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電子報總覽目錄與結構知識對瀏覽行為與態度之影響 / How design of news index affect audience in reading electronic newspapers? Interface, Structural knowledge, and Advance organizer黃瑞斌, Huang, Ruei-Bin Unknown Date (has links)
個人結構知識是區辨閱聽人讀取電子報介面效能的重要因素之一。結構知識較豐富的閱聽人,使用總覽目錄選取電子報內容的時間和正確性較高。反之,結構知識程度較低者,瀏覽時間較多、正確性較低。但是如果設計者能夠利用總覽目錄作為先導組體理論,讓閱聽人透過總覽目錄,而增進他們對電子報內容結構的認識。那麼,原先結構知識程度較低的閱聽人,或許可以減少他們的閱讀時間,或提高檢索正確度。
本研究使用實驗法,企圖證明上述假設。研究人員模擬一份電子報,設計兩種不同介面:具有總覽功能的下拉式選單目錄,以及不具總覽功能的階層式目錄。研究人員透過電腦紀錄與紙面問卷蒐集103位受試者的使用時間和答題內容,並進行統計分析。
研究結果發現,總覽目錄設計有助於減少「瀏覽頁數」的數量,使用者藉由總覽目錄設計,能有效減少其瀏覽電子報時的點選次數。但是在資料正確程度和態度方面則未發現顯著差異。 / Designing effective and efficient user interface is one of the most important issues for the designers of electronic newspapers. Audience with better structural knowledge may use news index more effective and efficient than those with poorer structural knowledge. With this thread, news index with multiple-layer, pull-down menu bars may serve as "advance organizer." Therefore, this study hypothesized that the audience with poorer structural knowledge may improve their performance in using news index by taking advantage of "advance organizer."
An experiment was performed to test the hypothesis. The 103 college students were directed to "read" the a web-based electronic newspaper. Two set of stimuli were used: pull-down news indexes and non pull-down ones. Data were collected through computer logs and survey questionale. The result indicated that subject indexes design to serve as "advance organizer" may reduce the time audience spent. However, the subjects no significant difference in terms of the accuracy.
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文字、圖形選單介面之使用績效及滿意度關係之實證研究 / An Empirical Investigation of the influence on literatura menu interface and graph menu interface have on user Performance and Satisfaction周萍萍, Chou, Ping-Ping Unknown Date (has links)
圖例選單自80年代麥金塔電腦中開始使用後,由於Windows作業系統的普及,愈來愈多的應用軟體採用圖例選單或圖例加文字選單。本研究試圖加入一些可能會影響使用效果的使用者特質變數:如年齡、性別、電腦使用者經驗、使用者對工作熟悉度等,及工作性質變數:如工作複雜度高低,來探討三種不同之人機介面呈現方式:文字選單、圖例選單、文字加圖例選單的客觀使用績效及主觀滿意度。
本研究以自行發展之三種不同的選單軟體為實驗工具,選用二種不同之工作性質:文書處理(複雜度較高)及圖書查詢(複雜度較低),分別以政大及政大實小的242位學生為受試者進行實驗。全部測驗時間約一個小時至一個半小時,每班同學隨機分為三組,分別使用某一種選單的實驗工具,測驗只分五部份:事前說明、利用選單完成指定工作、記憶性測驗、滿意度測量、及使用者特質問卷。除事前說明外,其他部份均採線上作業,所有結果均自動記錄在電腦檔案中。
本研究結論可分三方面:(1)使用不同的選單在使用績效(完成工作所需時間、正確性、重複處理次數)、記憶性及主觀滿意度 (系統學習性、系統使用性、文字或圖例安排恰當、文字或圖例幫助記憶、及有趣性上)呈顯著差異,顯示三種不同之選單確實對客觀使用績效及主觀滿意度有影響。(2)使用者特質如性別、過去使用電腦的經驗、學歷、對測驗工作的熟悉程度會影響使用績效,但使用者特質並不會間接影響三種選單的使用績效。(3)工作性質的複雜度,影響選單的複雜度,而由於螢幕畫面大小固定,選單的複雜度會影響選單中每一選項所能佔用之位置大小,選項佔用位置的大小對圖例加文字選單之使用績效及滿意度影響最大,對圖例選單次之,文字選單又次之。所以不同的工作性質,三種選單之使用績效及滿意度表現呈不同方式。但是在記憶性測量及主觀有趣性判斷上,圖例選單或圖例加文字選單的表現卻不受工作性質影響,始終優於文字選單。
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多媒體使用者介面之評估與實證研究 / Evaluation and Empirical Research of Multimedia User Interface陳珮, Chen Pei Unknown Date (has links)
