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題名 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
作者 陳妍樺
Chen, Yen Hua
貢獻者 傅豐玲
Fu, Fong Ling
陳妍樺
Chen, Yen Hua
關鍵詞 模板比對
資訊氣味
搜尋理解連結模型
使用者經驗
線上遊戲介面設計
Template Matching
Information Scent
CoLiDeS Model
User`s Previous Knowledge
Interface Design of Online-Game
日期 2013
上傳時間 1-Oct-2014 13:32:05 (UTC+8)
摘要 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.
參考文獻 [1]Abernethy, B. (1988). Dual-task methodology and motor skills research: some applications and methodological constraints. Journal of Human Movement Studies, 14(3), 101-132.
[2]Blackmon, M., Mandalia, D., Polson, P., & Kitajima, M. (2007). Automating usability evaluation: Cognitive walkthrough for the web puts LSA to work on real-world HCI design problems. LSA: A Road to Meaning. Mahwah, NJ: Erlbaum (to appear, 2006).
[3]Brusilovsky, P. (2001). Adaptive hypermedia. User modeling and user-adapted interaction, 11(1-2), 87-110.
[4]Byrne, M. D., John, B. E., Wehrle, N. S., & Crow, D. C. (1999). The tangled Web we wove: a taskonomy of WWW use. Paper presented at the Proceedings of the SIGCHI conference on Human Factors in Computing Systems.
[5]Chi, E. H., Pirolli, P., Chen, K., & Pitkow, J. (2001). Using information scent to model user information needs and actions and the Web. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.
[6]Cockburn, A., & McKenzie, B. (2001). What do Web users do? An empirical analysis of Web use. International Journal of Human-Computer Studies, 54(6), 903-922.
[7]Cutrell, E., & Guan, Z. (2007). What are you looking for?: an eye-tracking study of information usage in web search. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.
[8]Fu, F.-L., & Su, C. H. (2011). Template for website browsing Engineering Psychology and Cognitive Ergonomics (pp. 233-242): Springer.
[9]Habuchi, Y., Kitajima, M., & Takeuchi, H. (2008). Comparison of eye movements in searching for easy-to-find and hard-to-find information in a hierarchically organized information structure. Paper presented at the Proceedings of the 2008 symposium on Eye tracking research & applications.
[10]Halverson, T., & Hornof, A. J. (2011). A computational model of “active vision” for visual search in human–computer interaction. Human–Computer Interaction, 26(4), 285-314.
[11]Howes, A., Payne, S. J., & Richardson, J. (2002). An instance-based model of the effect of previous choices on the control of interactive search. Paper presented at the Proceedings of the 24th annual meeting of the Cognitive Science Society.
[12]Juvina, I. (2006). Development of a Cognitive Model for Navigating on the Web. Unpublished doctoral dissertation, Utrecht University, The Netherlands.
[13]Karanam, S., Oostendorp, H. v., Puerta Melguizo, M., & Indurkhya, B. (2009). Integrating graphical information into cognitive modeling of web navigation. Paper presented at the 31st annual conference of the cognitive science society.
[14]Karanam, S., van Oostendorp, H., & Indurkhya, B. (2012). A study on the role of non-hyperlink text on web navigation. Computer Science, 13(3), 5-22.
[15]Kieras, D. E., & Meyer, D. E. (1997). An overview of the EPIC architecture for cognition and performance with application to human-computer interaction. Human-computer interaction, 12(4), 391-438.
[16]Kim, H. R., & Chan, P. K. (2003). Learning implicit user interest hierarchy for context in personalization. Paper presented at the Proceedings of the 8th international conference on Intelligent user interfaces.
[17]Kintsch, W. (1998). Comprehension: A paradigm for cognition: Cambridge university press.
[18]Kitajima, M., Blackmon, M. H., & Polson, P. G. (2000). A comprehension-based model of Web navigation and its application to Web usability analysis People and computers XIV—Usability or else! (pp. 357-373): Springer.
[19]Kitajima, M., Blackmon, M. H., & Polson, P. G. (2003). Repairing usability problems identified by the cognitive walkthrough for the web. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.
