現今e化時代裡,線上遊戲於國際間競爭激烈,線上遊戲操作介面必須使線上遊戲玩家可以有直覺辨識的效果,而為了跨越國際間語言文字的障礙,所以操作按鍵朝圖像化方向發展,讓使用者透過圖像說明來幫助了解操作介面的方式,以預防操作上的錯誤發生。因此,本研究目的為歸納文獻探討、現況調查、使用者意見與專家建議及名詞解釋,以建立線上遊戲操作功能圖像之設計原則,並以使用者對線上遊戲操作介面功能圖像之辨識性來進行評估,驗證其有效性。 經由現況市場調查,蒐集線上遊戲操作介面之功能圖像,並且加以分類為16項常見功能項目,再透過30位有、無遊戲經驗之受測者進行混淆式矩陣問卷測試,尚有11項功能項目圖像辨識率顯著偏低,因此依圖像類型概念 (具象型、抽象型及結合型) 重新設計,並經由相關專家與有經驗的使用者做效度評估與建議,每個功能項目有3個設計圖像,共計33個新圖像來進行混淆式矩陣問卷,以驗證設計原則之有效性。將所得統計結果以雙尾 Z 檢定分析,最後,所得結果進行敘述性統計及三因子變異數分析及適合度檢驗,並以LSD事後檢定分析進行選取新設計圖像。 研究結果顯示,新設計圖像辨識率有近八成二達顯著地超過ISO所建議66.7% 標準,而圖像類型辨識率及適合度中,以具象型與結合型之結果優於抽象型。最後,以新設計圖像依據LSD檢定分組、圖像顯著超過ISO標準66.7% 和適合度等三項條件來進行選取最佳功能圖像,歸納整理出新設計圖像,供爾後相關設計參考之用。
In the e-era, the online game industry is highly competitive in countries around the world. The interfaces of online games must have the effect allowing players to recognize them images intuitively. Moreover, in order to overcome the language barrier, the user interface has evolved to graphical user interface and the operational function button is iconized. Ideally, through icons, players could understand the user interface and prevent themselves from making mistakes when playing the game. Therefore, the aim of this research is to summarize literature review, current status investigation, player suggestion, expert suggestion and glossary notation to establish the design principles for icon design in online game. In the meanwhile, the players were invited to evaluate new deisgn icons in terms of recognition rate in order to verify the design principle. From current market investigation, the operational function in online games were collected and were categorized into 16 common items. Then, 30 subjects who had or had not played online games before were invited to fill in the questionnaire in the confusion matrix form. It was found that the recognition rates for the current 11 common items were significantly low. Thus, based on the concept of icon type (concrete, abstract and combined), the icons were re-designed. The re-designed icons then underwent validity assessment by experts and experienced players who then provided suggestions regarding the icons. Each item had three re-design icons. A questionnaire in confusion matrix form covered these 33 re-designed icons to verify the design principle. The statistical results were analyzed by using the two-tailed Z test. In addition, the results underwent descriptive analysis, 3-way ANOVA and goodness-of-fit test and the LSD test was conducted to select the new icon for each of the common items. The results showed that, in terms of the recognition rate, 82% of the new design icons was significantly higher than the standard, 66.7%, suggested by ISO. Furthermore, based on the recognition rate and good-of-fitness of the icon types, concrete and combined icons were higher than abstract icons. Finally, the best icon for each common item was selected from the re-design icons based on three conditions, it is one of the best group in the LSD grouping, its recognition rate was significantly higher than the ISO standard 66.7% and it has significant goodness-of-fit. The findings could be a good references for relevant design in the future.