本研究目的為探討遊戲中影響玩家喜好度之介面因素,以選單為樣本,經由調查選項的操作過程,找出影響玩家喜好度之重要的介面互動因素。 首先本研究探討相關文獻,接著分析產品介面,以網路遊戲「天堂」及「魔獸世界」的遊戲選單為樣本利用問卷調查確認使用者對遊戲之功能需求,再以使用性工程的方法,分析並探討可能影響使用者操作績效的因子,再進行實際產品之介面操作實驗,然後將所得資料與數據加以分析,歸納出實際影響遊戲互動的因子,最後提出改進設計之原則,以驗證實驗並確認本研究結果之可靠性。 本研究在進行實驗時發現,圖像的意義有時並不能讓受測者完全瞭解,有時 會因為誤解圖像的意義而選不出圖像。或許可以嘗試用敘述句來解釋圖像意義,再讓受測者來選出代表其意義之圖像,減少受測者對於字詞上的不瞭解,而造成實驗上的誤差。 由於現有市面上網路遊戲產品的硬體控制裝置不斷推陳出新,各式先進的控制裝置瀏覽行為與傳統按鍵型式的操作行為產生極大的差異。 根據本研究之圖像混淆性實驗統計結果,發現錯誤率介於10%~20%的圖像最多(39個圖像),其次為錯誤率介於20%~30%,依據ISO所建議的合格正確識認率67%以上的圖像共有81個,佔整體57.86%,正確識認率67%以下的圖像共有59個,佔整體的42.14%。 根據圖像傳達性實驗統計結果,發現選取圖像的平均耗時在5~10秒之間的圖像最多,其次為10~15秒之間的圖像,平均錯誤率以及平均耗時的相關性為0.762達到顯著相關,故由此推測,錯誤率越高的圖像其選取的耗時也越高。 最後根據圖像聯想性與滿意度實驗統計結果,本研究發現圖像聯想性大於3.5的圖像最多以及滿意度大於3.5的圖像最多,由此推斷,使用者原則上可以接受這樣的設計,但是混淆性以及傳達性的正確識認卻仍不夠。其中聯想性與滿意度的相關性亦達顯著相關0.765,故由此推測,越具有聯想性的圖像,其設計越受使用者滿意與肯定。 本研究最後將使用錯誤率大於70%以上之圖像,依照研究所得到的設計原則加以修改,做為以後改進設計時應用參考。
This study explores the influence of game interface to player’s preference. The interface of menu has been chosen as sample and through its operation process to investigate the major interact functions which affect the preference of players. Firstly a literature survey would be carried on to study related information. An online game“Lineage And World of Warcraft”has been chosen as sample to estimate the usability of its interface. A questionnaire investigation would be used to find out the game function requirement by the players. Usability engineering methods also applied in interface operation experiment using practical product. The experimental results would be analyzed to induce the influence factors of game interaction function. Some principles would be derived and used to design simulated interface for a verified experiment to confirm their usability. When we construction a speciation image, we can try to cut a wider range of angles, or take certain method for the investigation to find out more projects can be classified, to increase the depth of the image shape analysis and breadth of the table. As the current market online games hardware control unit continues to introduce new kinds of advanced control browsing behavior with the traditional button behavior of the type of operation differ greatly. According to experimental results of the image confusing and found error rates ranging from 10% to 20% of the image up (39 images), followed by the error rate ranged from 20% to 30%, according to the ISO correctly identify the proposed qualified recognition rate of 67% of the total of 81 images, representing 57.86% correct recognition rate was 67% or less know the image a total of 59, accounting for 42.14%. Statistics according to the image to convey the results of experiments and found that the average time-consuming select images 5 to 10 seconds in the image, followed by 10 to 15 seconds between images, the average error rate and average time-related to achieve a significant correlation of 0.762, it is inferred, the higher the error rate of the image to select it's time consuming but also higher. Finally, results showed that according to the image association of experimental results with satisfaction, that the image association of> 3.5 and the satisfaction of images up to> 3.5 image up, inference, the user can accept this principle, the design However, confusingly, and to convey knowledge of the correct recognition still is not enough. Which associative correlation with satisfaction is also up significantly related to 0.765, it is inferred, the more the association of images, designed by the user satisfaction and more positive. At last, this study will use the error rate over than 70% of the image in accordance with the principles of the Institute has been designed, redesigned, in order to facilitate future design reference.