of the image elements on the user interface of the second screen is greater than auxiliary, (5) Interface image elements provide fast and intuitive connectivity.

    摘要...............................................................................................................................ii ABSTRACT .................................................................................................................iii 誌 謝.............................................................................................................................v 目錄..............................................................................................................................vi 圖目錄...........................................................................................................................x 表目錄......................................................................................................................... xii 第一章 緒論................................................................................................................ 1 1.1 研究背景與動機..........................................................................................1 1.2 研究目的......................................................................................................3 1.3 研究架構與流程..........................................................................................5 1.4 研究範圍與限制..........................................................................................7 第二章 文獻探討........................................................................................................ 8 2.1 第二螢幕......................................................................................................8 2.1.1 第二螢幕的定義......................................................................................... 8 2.1.2 第二螢幕的發展與使用行為................................................................... 10 2.1.3 第二螢幕的應用....................................................................................... 12 2.1.3.1 國外第二螢幕應用案例 .................................................................... 12 2.1.3.2 國內第二螢幕應用案例 .................................................................... 16 2.2 虛擬社群....................................................................................................19 2.2.1 虛擬社群的定義....................................................................................... 19 2.2.2 虛擬社群的分類....................................................................................... 19 2.2.3 社群意識 .................................................................................................. 21 2.3 資訊呈現....................................................................................................23 2.3.1 資訊呈現型態........................................................................................... 23 2.3.2 資訊呈現方式與原則............................................................................... 25 2.3.3 圖形化介面設計....................................................................................... 27 2.4 使用者介面設計 ........................................................................................ 29 2.4.1 心智模式 .................................................................................................. 29 vi 2.4.2 人機互動設計........................................................................................... 30 2.4.2.1 使用者中心設計 ................................................................................ 31 2.4.2.2 使用者中心設計原則 ........................................................................ 32 2.4.3 介面設計原則........................................................................................... 32 2.5 使用性工程................................................................................................34 2.5.1 使用性工程原則....................................................................................... 34 2.5.2 使用性工程評估....................................................................................... 34 第三章 研究方法...................................................................................................... 36 3.1 研究步驟與流程 ........................................................................................ 36 3.2 實驗流程與建構 ........................................................................................ 38 3.3 實驗方法....................................................................................................39 第四章 前導性實驗.................................................................................................. 41 4.1 前導性實驗架構 ........................................................................................ 41 4.2 前導性實驗樣本 ........................................................................................ 42 4.2.1 現有體育應用程式調查........................................................................... 42 4.2.2 實驗樣本分析........................................................................................... 43 4.3 前導性實驗設計 ........................................................................................ 44 4.3.1 實驗設備 .................................................................................................. 44 4.3.2 實驗問卷設計........................................................................................... 45 4.3.3 實驗訪綱設計........................................................................................... 45 4.3.4 實驗對象 .................................................................................................. 46 4.3.5 實驗流程 .................................................................................................. 48 4.3.6 實驗方法 .................................................................................................. 48 4.4 前導性實驗與訪談結果.............................................................................50 4.4.1 第一部分:實驗任務操作....................................................................... 50 4.4.2 第二部分:深度訪談............................................................................... 51 4.4.2.1 階段一:操作任務回顧 .................................................................... 51 4.4.2.2 階段二:瞭解使用習慣 .................................................................... 58 4.4.2.3 階段三:探討資訊需求 .................................................................... 60 4.4.2.4 階段四:探討社群需求 .................................................................... 63 4.4.2.5 階段五:未來期待探索 .................................................................... 65 vii 4.5 前導性實驗結論與建議.............................................................................66 4.6 後續實驗規劃與討論.................................................................................67 第五章 驗證實驗...................................................................................................... 68 5.1 驗證實驗方法............................................................................................68 5.1.1 驗證實驗研究變項................................................................................... 68 5.1.2 驗證實驗原型與任務影片製作............................................................... 69 5.1.3 驗證實驗樣本........................................................................................... 71 5.1.4 驗證實驗設計........................................................................................... 74 5.1.4.1 驗證實驗任務.................................................................................... 74 5.1.4.2 驗證實驗問卷.................................................................................... 75 5.1.5 驗證實驗對象........................................................................................... 77 5.2 驗證實驗結果............................................................................................80 5.2.1 任務操作績效分析................................................................................... 80 5.2.1.1 任務一操作績效分析 ........................................................................ 80 5.2.1.2 任務二操作績效分析 ........................................................................ 84 5.2.1.3 任務三操作績效分析 ........................................................................ 88 5.2.1.4 任務四操作績效分析 ........................................................................ 90 5.2.1.5 任務五操作績效分析 ........................................................................ 93 5.2.2 系統使用性尺度量表(SUS)分析 ............................................................. 95 5.2.3 使用者互動滿意度量表(QUIS)分析 ....................................................... 97 5.2.3.1 使用者互動滿意度量表「介面整體反應」分析............................. 97 5.2.3.2 使用者互動滿意度量表「介面呈現」分析 .................................... 99 5.2.3.3 使用者互動滿意度量表「介面遣詞與資訊表達」分析............... 101 5.2.3.4 使用者互動滿意度量表「介面學習性」分析 .............................. 103 第六章 結論與建議................................................................................................ 105 6.1 研究成果.................................................................................................. 105 6.1.1 驗證實驗之任務操作績效結果整理..................................................... 105 6.1.2 驗證實驗之系統使用性尺度量表(SUS)結果整理................................ 107 6.1.3 驗證實驗之使用者互動滿意度量表(QUIS)結果整理 ......................... 108 6.2 結論與建議.............................................................................................. 109 參考文獻.................................................................................................................. 111 viii 中文文獻........................................................................................................ 111 英文文獻........................................................................................................ 112 網路文獻........................................................................................................ 115 附錄一、前導性實驗問卷 ...................................................................................... 118 附錄二、驗證實驗問卷.......................................................................................... 120

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