本研究的主要目的有二:一為探討多媒體軟體使用者介面的螢幕標示效果
與使用者反應時間之間的關係,另一為探討多媒體軟體使用者介面的螢幕
標示效果與使用者主觀態度之間的關係。實驗中根據物件文字標示與表徵
圖文字標示兩個變數,分為實驗組與控制組,其中實驗組具備物件文字標
示與表徵圖文字標示,而控制組則不具備物件文字標示與表徵圖文字標示
。本實證研究中,對二百零三位大學商學院一、二年級生進行測試,包括
線上雛型系統軟體測試與使用者主觀評估問卷兩部份。其中線上雛型系統
軟體測試的主要收集資料為使用者反應時間,而使用者主觀評估問卷則收
集系統內記憶性問題及使用者主觀態度等資料。研究進行方法如下:.依
學生隨機安排在電腦教室內上機,由預先安裝好的軟體來決定實驗組與控
制組。.首先系統將顯示中文之遊戲說明,以及各功能鍵所代表之意義,
使用者按滑鼠鍵即可進入遊戲。.於遊戲結束後,系統以自動方式展示一
段與先前系統不同的示範,在實驗組中,系統提供的是不具圖件文字標示
╱表徵圖文字標示的展示,而在控制組中,系統提供的是具備圖件文字標
示╱表徵圖文字標示的展示。 .自動展示停止之後,使用者始填答問
卷。 .進行問卷評估與線上資料收集。實證研究結果顯示,在使
用者反應時間方面,實驗組與控制組之間確實有顯著差異 (P = 0.01),
而在使用者性別與使用者年級方面, 使用者反應時間的差異性則並不明
顯 ( P of GRADE = 0.3348, P of GENDER = 0.2975)。至於主觀評
估問卷方面,大部分受測者皆肯定螢幕上圖件文字標示與表徵圖文字標示
存在的必要性,認為確實對系統進行有幫助,其中又以對於表徵圖文字標
示表示肯定者較多。
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敘述創作電腦輔助系統 / A Computer-aided System for Narrative Creation張允泰, Yun-Tai Chang Unknown Date (has links)
對於許多人而言,在寫作時要寫什麼題材、元素常另人傷透腦筋。本研究的目的為透過設計一個輔助敘事創作的電腦系統,來激發使用者在素材上的創造力,以期幫助使用者創作出一個題材新穎的故事。許多電腦輔助系統 (如 CAD, CAI, ITS等),已經注意到協助創意思考的重要性。Liu (2000) 利用電腦運算將形狀重組,讓原本單一的形狀能延伸出許多不同的形狀,提供更多的變異性以激發使用者的創造力;因而本研究擬對於圖片、文字等以內容為主的元素,嘗試以Liu所提出的方式再生多樣的訊息;然而目前電腦要產生內容性的元素仍十分困難,因此人們對同樣一件事物的不同的想法,便成了提供變異內容的最佳資料庫,例如,Huang, Li, Wang & Chang (2007) 便利用腦力激盪的合作方式達成創意學習的目標。
本研究針對敘事創作,提出一個Picture-Attributed-Note (PAN) 架構,期望能激發使用者的敘事創意並協助其完成故事創作。在激發創意的部份,我們利用圖片、分類和筆記來呈現和記錄資料。其中分類筆記是以文字方式呈現,我們採用 Rabiger (2000) 所提出的 Character, Location, Object, Situation, Action, and Theme (CLOSAT) 來進行分類,藉圖片和分類資料的刺激,讓使用者能對故事中各樣的元素有更多的想法或聯想,以達到透過變異資料來激發創造力的目的。我們以PAN架構為基礎實作了一個電腦輔助系統來了解系統對使用者所產生的影響,並驗證所設計系統的有效性。本研究邀請了四位受測者來創作故事,其中一位在創作過程中沒有系統的輔助。在創作完畢後,四位受測者皆立刻觀看實施影音回溯來說明創作的過程。此資料最後用內容分析法,透過Chen (2002) 針對電腦系統所提出涵蓋 Conceptual, Operation, Perceptual和 Evaluation四個構面的編碼予以分析比較。實驗結果說明PAN 系統能幫助激發使用者尋找元素且不會改變使用者敘事創作的過程,同時PAN系統的介面設計能讓使用者能更專注於敘事創作的過程。 / It is difficult to find elements or topics for many people when they are writing a story. The goal of this research is to design a computer-aided system for narrative, which can stimulate user’s creativity on finding story elements. Many computer-aided systems (e.g. CAD, CAI, ITS etc.) have noticed the importance of assisting creative thinking. Liu (2000) reassembled a shape to provide different shapes for users, so their creativity can be stimulated through seeing more variables. This study uses pictures and texts as the elements and tries to use Liu’s method to reproduce more elements. However, it is difficult for computer to automatically generate pictures and texts that can deliver appropriate meanings and contexts. Nevertheless, people’s divergent thinking is a good source for computer to leverage. For instance, Huang, Li, Wang & Chang (2007) proposed a method to assist creative learning by brainstorming and cooperation.
