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研究生: 陳音卲
論文名稱: 電腦基層隱喻之探索-以新竹市四所國中為例
指導教授: 王明揚
口試委員:
學位類別: 碩士
Master
系所名稱: 工學院 - 工業工程與工程管理學系
Department of Industrial Engineering and Engineering Management
論文出版年: 2004
畢業學年度: 92
語文別: 中文
論文頁數: 84
中文關鍵詞: 人與電腦互動人與電腦介面基層隱喻
外文關鍵詞: Human-computer interaction, Human-computer interface, Basic metaphor
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  • 由於近年來電腦的迅速發展,使得越來越多的使用者無法有效地利用既有的知識經驗來操作軟體系統上所有功能;因此許多學者提出可將隱喻運用至電腦系統的介面設計之上,幫助學習者可以快速地將過去的知識經驗,轉換映對至新的知識領域當中。然而每個人,包括使用者與設計者,在生活與學習上經驗的不同,所可利用的隱喻來源也就不盡相同,為了能有效地減少設計者與使用者之間認知的差異,Wang & Hwang(2000)提出基層隱喻(Basic Metaphor)的概念及探索程序,企圖能藉由大部分人中所共有的知識經驗,來找出能被一般使用者所接受的電腦基層隱喻。
    本論文藉由黃育信(1998)提出之基層隱喻探索方式,透過找尋青少年間共有的知識經驗,來獲得大部分人所能接受認同的電腦介面基層隱喻;研究的過程共進行三次問卷施測,在第一次問卷結果中共找出13項大部分青少年接受之電腦隱喻;而第二次問卷則是藉由這13個隱喻加上從文獻中找到的5個隱喻設計而成,結果發現共有8個電腦隱喻為大部分青少年所能接受,這也就是使用效果最好之隱喻。最後一次施測主要是評估一般成年人對這些找出的電腦隱喻之接受程度,結果在8個隱喻中只有一個是不被大部人所同意的。
    本研究初步驗證若能去除因時空造成之差異,便可直接從青少年的經驗當中找尋適合一般大眾的電腦基層隱喻,並將結果得到的電腦介面隱喻基層隱喻加以分層,其中第一層所代表的即為最接受人數最多、隱喻效果最佳之隱喻來源。未來若有設計師想要設計一新系統或軟體時,便應該要先瞭解青少年對此軟體系統的概念想法,再依據本研究結果從中找出適當隱喻,最後配合至成年人的經驗當中加以修正,如此一來將可以成功地滿足大部分使用者的需求,並發揮最大成效。


    In recent years, with rapid development of personal computer, more and more users find that it is becoming difficult to use some of the functions in software with theis experience and previous knowledge. Therefore, scholars proposed that metaphor-based interfaces may help users using new software easily by taking it up with pervious experiences and existing concepts. However individual background and experience of the users and designers diversify. In order to decrease the cognitive differences of the same metaphor between designers and users, Wang and Hwang (2000) proposed the concept of using basic metaphors for development of a computer system. They suggested a process for designing basic metaphors. The process, including common knowledge/experiences existing is aiming at identifying basic computer metaphors that can be recognized by ordinary users.
    Based on the basic metaphor identifying method introduced by Hwang (1998), this study focused on finding out teenagers’ commom knowledge/experiences that may represent the basic metaphors for computers. Thirteen computer metaphors identified in the pre-test by the teenages plus five metaphors identified from literatures were used as the input for a quertionnaires survey followed. The result indicates the eight metaphors which most subjects recognized easily can be considered most effective basic metaphors. It was verified in a following survey with adult subjects that among the eight most effective metaphors identified by the teenagers, only one of them was disagreed.
    If a designer could use an effective basic metaphor from teenagers’ experience for representing a computer system, most users would learn and use it easily. As time and location may change, the effectiveness of those basic metaphors may also change. Thus, a designer must use basic metaphors in designing if the goal is to make the system easy to understand and to use.

    摘要 I Abstract II 誌謝 III 圖目錄 VI 表目錄 VII 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 文獻回顧 5 2.1. 互動式使用者介面 5 2.1.1. 互動式使用者介面的重要性 5 2.1.2. 互動式使用者介面的發展 6 2.2. 隱喻 9 2.2.1. 隱喻的定義與功能 10 2.2.2. 隱喻與個人經驗 12 2.2.3. 隱喻與系統的關係 13 2.2.4. 系統化隱喻的架構 15 2.3. 人機介面隱喻 17 2.3.1. 人機介面隱喻與心智模式 19 2.3.2. 人機介面隱喻研究與分類 20 2.3.3. 人機介面隱喻的設計方法 22 2.4. 基層隱喻 25 2.4.1. 基層隱喻的隱喻來源 26 2.4.2. 基層隱喻的探索程序 28 2.5. 結論 29 第三章 研究方法 30 3.1 問卷施測流程 30 3.2 初次測驗 32 3.2.1. 問卷設計 32 3.2.2. 施測目的 32 3.2.3. 研究對象 32 3.3 第二次問卷施測 32 3.3.1. 問卷設計 32 3.3.2. 施測目的 34 3.3.3. 研究對象 34 3.3.4. 預計分析方法 35 3.4 第三次問卷施測 35 3.4.1. 問卷設計 35 3.4.2. 施測目的 35 3.4.3. 研究對象 36 第四章□研究結果與分析 37 4.1 初次問卷的結果與分析 37 4.1.1. 受試者基本資料 37 4.1.2. 結果與討論 39 4.2 第二次問卷的結果與分析 41 4.2.1. 受試者基本資料 42 4.2.2. 結果與分析 45 4.2.3. 小結 56 4.3 第三次問卷 59 4.3.1. 受試者基本資料 59 4.3.2. 結果與分析 60 4.3.3. 小結 64 第五章 結論與建議 65 5.1 目前存在之基層隱喻 65 5.2 未來潛在之基層隱喻 66 5.3 基層隱喻的建議使用 69 5.4 後續研究之方向 70 參考文獻 71 附錄一、九年一貫分段能力指標 76 附錄二、初次問卷 78 附錄三、第二次問卷 80 附錄四、第三次問卷 83

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