帳號:guest(3.133.116.55)          離開系統
字體大小: 字級放大   字級縮小   預設字形  

詳目顯示

以作者查詢圖書館館藏以作者查詢臺灣博碩士論文系統以作者查詢全國書目
作者(中文):高爾廷
作者(外文):Kao, Erh Ting
論文名稱(中文):實體與虛擬原型於產品設計評估之認知差異
論文名稱(外文):Perception Differences in Product Design Evaluation using Physical and Virtual Prototypes
指導教授(中文):瞿志行
指導教授(外文):Chu, Chih Hsing
口試委員(中文):羅承浤
洪偉肯
口試委員(外文):Lo, Cheng Hung
Hung, Wei Ken
學位類別:碩士
校院名稱:國立清華大學
系所名稱:工業工程與工程管理學系
學號:102034559
出版年(民國):104
畢業學年度:103
語文別:中文
論文頁數:87
中文關鍵詞:實體虛擬原型設計評估使用者經驗
外文關鍵詞:PhysicalVirtual prototypesDesign evaluationUser experience
相關次數:
  • 推薦推薦:0
  • 點閱點閱:735
  • 評分評分:*****
  • 下載下載:10
  • 收藏收藏:0
設計評估為新產品開發過程中的重要階段,主要目的是藉由評估結果修改設計,以滿足顧客與市場需求,創造出更有價值的產品。傳統的設計評估多採用實體形式,其花費成本高且製作時間較長。近來隨著資訊技術的提升,虛擬原型技術逐漸成熟,已被廣泛應用於產品或服務的設計評估。然而評估工作的面向多元,實體與虛擬媒介是否存在評估上的差異,或是對應產生使用者經驗的優劣,過往研究仍欠缺完整的探討。因此本研究透過一系列的認知實驗,比較兩種媒介的效能差異,第一階段實驗探討於物理面、使用面與外觀上之評估正確率,以及各項評估工作的使用者經驗。第二階段則比較虛擬媒介中,整合不同程度的回饋資訊造成的影響。實驗分析結果顯示於大部分的工作上,虛擬媒介的評估正確率較低,且在使用者經驗中的情緒面向與強度較差。於虛擬媒介的回饋資訊中,聲音與動作的回饋皆可改善評估過程的使用者經驗,且越完整的回饋,其表現將越接近實體媒介。本研究以完整面向比較實體與虛擬原型技術的差異,探討評估過程的使用者經驗,結果可作為改善虛擬評估媒介的參考。
Design evaluation is a critical stage in new product development. The main purpose is to revise product designs according to the evaluation result, thus satisfying customer requirements. Traditional design evaluation is usually conducted on real product prototypes, which involves high development costs and lengthy development time. As information technologies progressing, virtual prototyping technologies have recently becomes mature and been applied to design evaluation of various products and services. A design evaluation task needs to be studied from multiple perspectives . It is thus advantageous to understand if and what differences exist in design evaluations based on real and virtual prototypes, especially in the user experience arising during the evaluation process. Detailed studies are still lacking in previous works. Therefore, this research compares the differences between real and virtual prototypes by conducting a series of cognition experiments. In the first part of the experiments, we look into the evaluation correctness on identifying engineering attributes, usability, and product appearances, respectively, between the two means. Another focus is to examine the user experiences in the corresponding evaluation tasks. In the second part, we try to understand how the feedback information of different degrees influences the user experience in evaluating virtual prototypes. The experimental results show that the evaluation correctness based on virtual prototypes is lower than that of real ones in most tasks, and the user experience is worse. Moreover, adding sound or movement feedback in virtual prototypes improves the user experience in the evaluation task based on virtual prototypes, and the more feedback information, the closer to that produced by real prototypes. This work systematically investigates design evaluations based on real and virtual prototypes. The research findings provide good guidelines for improving virtual prototyping technologies.
摘要 I
目錄 IV
圖目錄 VI
表目錄 VII
第一章 緒論 1
1.1 研究背景 1
1.2 研究動機 2
1.3 研究目的 5
第二章 實驗方法 6
2.1 研究方法與步驟 6
2.2 實驗物 8
2.3 受測者篩選 8
2.4 實體虛擬評估差異比較實驗 9
2.4.1 實驗設計 9
2.4.2 情緒使用者經驗評估 11
2.4.3 實驗因子 14
2.4.4 實驗環境 16
2.4.5 前期測試 18
2.4.6 正式實驗 19
2.5 不同回饋之使用性評估差異比較實驗 25
2.5.1 實驗設計 25
2.5.2 實驗因子 26
2.5.3 正式實驗 26
第三章 研究結果 29
3.1 量表信度分析 29
3.2 實體虛擬評估差異比較實驗 30
3.2.1 體積面向分析 30
3.2.2 體積(參考物)面向分析 33
3.2.3 重量面向分析 35
3.2.4 形狀面向分析 38
3.2.5 顏色面向分析 40
3.2.6 材質面向分析 43
3.2.7 使用性(開始清潔)分析 46
3.2.8 使用性(返回充電)分析 49
3.2.9 使用性(設定時間)分析 52
3.2.10 使用性(清理灰塵)分析 53
3.2.11 小結 56
3.3 不同回饋之使用性評估差異比較研究結果 57
3.3.1 使用性(開始清潔)分析 58
3.3.2 使用性(清理灰塵)分析 58
3.4 兩階段實驗綜合研究結果 60
3.4.1 使用性(開始清潔)正確率分析 61
3.4.2 使用性(開始清潔)情緒面向分析 61
3.4.3 使用性(開始清潔)情緒喚起分析 63
3.4.4 使用性(開始清潔)情緒支配分析 64
3.4.5 使用性(清理灰塵)正確率分析 65
3.4.6 使用性(清理灰塵)情緒面向分析 65
3.4.7 使用性(清理灰塵)情緒喚起分析 67
3.4.8 使用性(清理灰塵)情緒支配分析 68
3.4.9 小結 69
第四章 結論與未來發展方向 70
4.1 結論 70
4.1.1 驗證材質、色彩之正確率於不同媒介存在顯著差異 70
4.1.2 情緒支配無法準確測出 70
4.1.3 實體與虛擬媒介於不同層面之認知差異不盡相同 70
4.1.4 僅以簡單之任務回饋方式無法瞭解顧客之情緒使用者經驗 71
4.1.5 越完整之回饋使用者的情緒使用者經驗與實體越相近 71
4.1.6 設計評估應考量完整層面 71
4.2 未來發展方向 71
參考文獻 73
附錄 76
1. Bordegoni, M. (2009) “Mixed prototyping for product assessment: a reference framework,” International Journal on Interactive Design and Manufacturing, Vol. 3, Issue 3, pp. 177-187.