In this study, we focus on narrative creation and propose a Picture-Attributed-Note (PAN) framework to assist a writer’s creating process. We use picture and attributed notes to present and record story elements and to stimulate creativity. The attributed notes are presented by texts and in this study we utilize six attributes: Character, Location, Object, Situation, Action, and Theme (CLOSAT), which were proposed by Rabiger (2000), to categorize the text. We attempt to stimulate user’s creativity through the pictures and attributed notes and make the user think and associate elements for his/her story. In this study, we have implemented the PAN framework as a computer-aided system and conducted experiments to know how a user uses the PAN system for story writing. We invited four participants to create a story, one without the PAN system. When they completed their stories, they were asked to do video/audio protocol immediately. We used content analysis to analyze the data through four main categories: Conceptual, Operational, Perceptional and Evaluation (COPE) coding system, proposed by Chen (2002), to analyze and compare data. The analysis on our experimental results reveals that the PAN system can help stimulate user’s creativity and does not change the writer’s main creating process. In addition, the user interface of the PAN system can allow the user to concentrate more on the creating process.
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以使用性工程建構行動個人化數位攝影註釋系統 / Building a Mobile Personal Digital Photograph Annotation System Based on Usability Engineering陳柏諺, Chen, Po Yen Unknown Date (has links)
隨著數位相機、智慧型手機等影像記錄產品的普及,人們可以隨時隨地按下快門,使得個人相片的數量不斷的增長。倘若照片中缺少了註釋,進行搜尋檢索大量的個人照片是困難的。雖然如此,人們卻會因為繁瑣累人的照片註釋工作而缺乏意願。
本研究藉由Kuo所發展出的PARIS (Personal Archiving and Retrieving Image System)作為來源系統架構,其系統解決了大部分個人數位影像語義標註的困難,也利用半自動註記方法減少使用者註釋負擔。但由於過去缺乏行動載具,PARIS並未開發一個現代化的行動註釋系統,來協助一般使用者進行個人影像註釋。
為了解決此問題,本研究利用使用性工程進行系統的建構,以設計及開發出一套現代化的行動影像註釋系統iPARIS (Integrated Personal Archiving and Retrieving Image System)。iPARIS擴展了PARIS設計出符合行動載具的後設資料結構與本體,包含將PARIS所定義的DDDC後設資料標準擴充為得以群眾註記之社群媒體地理標籤的iDDDC (Integrated Dozen Dimensional Digital Content),以及在既有的STO (Spatial and Temporal Based Ontology)的空間架構中加入更具彈性的地理標籤關聯方法GRO (Geotag Related Ontology)。iPARIS並利用工作流程設計、介面線稿設計、視覺設計、系統實作、使用者參與設計等步驟來設計及開發系統,再以迭代設計方法不斷地改善系統的使用者介面及使用者體驗。iPARIS在建置完成後利用參與啟發式評估量表、手勢次數、操作時間、操作路徑、錯誤次數進行使用性測試,而其測試結果也達預期的使用性目標。更進一步,透過分析使用者操作系統的實際行為來找出系統存在的使用性問題,並提出未來系統的改進方式。
透過完整的規劃與適切的設計系統介面,讓使用者在拍照、註釋、組織及管理照片都可以在行動應用程式上完成,並使此系統能滿足具有效率、具學習性、具記憶性、低錯誤率及高滿意度等Nielsen所提出的使用性標準,以降低個人影像註釋時的負擔,並增加使用者註釋個人照片的意願,以應付日益增長地個人數位影像資料的管理需求。 / With the widespread use of photograph recording products, such as digital camera and smartphone, people take photographs easily so that the number of personal photographs increases unceasingly. If photographs are lacking of annotation, searching and retrieving the large number of personal photographs become difficult. However, people are usually reluctant to the cumbersome and exhausted annotation work.
