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研究生:陳柏宇
研究生(外文):Po-Yu Chen
論文名稱:數位相機使用性測試系統:模擬人使用與學習產品介面
論文名稱(外文):Digital Camera Usability Testing System: Simulation of Human Using and Learning Product Interface
指導教授:嚴貞嚴貞引用關係李之炫
指導教授(外文):Jen YenJi-Hyun Lee
學位類別:碩士
校院名稱:國立雲林科技大學
系所名稱:設計運算研究所碩士班
學門:設計學門
學類:綜合設計學類
論文種類:學術論文
論文出版年:2008
畢業學年度:96
語文別:英文
論文頁數:232
中文關鍵詞:虛擬實境產品使用性心理模式電腦輔助設計
外文關鍵詞:mental modelVRproduct usabilityCAD
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隨著科技進步,電子產品的功能越來越多,產品介面設計的使用性也隨著受到重視。公司為了減低不良設計的風險,在產品設計過程中,往往有使用性測試的步驟;使用性測試的目的是為了降低風險的成本,現在的測試方法須藉由產品原型的實作,再尋找受測者來測試,因此造成相當的時間與成本消耗。使用性測試的內容主要是為了瞭解使用者可能的操作行為與心理模式,根據認知心理學的研究指出,心理模式是可以藉由電腦運算模擬的;有鑑於此,本研究藉由文獻歸納出產品操作的認知架構,並以數位相機的操作為例子,透過任務分析與訪談了解使用者的操作過程,及對相機的認知,經統整與歸納後,將既有的架構整合這些資訊,並以運算的方式模擬數位相機操作的心理模式。
在產品設計過程中,設計師會透過3D軟體建構產品的虛擬原型,因此本研究的測試環境設定為VR的模擬環境,設計師可透過本系統來測試3D產品原型的使用性,而系統會藉由操作行為、心理模式,及產品訊息的視覺化,以提供設計師檢測產品使用性的資訊。
The usability of product interface design is very important. The manufacture would test the product usability in product develop process. These methods were helpful to build mental model of product use.
Some cognition psychology studies pointed out the human’s cognition was possible to simulate by computer. In this point of view, this study induces a framework of product operation. This study took digital camera as an example. Through task analysis, this study figured out the user’s operation process and mental. In order to understand the user’s experience of product interface, this study through interview to understand the relationship between product information and cognition, then integrate these data by the product operation framework, and made a system to simulate the mental model.
Product designer would build a 3D product prototype in design process. In this point of view, the usability test system provides a 3D environment to visualize the user’s action, product information, and user’s mental to help designer test the usability.
摘 要 I
ABSTRACT II
Acknowledgement III
Contents IV
List of Table VI
List of Figure VIII
1. Introduction 1
1.1. Background and Motivation 1
1.2. Problem statement and Objective 3
1.2.1. Problem statement 3
1.2.2. Objective 3
1.3. Scope and Limitation 4
1.4. Study Framework 5
2. Literature Survey 7
2.1. Interface Usability 7
2.2. Product Usability Evaluation Methods 9
2.2.1. Cognitive Walkthrough 9
2.2.2. Kansei Engineering 10
2.2.3. Expert Appraisals 10
2.2.4. Fault Tree Analysis 11
2.3. Human Performance 12
2.3.1. Perception 14
2.3.2. Memorize/Learn 15
2.3.3. Control/Action 17
2.3.4. Memory/Experience 17
2.3.5. Summary 18
2.4. Virtual Reality and Product Design 20
3. Methodology 23
3.1. Task Analysis 23
3.2. Procedural Analysis 25
3.2.1. Task- Take a Picture 25
3.2.2. Task- Preview the Picture 26
3.2.3. Task- Delete the Picture 27
3.3. Interview 29
3.3.1. Intention Content 29
3.3.2. Elements Features, Elements, and Action 31
3.3.3. Function Feature and Function 32
3.3.4. Camera Feedback and Camera State 33
3.4. Summary 35
4. Mental Model Representation 37
4.1. Intention Representation 37
4.2. Evaluation Representation 39
4.3. Execution Representation 40
4.4. Experience Data Base 41
4.4.1. Operation Process and Intention Nodes 41
4.4.2. Product Element Identify Data 53
4.4.3. Product State Identify Data 56
4.4.4. Product Function Identify Data 57
4.5. Mental Model Working Flow 58
5. System Design and Implementation 59
5.1. System Design 59
5.1.1. Usability Testing Scenario 59
5.1.2. User Requirements 59
5.1.3. System Structure 61
5.2. System Implementation 63
5.2.1. Operation Scenario 63
5.2.2. System outcome 64
5.3. System Demonstration 75
6. Discussion and Conclusion 77
6.1. Evaluation and Discussion 77
6.2. Disadvantages and Future Work 78
6.3. Conclusion 79
Reference: 81
Appendix 85
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