(3.236.222.124) 您好!臺灣時間:2021/05/14 15:29
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果

詳目顯示:::

: 
twitterline
研究生:林俊仁
研究生(外文):Chun-jen Lin
論文名稱:機構設計技術資料庫使用者介面研究-以直覺式節點資訊搜尋為例
論文名稱(外文):RESEARCH ON THE USER INTERFACE OF MECHANICAL DESIGN TECHNOLOGY DATABASE-A CASE STUDY OF THE INTUILIVE NODES FOR INFORMATION SEARCH
指導教授:陳立杰陳立杰引用關係
指導教授(外文):Li-chieh Chen
口試委員:陳立杰
口試委員(外文):Li-chieh Chen
口試日期:2014-01-30
學位類別:碩士
校院名稱:大同大學
系所名稱:工業設計學系(所)
學門:設計學門
學類:產品設計學類
論文種類:學術論文
論文出版年:2014
畢業學年度:102
語文別:中文
論文頁數:104
中文關鍵詞:機構設計知識資料庫使用者介面設計特性要因圖
外文關鍵詞:Mechanical Design KnowledgeDatabaseUser Interface DesignCause & Effect Diagram
相關次數:
  • 被引用被引用:1
  • 點閱點閱:470
  • 評分評分:系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔系統版面圖檔
  • 下載下載:88
  • 收藏至我的研究室書目清單書目收藏:0
機構設計的過程中經常需要參考設計規範與技術資料。對於有豐富經驗的設計師而言,通常已自我建立內隱的資訊架構與知識搜尋策略。若要促進設計團隊成員間經驗的交流,內隱的資訊架構與知識搜尋策略必須轉換成彼此熟悉且認同的資訊組織與傳達方式才能成功。若轉換的方式不夠直覺,將會阻礙經驗的傳承。針對此議題,本研究經由文獻探討與現況調查結果發展出以特性要因圖(魚骨圖)的概念做為機構設計知識庫的主要使用者介面。
經由實驗設計,本研究比較魚骨圖節點式操作與下拉階層式選單對三種任務的搜尋在時間、操作性及點選次數上之差異。結果顯示,魚骨圖節點式操作優於下拉階層式選單搜尋方法,不論介面層次是多(深)或少(淺),即使使用者對介面不熟悉,也能減少學習時間。
此外,設計師能夠以直覺方式進行資料搜尋,也可以針對不同階段建立資訊分類節點主軸,並在主軸上發展魚刺,以有效分枝出各類資料的子類別,經實驗發現,不同技術人員皆可直覺地探索及瞭解機構設計知識與問題。
In the process of mechanical design, design engineers have to refer to design guidelines and technical data frequently. For experienced designers, they have tacit knowledge about information architectures and search strategies. If it is necessary to share the knowledge among team members, tacit knowledge has to be converted to a familiar and agreed format of information organization and communication. If the conversion process is not intuitive, knowledge transfer could be hampered. To address this issue, through literature reviews and current situation studies, the authors have adopted the concept of Cause & Effect Diagram (Fishbone Diagram) as the major user interfaces for mechanical design technology database.
In this study, experiments were designed to compare the fishbone node operation and the hierarchical pull-down menus among three information search tasks. The performance measures were task completion time, easy-of-operation and click counts. The results showed that the fishbone node operation was better than the hierarchical pull-down menus. Even if users were not familiar with the interface, the learning time could be reduced, no matter in the conditions of multi-level hierarchies with depth or breadth information structures.
In addition, design engineers can search information on the intuitive interface presented as a fishbone. They could add nodes and branches to represent important information categories or subcategories along detailed fishbone with respect to different stages of processes. The result has demonstrated that different team members could explore design knowledge with the help of such user interfaces, intuitively.
中文摘要      II
Abstract      III
目錄      IV
表次      VIII
圖次      XI
圖表次      XIII
第一章 緒論 1
1.1 研究背景 1
1.2 研究動機 1
1.3 研究目的 2
1.4 研究架構 3
第二章 文獻探討 5
2.1 知識可視化 5
2.2 介面操作的型態闡述 11
2.3 文獻探討結論 15
第三章 現況調查及研究 16
3.1機構設計問題點知識資料搜尋存在困難 16
3.1.1現狀分析 17
3.1.2 以文檔形式做為資料儲存方式 19
3.1.3以文檔形式進行資料搜索困難反應分析 22
3.2階層樹狀式知識管理介面現況 23
3.3 混合式資料結構之綜覽資料搜尋方法 25
3.4 混合式資料結構之魚骨圖節點式操作資料搜尋方法 26
3.5 混合式介面結構 27
第四章 實驗設計 29
4.1 魚骨圖節點式操作之讀取資料方法及點選流程介紹 30
4.2 以傳統下拉階層式選單(樹狀)的資料結構搜尋 35
4.3實驗任務與變項設計 37
4.3.1任務設定 37
4.3.2實驗變項 38
4.4實驗對象(受測者)規劃 39
4.5主客觀效標 40
4.6 實驗流程 42
4.6.1 流程說明 42
4.6.2 操作練習 42
4.6.3 例題說明 43
第五章 實驗結果分析討論 44
5.1 受測者基本資料統計 44
5.2 平台介面實習操作狀況分析 44
5.3 實驗數據分析 46
5.3.1 魚骨圖節點式操作與下拉階層式選單的操作時間 46
5.3.2 魚骨圖節點式操作與下拉階層式選單的操作性 49
5.3.3 魚骨圖節點式操作與下拉階層式選單的點擊效益 51
5.3.4 操作行為分析比較 53
5.3.5 魚骨圖節點式操作與下拉階層式選單,成對母體平均數差異檢定 53
5.3.5.1 時間t-檢定 53
5.3.5.2 操作性t-檢定 57
5.3.6 t-檢定結果綜合分析 60
5.3.7受測者主觀意見分析 61
第六章 結論與建議 63
參考文獻 64
英文文獻 64
中文文獻 67
附錄 68
附錄1:介面操作練習 68
附錄2:實驗任務 74
附錄3:實驗記錄 77
英文文獻
1.Ackerman, F. & Eden, C.(2001). Contrasting single user and networked group decision support systems for strategy making. Group Decision and Negotiation, 10, 47-66.