In 2004, Kuo et al. developed PARIS (Personal Archiving and Retrieving Image System) to solve these problems. Based on MPEG-7, PARIS resolved most difficulties of personal digital image semantic annotation and lightened users’ annotation burdens by semi-automatic annotation methods. However, because of the lack of mobile device at that time, PARIS did not develop a modern mobile annotation system to help ordinary people annotate personal photographs.
Therefore, this thesis builds a system with usability engineering as well as designs and develops a modern mobile image annotation system iPARIS (Integrated Personal Archiving and Retrieving Image System). iPARIS expands PARIS architecture to add the support for mobile. It expands PARIS DDDC metadata standard to iDDDC (Integrated Dozen Dimensional Digital Content) which is a crowdsourcing annotation enabled by third party social networking services, and provides STO’s spatial ontology a more flexible geo-information description methodology GRO (Geotag Related Ontology). iPARIS also takes the steps of workflow design, wireframe design, visual design, system implementation, participatory design to build the system; moreover, it keeps improving the user interface and user experience by iterative design. After implementing iPARIS, we conduct usability testing including participatory heuristic evaluation, gesture times, operation time, gesture path, error times, and interview. The test results reach the expected usability goals. Furthermore, the thesis finds some usability problems by analyzing users’ behaviors when they are using the application and brings future improvement for the system.
By integral planning and appropriate interface design, this system lets user take, annotate, organize, and mange personal photos in a mobile application. We hope that iPARIS can meet the usability index to lighten the burdens of personal photograph annotation, arousing users’ desire to annotate personal photographs, and meet the growing needs for the management of personal digital photograph information.
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結合實體物件與行動載具之開發套件設計 / A Tangible UI Toolkit for Capacitive Touch Devices黃奕誠 Unknown Date (has links)
過去,感知物件的互動方式大多發展於大型互動桌上,其技術主要是採用影像辨識來進行互動偵測,隨著平板的普及,我們希望能將大型互動桌的實體互動體驗帶到平板世界,然而現今平板使用之電容式觸控技術有別於大型互動桌之影像偵測技術,無法直接應用影像式的物件辨識方法,因此設計出一套結合平板電腦與感知物件的開發工具,目的是要讓互動設計的開發者能夠快速開發感知物件的互動模式。
而電容式實體互動物件設計較為複雜,對於互動設計的開發者而言,要去製作、開發這些互動物件不論是在電路或是實體物件都是有一定的難度,並不是所有的開發者都擁有相關的背景或是資源。而為了讓原型製作更加的簡單在軟體上我們設計了一套SDK,在硬體上結合了樂高積木和導電的膠帶,不僅製作快速、成本低,在組裝上也能擁有一致的規格以減少誤差的發生。藉由其底座組合方式的差異也就代表著不同的感知物件。因此開發者只需套用我們所設計的SDK就可以將原有的作品加上實體互動物件的互動模式。 / The Tangible User Interface (TUI) has been widely adopted on interactive tabletops by using optical sensing techniques and fiducial markers. With the huge growth of smartphone and tablet market, we hope to expand the tangible interaction experience to the off-the-shelf touch devices. However, most touch devices use capacitive sensing techniques that can only detect human fingers. We create a tangible hardware toolkit base on capacitive touch devices so developers can use it to build tangible interactions in a fast way. We put conductive adhesive tape on LEGO blocks to form an identifiable footprint. The footprint could be attached onto a tangible object. And the pattern of the footprint could be easily arranged to represent different identities. We also provide a flash SDK that can be quickly integrated into a developer’s project and then enable tangible interactions. We expect our hardware toolkit and software SDK can benefit more developers to create tangible UI applications on the capacitive touch devices.
