| 研究生: |
皮沛特 Papez, Petr |
|---|---|
| 論文名稱: |
使用者介面設計相關之認知風格與資訊結構處理速度的關聯 Correlation between cognitive style and the speed of processing information structures related to user interface design |
| 指導教授: |
簡聖芬
Chien, Sheng-Fen |
| 學位類別: |
碩士 Master |
| 系所名稱: |
規劃與設計學院 - 創意產業設計研究所 Institute of Creative Industries Design |
| 論文出版年: | 2014 |
| 畢業學年度: | 102 |
| 語文別: | 英文 |
| 論文頁數: | 81 |
| 中文關鍵詞: | 使用者介面 、全面型思考 、分析型思考 、認知風格 、國際化界面 |
| 外文關鍵詞: | User Interfaces, Wholistic Thinking, Analytical Thinking, Cognitive Styles, Internationalization of Interfaces |
| 相關次數: | 點閱:101 下載:2 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
本論文研究全面型和分析型兩者認知風格如何影響使用者對於界面的處理。作者分析現有與認知風格、文化層面及此兩者聯集的文獻,並將其與國際化使用者界面設計的實踐作結合。
本論文其中一個假設為全面型思考者會更快地處理按照全面型思考而設計的使用者介面結構與屬性。另一個補充假設為,分析型思考者與全面型思考相較,分析型思考者會明顯的能夠更快處理依照分析型思考而設計的使用者介面結構與屬性。
此兩者假設透過一系列資訊結構的認知測試,並與 ECAS-WA/VICS 測試互做比較。研究結果發現,研究提出的架構和全面型、分析型兩者認知風格並沒有顯著的關聯。除了本身測得的現象,使用的測試軟體以及最後兩章分析的其他變相都是其因素。
最後,作者提出如何改善 ECAS-WA/VICS 此測試軟體可信度的建議和其他全面型與分析型認知風格的理論,以從不同觀點來測試研究所提出的資訊架構。
This thesis studies the impact of one’s wholistic – analytical cognitive style preference on the performance of processing user interfaces. The author analyzes existing literature on cognitive styles and cultural dimensions and the connection between the two fields. This is put in relation with practices for internationalizing user interface design.
One hypothesis of the thesis is that the wholistic thinkers will be faster at processing a user interface structures that are organized according to user interface structure and properties associated with wholistic thinking. Second hypothesis is complementary and posits that analytical thinkers are significantly faster at processing information organized according to user interface structure and properties associated with analytical thinking compared to wholistic thinkers. The hypotheses were tested in an experiment on a sample of subjects through a series of cognitive tests performed on a set of information structures and compared to the results of the ECSA-WA/VICS test.
In the end, no significant correlation between the proposed structures and the wholistic – analytical cognitive style preference was found. This is attributed not only to the measured phenomenon but also the test software and other variables which are further analyzed in the last two chapters. Finally, the author proposes to further improve the test reliability of ECSA-WA/VICS software suite and to test the proposed information structures using other wholistic – analytical cognitive style theories.
Abdullah, N., Adnan, W., & Noor, N. (2011a). Cognitive Design of User Interface: Incorporating Cognitive Styles into Format, Structure and Representation Dimensions. Digital Information and Communication Technology and Its Applications, 743–758. Retrieved from http://link.springer.com/chapter/10.1007/978-3-642-22027-2_62
Abdullah, N., Adnan, W., & Noor, N. (2011b). Towards a cognitive-based user interface design framework development. Human-Computer Interaction. Design and Development Approaches, 17–24. Retrieved from http://link.springer.com/chapter/10.1007/978-3-642-21602-2_2
Allinson, C. W., & Hayes, J. (2000). Cross-national differences in cognitive style: implications for management. The International Journal of Human Resource Management, 11(1), 161–170. doi:10.1080/095851900340042
Amick, M. (2011). Embedded Figures Test. In J. S. Kreutzer, J. DeLuca, & B. Caplan (Eds.), Encyclopedia of Clinical Neuropsychology. New York, NY: Springer New York. doi:10.1007/978-0-387-79948-3
Babu, J. (2012). Video Game HUDs: Information Presentation and Spatial Immersion. Rochester Institute of Technology. Retrieved from http://gradworks.umi.com/15/33/1533298.html
Balsamiq Studios LLC. (2013). Balsamiq Mockups. Retrieved from balsamiq.com/products/mockups
Blizzard Entertainment. (2013). World of Warcraft. Blizzard Entertainment. Retrieved from us.battle.net/wow/
Card, S. K., Newell, A., & Moran, T. P. (1983). The psychology of human-computer interaction. Taylor & Francis.