2.Bernard A, Xu Y. An integrated knowledge reference system for product development. CIRP Annals-Manufacturing Technology 2009;58(1):119-22.
3.Brinck, T., Gergle, D., and Wood, D. S.(2002).Usability for The Web:DesigningWeb Sites That Work,Morgan Kaufmanna,San Francisco。
4.Dormann, C. (1994). Self-explaining icons. Reprinted at //www.intellectbooks.com/iconic/self/self.htm
5.Eppler, M.J. & Burkard, R.A.(2004). Knowledge Visualization:Towards a New Discipline and its Fields of Application. ICAWorking Paper #2/2004, University of Lugano, Lugano.
6.Fisher, K. M. (1990). Semantic Networking: The new kid on the block. Journal of Research in Science Teaching, 27(10), 1001-1018.
7.Garland, K., 1979. "Some General Characteristics Present in Diagrams Denoting Activity, Event and Relationship"; Information Design Journal, 1 (1), 15-22.
8.Kostaras, H. & Xenos, M. (2011). A study on how usability flaws in GUI design increase mouse movements and consequently may affect users' health, Behaviour & Information Technology, 30(3), 425-436.
9.Lapets, A. & Kfoury, A. (2012). A User-friendly Interface for a Lightweight Verification System, Electronic Notes in Theoretical Computer Science, 285, 29-41.
10.Max Rumpfhuber(2005), Approaches to an Instruction Oriented Knowledge Management in the Context of Technical Professional Communication, Proceedings of I-KNOW ’05, Graz, Austria, June 29 - July 1, 2005
11.Narayanan, A. & Shaman, T. (2002). Practical Issues in the Querying of Databases through Structured Iconic Expressions. Journal of Visual Languages and Computing, 13, 623-647.
12.Nielsen, J., (1993). Usability Engineering. San Francisco: Academic Press Inc.
13.Novak, J. D. & Gowin, D. B.(1984). Learning how to learn.New York: Cambridge University Press.1984.
14.Owen R, Horvath I. Towards product-related knowledge asset warehousing in enterprises. In: Proceedings of the 4th international symposium on tools and methods of competitive engineering, TMCE 2002; 2002. p. 155-70.
15.Song, G. & Salvendy, G. (2003). A framework for reuse of user experience in Web browsing, Behaviour & Information Technology, 22(2), 79-90.
16.Tauscher, L. & Greenberg, S. (1997). Revisitation patterns in World Wide Web navigation. Proceeding of the ACM CHI 97: Conference on human factors in computing systems (pp. 399 – 406), Atlanta, GA..
17.Terwilliger, J.F., Delcambre, L.M.L. & Logan, J. (2007). Querying through a user interface, Data & Knowledge Engineering, 63(3), 774-794.
18.Thinking maps, http://hcms-resources.wikispaces.com/Thinking+Maps.
19.Vande Moere, A., Mieusset, K. H. and Gross, M., 2004. "Visualizing Abstract Information using Motion Properties of Data-Driven Particles"; Proc. of Conference on Visualization and Data Analysis 2004, IS&T/SPIE Symposium on Electronic Imaging 2004, San Jose, CA, January 2004.
20.Zipf, G. K. (2012). Human Behavior and the Principle of Least Effort: An Introduction to Human Ecology, Martino Fine Books.
1.邱信華,2008,研發知識分享資訊網的視窗 與導覽輔助模式研究,大同大學工業設計研究所碩士論文。
2.趙國慶 黃榮懷 陸志堅,北京 100875,知识可视化的理论与方法,北京师范大学知识工程研究中心。
3.張貞瑩,2004,設計資訊網頁的連結架構與使用者認知風格類型對瀏覽行為之影響,大同大學工業設計研究所碩士論文。
4.知識管理,MBA 智庫百科,http://wiki.mbalib.com/。
5.陳映州 (2003),網頁書籤管理之操作介面研究,大同大學 工業設計研究所碩士論文。
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top
系統版面圖檔 系統版面圖檔