2. Bradley, M.M. and Lang, P.J. (1994) “Measuring emotion: the self-assessment manikin and the semantic differential,” Journal of Behavior Therapy and Experimental Psychiatry, Vol. 25, Issue 1, pp. 49-59.
3. Buchal, R.O. (2002) “Sketching and computer-aided conceptual design,” IEEE Conference on Computer Supported Cooperative Work in Design, pp. 112-119.
4. Chua, C.K., Teh, S.H., and Gay, R.K.L. (1999) “Rapid prototyping versus virtual prototyping in product design and manufacturing,” The International Journal of Advanced Manufacturing Technology, Vol. 15, Issue 8, pp. 597-603.
5. Cockburn, A. and McKenzie, B. (2002) “Evaluating the effectiveness of spatial memory in 2D and 3D physical and virtual environments,” ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 203-210.
6. DIS, ISO. (2009) “9241-210: 2010. Ergonomics of human system interaction-Part 210: Human-centred design for interactive systems,” International Standardization Organization, Switzerland.
7. Ibrahim, R. and Farzad, P.R. (2010) “Comparison of CAD and manual sketching tools for teaching architectural design,” Automation in Construction, Vol. 19, Issue 8, pp. 978-987.
8. Izard, C.E. (1977) Human Emotions, New York: Plenum Press.
9. Jordan, P.W. (1999) “Pleasure with products: Human factors for body, mind and soul,” Human Factors in Product Design: Current Practice and Future Trends, pp. 206-217.
10. Jordan, P.W. (2000) Designing pleasurable products: an introduction to the new human factors, CRC Press.
11. Khalid, H.M. and Martin, G.H. (2004) “A framework for affective customer needs in product design,” Theoretical Issues in Ergonomics Science, Vol. 5, Issue 1, pp. 27-42.
12. Leong, B.D. and Clark, H. (2003) “Culture-based knowledge towards new design thinking and practice - A dialogue,” Design Issues, Vol. 19, No. 3, pp. 48-58.
13. Lin, R.T. (2007) “Transforming Taiwan aboriginal cultural features into modern product design: A case study of a cross-cultural product design model,” International Journal of Design, Vol. 1, No.2, pp. 45-53.
14. Mahlke, S., Michael, M., and Manfred, T. (2006) “Measuring multiple components of emotions in interactive contexts,” ACM CHI'06, pp. 1061-1066.
15. Mehrabian, A. and Russell, J.A. (1974) An approach to environmental psychology, the MIT Press.
16. Nagamachi, M. (1988) “Assessment of human feeling and image technology,” Journal of Japanese Society of Mechanical Engineers, Vol. 91, pp. 955-961.
17. Norman, D.A. (2004) Emotional design: Why we love (or hate) everyday things, Basic Books Incorporation.
18. Ortony, A., Gerald, L.C. , and Allan, C. (1990) The cognitive structure of emotions, Cambridge University Press.
19. Park, H., Son, J.S. , and Lee, K.H. (2008) “Design evaluation of digital consumer products using virtual reality-based functional behaviour simulation,” Journal of Engineering Design, Vol. 19, Issue 4, pp. 359-375.
20. Söderman, M. (2005) “Virtual reality in product evaluations with potential customers: An exploratory study comparing virtual reality with conventional product representations,” Journal of Engineering Design, Vol. 16, Issue 3, pp. 311-328.
21. Sonderegger, A. and Juergen, S. (2013) “The influence of socio-cultural background and product value in usability testing,” Applied Ergonomics, Vol. 44, Issue 3, pp. 341-349.
22. 吳展宇,(2004),「擴增虛擬實境之感性工學系統 ─ 以行動電話為例」,國立成功大學工業設計學研究所,碩士論文。
23. 周正婷,(2010),「實體和虛擬原型之感性認知差異研究」,國立高雄師範大學工業設計研究所,碩士論文。
24. 林欣怡,(2007),「情緒層次設計因素與手機使用者經驗:本能層次、行為層次及反思層次」,國立交通大學傳播研究所,碩士論文。
25. 許哲瑋,(2007),「產品造形影像與實物視覺印象之差異性研究」,大同大學工業設計研究所,碩士論文。
26. 陳坤淼,陳玲鈴,(2007),「即時繪圖虛擬原型與實體模型之產品造形真實度認知研究 ─ 以汽車造形設計為例」,設計學報,第12卷,第1期。
27. 傅盈璋,(1998),「虛擬原型應用在產品設計評估可能性之探討 ─ 以吹風機和電腦桌為例」,國立交通大學應用藝術研究所,碩士論文。
28. 黃千溥,(2002),「實體、虛擬與心智空間中人與週遭環境研究」,國立交通大學建築研究所,碩士論文。
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
* *