[20]Kitajima, M., Blackmon, M. H., & Polson, P. G. (2005). Cognitive architecture for website design and usability evaluation: Comprehension and information scent in performing by exploration. Paper presented at the HCI International 2005.
[21]Kitajima, M., & Polson, P. G. (1995). A comprehension-based model of correct performance and errors in skilled, display-based, human-computer interaction. International Journal of Human-Computer Studies, 43(1), 65-99.
[22]Kitajima, M., & Polson, P. G. (1997). A comprehension-based model of exploration. Human-computer interaction, 12(4), 345-389.
[23]Kuhlthau, C. C. (1999). The Role of Experience in the Information Search Process of an Early Career Information Worker: Perceptions of Uncertainty, Complexity Construction, and Sources. JASIS, 50(5), 399-412.
[24]Landauer, T. K., Foltz, P. W., & Laham, D. (1998). An introduction to latent semantic analysis. Discourse processes, 25(2-3), 259-284.
[25]MacGregor, S. K. (1999). Hypermedia navigation profiles: Cognitive characteristics and information processing strategies. Journal of educational computing research, 20(2), 189-206.
[26]Nielsen, J. (1989). The matters that really matter for hypertext usability. Paper presented at the Proceedings of the second annual ACM conference on Hypertext.
[27]Nielsen, J. (2006). Users Interleave Sites and Genres. Jacob Nielsen`s Alertbox.
Norman, D. A., & Bobrow, D. G. (1975). On data-limited and resource-limited processes. Cognitive psychology, 7(1), 44-64.
[28]Pirolli, P., & Card, S. (1999). Information foraging. Psychological review, 106(4), 643.
[29]Pirolli, P., & Fu, W.-T. (2003). SNIF-ACT: A model of information foraging on the World Wide Web User Modeling 2003 (pp. 45-54): Springer.
[30]Reed, C. L., Stone, V. E., Grubb, J. D., & McGoldrick, J. E. (2006). Turning configural processing upside down: part and whole body postures. Journal of Experimental Psychology: Human Perception and Performance, 32(1), 73.
[31]Song, G. (2007). Analysis of web page complexity through visual segmentation Human-Computer Interaction. HCI Applications and Services (pp. 114-123): Springer.
[32]Van den Broek, P., Young, M., Tzeng, Y., & Linderholm, T. (1999). The landscape model of reading: Inferences and the online construction of a memory representation. The construction of mental representations during reading, 71-98.
[33]Wen, J. (2003). Post-valued recall web pages: User disorientation hits the big time. IT & Society, 1(3), 184-194.
[34]鄭昭明. (1994). 認知心理學: 理論與實踐.
描述 碩士
國立政治大學
資訊管理研究所
101356039@nccu.edu.tw
102
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0101356039
資料類型 thesis
dc.contributor.advisor 傅豐玲zh_TW
