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作者(中文):陳品澔
作者(外文):Chen, Pin Hao
論文名稱(中文):使用者中心設計之流程規劃與導入- 以行動應用程式開發為例
論文名稱(外文):Planning and implementation of user-centered design process: the development of mobile applications as an example
指導教授(中文):盧俊銘
指導教授(外文):Lu, Jun Ming
口試委員(中文):邱銘傳
黃思皓
口試委員(外文):Chiu, Ming-Chuan
Huang, Szu Hao
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:103034546
出版年(民國):105
畢業學年度:104
語文別:中文
論文頁數:108
中文關鍵詞:人機互動ISO 9241-210仿型設計符號理論
外文關鍵詞:human machine interactionISO 9241-210skeuomorphism designtheory of signs
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隨著行動應用程式(mobile application)的快速發展,如何在設計時兼顧「實用性」與「易用性」是重要的課題。然而,多數開發人員在設計行動應用程式時常忽略目標使用者的需求調查與分析,僅能依照自己的想法進行猜測,因而產生較難讓使用者接受的行動應用程式。因此,本研究旨在提出一套系統化的方法論,期望能協助改善行動應用程式的開發模式,達到使用者中心設計之目標。
本研究之方法論以ISO 9241-210為基礎,輔以較詳細的設計方法和技術,共分為五個階段:(1)規劃使用者中心設計過程:規劃開發過程當中角色的定位及整體設計的目標,將使用者中心設計概念導入各個設計階段當中;(2)了解工作內容和工作流程:調查使用者的需求範圍、使用者特徵和工作內容等,並利用仿型設計(skeuomorphism design)之概念來提升相容性;(3)訂定使用者需求:利用符號理論整合各項功能的內涵、外顯形式以及使用者的偏好與期望,以貼近使用者的真實需求;(4)產生設計方法:提供各個階段的設計方法之選擇,從初期的輪廓描繪到後期的系統模擬;(5)實際使用評估:在設計的各個階段中,根據期望目標規劃訪談、任務測試和滿意度調查等評估方法。
為驗證此方法論之可行性,另以表單行動應用程式為例進行開發之實作,並與以其他方法設計之表單行動應用程式進行優缺點的比較,結果發現經由本研究所設計之行動應用程式具有下列幾項優點:(1)縮短設計時程:開發人員藉由此項設計方法可降低反覆設計的次數;(2)減少設計缺失:基於本研究利用使用者中心設計為設計基礎進行設計,減少開發人員因為獨自開發而造成與使用者期望相違背等設計上的缺失。未來行動應用程式開發人員可利用此方法論為參考依據,依照各階段所提供的設計及評估方法一步步設計出符合使用者需求的行動應用程式,人因工程相關人員亦可以此方法論為基礎,發展適用於其他類型行動應用程式的開發輔助工具。
With the rapid growth of mobile applications, it is hence important to consider both utility and usability during the development process. Therefore, this study aims to propose a systematic methodology that helps improve the development process through user-centered design. It is based on the guidance of ISO 9241-210, with some more details and techniques added. It comprises of five stages including: (1) Plan the human centered process: defining the role of each member so as to apply user-centered design to every single stage; (2) Specify the context of use: investigating user requirements, characteristics, and work processes, as well as enhancing compatibility through the use of skeuomorphism design; (3) Specify user requirements: following the theory of signs to identify the contents and representation of each function, as well as the corresponding expectations from users; (4) Produce design process: providing the options of design from sketching to prototype simulation; (5) Evaluate design against user requirements: planning user evaluation such as interviews, task analysis, and satisfaction survey based on user requirements in each design stage. Finally, a case study was conducted to verify the feasibility of the proposed methodology, and it was found that the application developed by the proposal methodology outperforms that developed by other methods in terms of user satisfaction. In addition, the time required for developing the application can be shortened. Further the conflicts between developer’s ideas and user’s expectations can be reduced.
Developers may use the proposed methodology as a reference to design mobile applications that better satisfy target users. In addition, it can also be extended to serve as supporting tools for specific types of mobile applications.
摘要 i
Abstract ii
目錄 iii
圖目錄 v
表目錄 vii
第一章 緒論 1
1.1 背景與動機 1
1.2 研究目的 2
1.3 研究架構 2
第二章 文獻探討 4
2.1 人機互動設計 4
2.2 影響人機互動的因素 8
2.3 設計之流程規畫與導入 13
2.4 小結 23
第三章 研究理論架構 26
3.1 規劃使用者中心設計過程 28
3.2 了解工作內容及工作流程 31
3.3 訂定使用者需求 34
3.4 產生設計的方法 37
3.5 實際使用評估 43
3.6 小結 48
第四章 案例實作 50
4.1 案例背景 50
4.2 規劃使用者中心設計過程 50
4.3 了解工作內容及工作流程 53
4.4 訂定使用者需求 58
4.5 產生設計方法 61
4.6 實際使用評估 71
第五章 結論 90
第六章 參考文獻 95
附錄一 自覺有用性問卷(第一次情境評估) 99
附錄二 自覺易用性問卷(第一次情境評估) 100
附錄三 自覺有用性問卷(第二次情境評估) 101
附錄四 自覺易用性問卷(第二次情境評估) 102
附錄五 介面操作流程模擬(1/6) 103
附錄五 介面操作流程模擬(2/6) 104
附錄五 介面操作流程模擬(3/6) 105
附錄五 介面操作流程模擬(4/6) 106
附錄五 介面操作流程模擬(5/6) 107
附錄五 介面操作流程模擬(6/6) 108
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