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協同式創造力學習之線上腦力激盪系統 / Idea Storming Cube: An Online Brainstorming System to Support Collaborative Creative Thinking黃俊傑, Huang,Chun-Chieh Unknown Date (has links)
本論文之研究目的為開發一線上合作式創造力學習系統。本文將描述一以遊戲為基礎之創造力思考輔助工具"Idea Stroming Cube"。它的目標在於讓學生養成創意思考與典範轉移能力的習慣。此系統會汲取學科專家的知識,使用者歷史記錄,和腦力激盪中的個人創意,提供使用者、目標及情境感知的學習支授。比較相關的教學系統,它更注重於刺激發散情思考之能力。此系統可分為兩種學習模式Base Mode和Agent-Assist Mode:一為提供學科知識學習之輔助,另一為提供學習發散性思考能力之輔助。
本文提出合作式創造力思考輔助之Human-Computer Interaction(HCI)的系統已初步實作完畢,本文並報告了兩個相關的實驗以測試系統效能。本研究的主要結果符合實驗假設,以遊戲情境為基礎之創造力支援系統相較於其他類似系統,更有助於學生學習創造力,另外,籍由適當且適時的智慧型思考輔助Agent,亦能提供學生不同面向的思考觀點,有助於學生用更多觀點學習知識。 / The objective of this research is to develop a Web-based collaborative tool for learning creativity. This research describes a game-based system, Idea Storming Cube, in support of creative thinking. It aims to make people form a creative and Perspective-Modifying thinking habit. Based on theories of this kind support system and prior studies, we propose to integrate exciting game environment and intelligent support mechanism into the creativity thinking support system. The system acquires knowledge from domain expert, user inputs history, and individuals of a brainstorming group, and then provides user-, goal- and context-sensitive supports. Compared to classic tutoring systems, it focuses more on stimulating divergent thinking. The system can be utilized with two distinct support strategies, Basic Mode and Agent-Assist Mode, in order to support different learning objectives. One focus on knowledge learning, the other highlights the divergent thinking ability.
The proposed Human-Computer Interaction (HCI) tool for collaborative idea generation has been implemented, and two experiments for preliminary evaluation of the system are also reported in this thesis. The major results of this study show that the game-based brainstorming system with appropriate intelligent support outperforms the other types of systems because the game competition environment can make them concentrate on the brainstorming tasks and let them think more from different view points for learning the knowledge with the support of the peer-like agent.
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模板屬性對瀏覽行為的影響-以線上遊戲為例 / The Impact of Template Attributes to User’s Behavior-Take Online Game as an Example陳妍樺, Chen, Yen Hua Unknown Date (has links)
面對大量習慣用嘗試錯誤方式去學習使用複雜線上遊戲功能的使用者,如果沒有一個好的網頁佈局設計,會妨礙讓使用者易於上手。本研究試圖綜合以往在電腦學習認知方面的模板比對理論、CoLiDeS Model、及資訊氣味等相關研究,增強對線上遊戲介面設計的了解。本研究設計一個線上遊戲介面認知的實驗,用「仙劍Online」多人線上遊戲的介面為實驗工具,運用眼動儀去觀察受試者的瀏覽行為。「功能的群組位置」(Location)與圖像(Icon)皆為介面設計的重要因素;這兩項因素可能會影響受試者對任務難易的知覺判斷與瀏覽行為的Pattern。這些差異會顯示在任務的「間隔多久時間看到正確區域位置」、「凝視次數」、「凝視正確區域佔全部的比例」、任務的「完成率」與任務的「使用時間」等資料上。經過本研究驗證可以明確的知道「功能的群組位置」(Location)與圖像(Icon)何者為設計者首要考量之因素,在學術上能加強對CoLiDeS Model的了解,提出兩階段修正的認知模式;在實務上幫助介面設計師進行更有效的頁面設計和實用的建議。 / A large amount of users practice the trial and error approach to learn to use complicated online games. This leads to low user perception of "easy to use" when the game lacks good webpage layout design. This study attempts to integrate previous studies on cognitive learning through computer including Template Matching, Information Scent, and Comprehension-based Linked model of Deliberate Search Model ( CoLiDes Model), to enhance the understanding on online game interface design. A cognitive experiment of online game interface was designed utilizing the multiplayer simulation game "Chinese Paladin Online" in an attempt to observe and record user’s browsing behaviors through the eye tracker. "Location of functional group " and "Icon" are important factor of interface design and affect user’s browse behavior pattern . These differences will appear in "Time spent", "Accuracy", "Frequency of fixation ", “ and "Time spent before first fixation on the correct position" of the tasks. We expect the results extended the CoLiDeS Model, enhanced understanding of the interface layout user cognition, and provided fruitful suggestions in how to further design on effective WebPages.
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