dc.contributor.advisor Fu, Fong Lingen_US
dc.contributor.author (Authors) 陳妍樺zh_TW
dc.contributor.author (Authors) Chen, Yen Huaen_US
dc.creator (作者) 陳妍樺zh_TW
dc.creator (作者) Chen, Yen Huaen_US
dc.date (日期) 2013en_US
dc.date.accessioned 1-Oct-2014 13:32:05 (UTC+8)-
dc.date.available 1-Oct-2014 13:32:05 (UTC+8)-
dc.date.issued (上傳時間) 1-Oct-2014 13:32:05 (UTC+8)-
dc.identifier (Other Identifiers) G0101356039en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/70260-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊管理研究所zh_TW
dc.description (描述) 101356039@nccu.edu.twzh_TW
dc.description (描述) 102zh_TW
dc.description.abstract (摘要) 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。zh_TW
dc.description.abstract (摘要) 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.en_US
dc.description.tableofcontents 第一章、緒論 1
第一節、研究背景與動機 1
第二節、研究目的與問題 3
第三節、研究架構與流程說明 6
第四節、研究範圍與限制 8
第二章、文獻探討 10
第一節、瀏覽網頁的認知過程 10
一、 瀏覽網頁被視為理解的過程 11
二、 資訊搜尋-利用資訊氣味 11
三、 「模板比對」理論( Template Matching Theory ) 12
第二節、搜尋網頁認知模型 14
一、 CoLiDeS Model 15
二、 模型的價值與限制 19
三、 網頁的易用性 20
第三節、綜和討論 21
一、 小結 21
二、 綜和 23
第三章、研究方法 24
第一節、研究架構 24
第二節、變數操作型定義 26
一、 自變數 26
二、 中介變數:遊戲任務的類型 34
三、 因變數:受試者的瀏覽行為 36
四、 干擾變數:受試者的類型 37
第三節、研究假設 38
一、 假設一:模板屬性「位置」對瀏覽行為的表現 39
二、 假設二:模板屬性「圖像」對瀏覽行為的表現 39
三、 假設三:任務類型對瀏覽行為 39
四、 假設四:主觀困難度認知 40
五、 假設五:受試者類型對瀏覽行為Pattern 41
第四節、實驗工具 41
一、 遊戲介紹 42
二、 任務操作程序 43
第五節、受試者 53
第六節、實驗流程 54
第七節、分析方法 54
一、 假設一:模板屬性「位置」對瀏覽行為的表現 54
二、 假設二:模板屬性「圖像」對瀏覽行為的表現 55
三、 假設三:任務類型對瀏覽行為 55
四、 假設四:主觀困難度認知 55
五、 假設五:受試者類型對瀏覽行為Pattern 56
第四章、第一階段資料分析 57
第一節、假設一:模板屬性「位置」對瀏覽行為績效的影響: 任務「位置」相似績效表現會優於「位置」不相似的任務 57
一、 任務使用時間: 「位置」不相似>「位置」相似 58
二、 任務完成率: 「位置」相似>「位置」不相似 60
三、 總fixation次數: 「位置」不相似>「位置」相似 62
四、 總mouse click次數: 「位置」不相似>「位置」相似 63
五、 間隔多久才看到正確位置: 「位置」不相似>「位置」相似 65
六、 凝視正確區域佔全部凝視次數的比例: 「位置」相似>「位置」不相似 67
七、 小結 69
第二節、假設二:模板屬性「圖像」對瀏覽行為績效的影響: 任務「圖像」相似績效表現會優於「圖像」不相似的任務 70
一、 任務使用時間:「圖像」不相似>「圖像」相似 71
二、 任務完成率:「圖像」相似>「圖像」不相似 72
三、 總fixation次數: 「圖像」不相似>「圖像」相似 74
四、 總mouse click次數: 「圖像」不相似 > 「圖像」相似 75
五、 間隔多久才看到正確位置:「圖像」相似 = 「圖像」不相似 77
六、 凝視正確區域佔全部凝視次數的比例: 「圖像」相似 =「圖像」不相似 79
七、 小結 81
第三節、假設三:任務類型對瀏覽行為:圖像位置皆相似(N) >只有圖像不相似(I) >只有位置不相似(L) >圖像位置皆不相似(LI) 82
一、 任務使用時間: LI > L > I > N 83
二、 任務完成率: N > I > L > LI 86
三、 總fixation次數: LI > L > I > N 88
四、 總mouse click次數: LI > L > I > N 90
五、 間隔多久時間看到正確區域位置: LI > L > I =N 92
六、 凝視正確區域的比例: N = I > L > LI 95
七、 小結 97
第四節、假設四:主觀困難度認知:圖像位置皆不相似(LI) >只有位置不相似(L) >只有圖像不相似(I) >圖像位置皆相似(N) 98
一、 小結 101
第五節、假設五:受試者類型對瀏覽行為Pattern :A與B類型使用者瀏覽模式為Top-Down,C與D類型使用者為Bottom-Up 102
一、 任務類型分析(困難 vs. 簡易) 102
二、 任務一:「讓你所控制的角色原地跳個舞(L)」 104
三、 任務四:「你現在所處的地方只是冰山一角,這遊戲世界有著更多的地方值得去探險,請打開世界地圖(I)找到河京川北的雷澤之濱(L)這塊地方」。 111
四、 任務五:「請查看此遊戲的PING值為多少(L)」。 117
五、 小結 123
第五章、第二階段資料分析 125
