文章詳目資料

台北海洋技術學院學報

  • 加入收藏
  • 下載文章
篇名 中高齡操作觸控式行動電話手勢挫折與心智模式之研究-以iphone手機為研究對象
卷期 6:1
並列篇名 Research on the Frustration Experiences of Middle-Aged and Senior People While Interacting with Small Touch Screens-U sing Overhead iphone as Example
作者 胡齊元陳立杰
頁次 112-124
關鍵字 中高齡觸控手勢心智模式放聲思考法middle-aged and elderly peoplegestures for touch-screenmental modelsthinking aloud
出刊日期 201303

中文摘要

觀察目前觸控技術的應用普及,舉凡各種行動裝置如:平板電腦、行動電話、 個人行動秘書、電子書...等,都朝著觸控介面的操作來發展,而這些行動裝置也 帶來了方便與有趣的生活,不過因為觸控手勢改變了一般按鍵介面的操作方式, 對於中高齡使用者而言,確實帶來一些障礙與挫折,尤其是在心理層面值得深入 探討。因此本研究將從心理認知的角度著手,首先發展適合中高齡的實驗方法, 主要採以「放聲思考法」(Thinking Aloud)作為實驗基礎,並配合結構式訪談與教 練法來了解中高齡受測者以觸控方式操作iphone手機的思考歷程,進而分析手勢 挫折發生的現象與原因。 實驗邀請20位受測者執行兩項任務,發覺觸控螢幕上所顯現的資訊必須讓中 高齡的使用者能充分瞭解文字或符號的意義,才能做出正確判斷,減低錯誤率, 提升操作的績效。因經驗不足加上對於階層概念的模糊,所以讓操作的步驟簡化, 亦可以藉由強記步驟的方法來完成任務。觀察中高齡使用者在手勢動作上,對於 觸控的準確性與手指的移動均有許多操作上的問題,尤其在手指間移動距離的參 數是設計手勢控制的重要考慮因素。虛擬按鍵的操作具有很高的靈敏度,對於中 高齡使用者而言容易產生誤觸的情況,如果虛擬按鈕的設計可以感應手指的運動,按鍵的大小顯示會隨著手指的移動而改變,有可能是解決此類問題的方法。 以上研究結果與建議可作為未來設計中高齡或高齡觸控介面的參考依據。

英文摘要

In an aging society, providing the means in which to enrich elderly life is an important focus of product design. However, as technology improves, the user interfaces of some products become even more complicated. For example, previous research findings revealed that obstacles and frustration did exist when middle-aged and elderly users tried to operate the mobile phones by touch gestures, among which are subconscious psychological causes still yet to be studied. Therefore, the objective of this research is to study the frustration experiences from the psychological perspectives. The method of “thinking aloud” was mainly used as a basis for the experiment on the middle-aged and elderly users. In addition, structural interviews and protocol analysis were employed to understand their mental models of applying multi-touch. Thirty participants were invited to carry out two tasks on small touch screens. The findings provide the following suggestions for gesture design in the future. First, since some elderly users are technophobes, the mapping between digital content manipulations and gestures should be natural enough to facilitate the construction of correct mental models. In addition, the distinction of different gestures should be easily recognized. Second, since middle-aged and elderly users are not good at performing precise or speedy finger movement, the distance in movement should be the dominant parameter for continuous controls and be consistent in the same system. Third, for discrete controls, such as selecting one item from a list, it is better for a system to provide the functions for users to adaptively adjust target sizes, target hierarchies, or the sensitivity of triggering gesture events.

相關文獻