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系統識別號 U0026-2707201319502300
論文名稱(中文) 整合示能性與通用設計於智慧型手機介面之研究
論文名稱(英文) A study for affordance and universal design in the interface of smart phone
校院名稱 成功大學
系所名稱(中) 工業設計學系碩博士班
系所名稱(英) Department of Industrial Design
學年度 101
學期 2
出版年 102
研究生(中文) 郭堯文
研究生(英文) Yao-Wen Kuo
學號 P36004116
學位類別 碩士
語文別 英文
論文頁數 151頁
口試委員 指導教授-蕭世文
口試委員-林振陽
口試委員-郭炳宏
中文關鍵字 示能性  通用設計  介面設計  智慧型手機 
英文關鍵字 affordance  universal design  interface design  smart phone 
學科別分類
中文摘要 現今學術領域中,對示能性內涵與認知仍多有不一,最早由吉布森提出之概念乃是源自於環境與生物間的可能性為論點,探討環境誘發生物產生行為,進而發展相應間的關係;而後諾曼將其轉化為直覺性概念,並應用於設計領域中,提供研究者與設計師在產品規劃時的思考方式,其與直覺性概念雖有相近,但本質仍不相同。據此,本研究旨在發掘使用者與產品間之可能性與對應性,列舉各項原則並整合為一套評估法則,不僅可實際運用於學術研究中,更能透過評價法釐清癥結點,避免錯誤產生,將設計導引至正確方向並落實於人性需求之準則上。
整體研究架構分為兩部分,第一部分乃是整合示能性要素與通用設計來建立新的評價法;第二部分改良使用者介面做二次評價分析,確保實驗之嚴謹與準確性。實驗樣本以現今普及作業系統為主,包括Android、Windows和iOS,及本研究設計之User介面,共四款相互比較,透過模糊分析取得數據結果,不僅能提高實驗準確性,更能深入分析問題,掌握改善要點,進而產出最佳介面設計方案,亦是本研究所著重之層面與含意。
英文摘要 In nowadays research field, the definition and recognition of affordance for people are quite different. Gibson is the earliest to propose concept of affordance which derived from possibility between creatures and environment, the thesis discussed that environment entices creatures to have certain actions and further develop interactive relation. Later, Norman transferred the former concept into a kind of intuitive concept which has applied to design field and offered researchers and designers a new thinking way in product planning. Even though the concept of affordance approximates to intuitive design, the essences of two concepts are quite different. Thus, the target of this study is to uncover possibility and affordance between products and users, list and integrate principles of affordance into a set of evaluation not only can examine design through the evaluation but also lead design toward correct direction based on human requirement. The framework of research contains two parts, the first part is to integrate the elements of affordance and universal design and construct a new evaluation; in second part, the user interface would be revised and second evaluating analysis would be conducted to ensure and verify credibility and accuracy of the experiment. The experimental examples are based on present common systems, including four examples: Android, Windows, iOS and the interface developed in this study. The four interface would be compared with each other interactively. The statistics would derived from fuzzy analysis which could enhance the accuracy of experiment and further analyze the design issues. Therefore, researchers and design workers could seize the key point of improvement for design tasks, and then generate the best interface design is significance of this study.
論文目次 摘要 II
SUMMARY III
ACKNOWLEDGEMENTS IV
TABLE OF CONTENTS V
LIST OF TABLES IX
LIST OF FIGURES XI
CHAPER 1 INTRODUCTION 1
1.1 The research background 1
1.2 The research motivation 2
1.3 The purpose of the research 3
1.4 The limitation of research 4
1.5 The research framework 5
CHAPTER 2 PREVOUS LITERATURE 8
2.1 Affordance 8
2.1.1. The Chinese translation of affordance 8
2.1.2. The history of affordance 8
2.1.3. The discussion of affordance 10
2.1.4. Affordance and design 13
2.1.5. The application of affordance to the design field 14
2.1.6. The state of affordance to the design field 14
2.2 Universal design 21
2.2.1. Defined of universal design 22
2.2.2. The principle of universal design 22
2.2.3. Universal design and design 24
2.2.4. The application of affordance to the design field 25
2.3 User interface 26
2.3.1. Defined of universal design 27
2.3.2. The principles of user interface design 27
CHAPTER 3 RESEARCH METHODOLOGY 31
3.1 Questionnaire Survey 31
3.2 Analytic Hierarchy Process, AHP 32
3.3 Factor Analysis Approach 36
3.4 Fuzzy theory 37
3.5 Evaluation rule of affordance 39
3.6 Evaluation of universal design 43
3.7 Evaluation of interface design 45
CHAPTER 4 RESEARCH PROCEDURE AND EXPERIMENT ANALYSIS 47
4.1 The research of process 47
4.2 Establish evaluation item 49
4.2.1. Criteria collection of affordance 49
4.2.2. Universal criteria collection 50
4.2.3. The construction for Evaluation of Affordance and Universal design 51
4.2.4. The construction for Evaluation of user interface 54
4.3 The construction of the weight for the evaluation 55
4.3.1. The weight for the evaluation of affordance and universal design 55
4.3.2. The weight for the evaluation of user interface 56
4.4 Task experiments and evaluation 58
4.4.1. Interface sample selection 58
4.4.2. Participant selection 61
4.4.3. Define problem and task structure 61
4.4.4. Establish questionnaire 70
4.4.5. Establish environment of experiment 70
4.5 Analysis of evaluation 71
4.5.1. Total calculation and primary analysis 71
4.5.2. Importing weights and detailed analysis 74
4.5.3. Result authentication and evaluation decision 84
4.6 Problem discussion and modification 85
CHAPTER 5 CONCLUSION AND SUGGESTION 87
5.1 Research Achievement and Contribution 87
5.2 Follow-up Research and Suggestion 88
REFERENCES 90
Appendix 1通用設計與示能性語彙詞符合程度問卷 97
Appendix 2比較示能性與通用設計評價法各項目之重要度問卷 100
Appendix 3比較介面設計評價法各項目之重要度問卷 104
Appendix 4評價法於Android介面之符合度選擇問卷 108
Appendix 5評價法於windows介面之符合度選擇問卷 115
Appendix 6評價法於iOS介面之符合度選擇問卷 122
Appendix 7評價法於User介面之符合度選擇問卷 129
Appendix 8 EAU之Android介面模糊評判矩陣 136
Appendix 9 EAU之Windows介面模糊評判矩陣 137
Appendix 10 EAU之iOS介面模糊評判矩陣 138
Appendix 11 EAU之User介面模糊評判矩陣 139
Appendix 12 EUI之Android介面模糊評判矩陣 140
Appendix 13 EUI之Windows介面模糊評判矩陣 141
Appendix 14 EUI之iOS介面模糊評判矩陣 142
Appendix 15 EUI之User介面模糊評判矩陣 143
Appendix 16 EAU之Android介面模糊評判矩陣-加權 144
Appendix 17 EAU之Windows介面模糊評判矩陣-加權 145
Appendix 18 EAU之iOS介面模糊評判矩陣-加權 146
Appendix 19 EAU之User介面模糊評判矩陣-加權 147
Appendix 20 EUI之Android介面模糊評判矩陣-加權 148
Appendix 21 EUI之Windows介面模糊評判矩陣-加權 149
Appendix 22 EUI之iOS介面模糊評判矩陣-加權 150
Appendix 23 EUI之User介面模糊評判矩陣-加權 151
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