第一節、控制任務難度 125
第二節、瀏覽統計值 127
一、 假設一:模板屬性「位置」對瀏覽行為績效的影響: 對「B類型受試者」存在影響,「C類型受試者」不存在影響 127
二、 假設二:模板屬性「圖像」對瀏覽行為績效的影響: 對「B類型受試者」存在影響,「C類型受試者」不存在影響 133
第三節、假設三凝視軌跡分析:受同一種遊戲經驗產生的「模板」影響的凝視軌跡會較相似 138
一、 I類型-任務八 140
二、 L類型-任務一 141
三、 LI類型-任務四 143
第六章、結論 145
第一節、結果發現與彙整 145
一、 假設一: 模板屬性「位置」對瀏覽行為績效的影響: 145
二、 假設二:模板屬性「圖像」對瀏覽行為績效的影響: 147
三、 假設三:任務類型對瀏覽行為 149
四、 假設四:主觀困難度認知: 151
五、 假設五: 受試者類型對瀏覽行為Pattern 152
六、 彙整 154
第二節、第二階段資料分析結果發現與彙整 155
一、 假設一: 模板屬性「位置」對瀏覽行為績效的影響:對B類受試者存在影響,C類受試者不存在影響 155
二、 假設二:模板屬性「圖像」對瀏覽行為績效的影響:對B類受試者存在影響,C類受試者不存在影響 157
三、 假設三:凝視軌跡分析:受同一種遊戲經驗產生的「模板」影響的凝視軌跡會較相似 158
四、 彙整 161
第三節、結論與推論 162
第四節、研究貢獻與建議 164
第五節、研究限制與未來研究方向 165
參考文獻 167
附錄 170
zh_TW
dc.format.extent 5476531 bytes-
dc.format.mimetype application/pdf-
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0101356039en_US
dc.subject (關鍵詞) 模板比對zh_TW
dc.subject (關鍵詞) 資訊氣味zh_TW
dc.subject (關鍵詞) 搜尋理解連結模型zh_TW
dc.subject (關鍵詞) 使用者經驗zh_TW
dc.subject (關鍵詞) 線上遊戲介面設計zh_TW
dc.subject (關鍵詞) Template Matchingen_US
dc.subject (關鍵詞) Information Scenten_US
dc.subject (關鍵詞) CoLiDeS Modelen_US
dc.subject (關鍵詞) User`s Previous Knowledgeen_US
dc.subject (關鍵詞) Interface Design of Online-Gameen_US
dc.title (題名) 模板屬性對瀏覽行為的影響-以線上遊戲為例zh_TW
dc.title (題名) The Impact of Template Attributes to User’s Behavior-Take Online Game as an Exampleen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) [1]Abernethy, B. (1988). Dual-task methodology and motor skills research: some applications and methodological constraints. Journal of Human Movement Studies, 14(3), 101-132.
[2]Blackmon, M., Mandalia, D., Polson, P., & Kitajima, M. (2007). Automating usability evaluation: Cognitive walkthrough for the web puts LSA to work on real-world HCI design problems. LSA: A Road to Meaning. Mahwah, NJ: Erlbaum (to appear, 2006).
[3]Brusilovsky, P. (2001). Adaptive hypermedia. User modeling and user-adapted interaction, 11(1-2), 87-110.
[4]Byrne, M. D., John, B. E., Wehrle, N. S., & Crow, D. C. (1999). The tangled Web we wove: a taskonomy of WWW use. Paper presented at the Proceedings of the SIGCHI conference on Human Factors in Computing Systems.
[5]Chi, E. H., Pirolli, P., Chen, K., & Pitkow, J. (2001). Using information scent to model user information needs and actions and the Web. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.
[6]Cockburn, A., & McKenzie, B. (2001). What do Web users do? An empirical analysis of Web use. International Journal of Human-Computer Studies, 54(6), 903-922.
[7]Cutrell, E., & Guan, Z. (2007). What are you looking for?: an eye-tracking study of information usage in web search. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.
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