滑鼠成為操作電腦的指向性裝置已有40多年,其重要性可見一般;而不同滑鼠的操控方式不盡相同,導致使用者必頇透過學習才能理解與適應。換句話說,滑鼠的設計,不是以使用性為製作的考量,造成新手使用者在操作過程中,動作控制與回饋呈現無法協調的問題,以至於無法達到期望的動作。 本研究透過實體創作的方式提出新型態的指向裝置,根據人機互動的概念進行構想,以直覺操控的器材研發互動裝置,利用現有游標的特性於設計的介面進行操作,分析使用者的需求、認知心理與互動行為的模式,創作新型態的指向裝置。 綜合前述相關研究成果進行歸納探討,並在實作階段完成原型(prototype)裝置,透過測試裝置並發現問題來進行設計循環的修改,進行實地觀察,分為前、後測;藉由前置測試了解使用者與裝置互動行為的過程,經由訪談獲取使用者之意見,對裝置的回饋,讓互動裝置的設計得到更多的價值與意義,提出具體結論與建議;思考其問題與因素,促進指向裝置的創作及發展,並提出針對新手族群使用裝置操作的人機互動裝置應注意之設計要點,為未來提供發展更合乎新手使用指向裝置的依據。
It has been more than 40 years since mouse became the pointing device for computers. Its importance cannot be ignored. However, there are many mouse styles that are sold on the market. The control modes such as “holding” and “grasping” are strange in different ways and that the users can only understand and adapt to them through learning. In other words, when new users use a mouse that is designed for the style and not the usability mode, the action and the outcome would not coordinate and that the expected outcome would not be achieved. In the research, a new type of pointing device was developed with technology application and physical creation using the pointing concept. Devices that use intuition to control were explored. An interactive device was researched and developed using the characteristic of a cursor. The device can be operated through the designed interface. By the design concept of human-machine interaction, the physical creation form that uses the concept of pointing was discussed. To try and analyze users’ needs, cognitive psychology and interactive behavior. A better operating mode was expected to be produced. The research results obtained were concluded and discussed at last. A demonstration device was produced during the implementation stage. By testing the device, problems were found and modifications were made to the design cycle. Moreover, during implementation review, the process where the users used the device was understood. Through interview, users’ suggestions and their feedbacks on the device were obtained. The design of the interactive device was valued more and was more meaningful. Specific conclusions and suggestions were proposed. By thinking about the issues and causes, the creation and development of the pointing device were promoted and that the key designing points that should be noted when designing human-machine interactive device for new users were proposed.