Chen, J. (2001). Flow in Games. Brock University. Retrieved from http://www.jenovachen.com/flowingames/Flow_in_games_final.pdf
Chen, S., & Macredie, R. D. (2002). Cognitive styles and hypermedia navigation: Development of a learning model. Journal of the American Society for Information Science and Technology, 53(1), 3–15. doi:10.1002/asi.10023
Chen, S., Magoulas, G. D., & Dimakopoulos, D. (2005). A flexible interface design for Web directories to accommodate different cognitive styles. Journal of the American Society for Information Science and Technology, 56(1), 70–83. doi:10.1002/asi.20103
Chiu, L.-H. (1972). A cross-cultural comparison of cognitive styles in Chinese and American children. International Journal of Psychology, 7(4), 235–242.
Choi, B., Lee, I., Kim, J., & Jeon, Y. (2005). A qualitative cross-national study of cultural influences on mobile data service design. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI ’05, 661. doi:10.1145/1054972.1055064
Coffield, F., Moseley, D., Hall, E., & Ecclestone, K. (2004). Learning styles and pedagogy in post-16 learning: A systematic and critical review. London, England: Learning & Skills Research Centre. Retrieved from http://www.voced.edu.au/content/ngv13692
Dong, Y., & Lee, K. (2008). A cross-cultural comparative study of users’ perceptions of a webpage: With a focus on the cognitive styles of Chinese, Koreans and Americans. International Journal of Design, 2(2), 19–30. Retrieved from http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/267/163
Dufresne, A., & Turcotte, S. (1997). Cognitive style and its implications for navigation strategies. Artificial Intelligence in Education: Knowledge and Media in Learning Systems, 287–293. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.46.6441&rep=rep1&type=pdf
Fagerholt, E., & Lorentzon, M. (2009). Beyond the heads-up display User Interfaces for Increased Player Immersion in FPS Games.
Fiser, J., & Aslin, R. N. (2002). Statistical learning of higher-order temporal structure from visual shape sequences. Journal of Experimental Psychology: Learning, Memory, and Cognition, 28(3), 458–467. doi:10.1037//0278-7393.28.3.458
Ford, G., & Kotzé, P. (2005). Designing usable interfaces with cultural dimensions. Human-Computer Interaction-INTERACT 2005, 713–726. Retrieved from http://link.springer.com/chapter/10.1007/11555261_57
Frøkjær, E., Hertzum, M., & Hornbæk, K. (2000). Measuring usability: are effectiveness, efficiency, and satisfaction really correlated? Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 345–352. Retrieved from http://dl.acm.org/citation.cfm?id=332455
Hall, E. T. (1959). The silent language (Vol. 3). New York: Doubleday.
Hofstede, G., Hofstede, G. J., & Minkov, M. (1997). Cultures and organizations: Software of the Mind (1st ed., Vol. 2). McGraw-Hill London.
Hofstede, G., Hofstede, G. J., & Minkov, M. (2005). Cultures and organizations: Software of the Mind (2nd ed.). McGraw-Hill USA.
Hofstede, G., Hofstede, G. J., & Minkov, M. (2010). Cultures and Organizations: Software of the Mind (3rd ed.). McGraw-Hill USA.
Hong, Y., & Chiu, C. (2001). Toward a paradigm shift: From cross-cultural differences in social cognition to social-cognitive mediation of cultural differences. Social Cognition, 19(3), 181–196.
Hong, Y., & Mallorie, L. M. (2004). A dynamic constructivist approach to culture: Lessons learned from personality psychology. Journal of Research in Personality, 38(1), 59–67. doi:10.1016/j.jrp.2003.09.003
Hsieh, H. C. L. (2011). Exploring the Impact of Cultures on Web Usability Test. Human Centered Design, 47–54.
id Software. (1997). Quake 2. Activision. Retrieved from https://github.com/id-Software/Quake-2
id Software, & Heineman, R. (1992). Wolfenstein 3D. Apogee Software. Retrieved from www.3drealms.com/wolf3d
Jastrzembski, T. S., & Charness, N. (2007). The Model Human Processor and the older adult: parameter estimation and validation within a mobile phone task. Journal of Experimental Psychology. Applied, 13(4), 224–48. doi:10.1037/1076-898X.13.4.224
Ji, L., & Nisbett, R. E. (2001). Culture, language and relationships vs. categories in cognition. Unpublished Ph. D. Dissertation, University of Michigan, Ann Arbor.
Johnson, D., & Wiles, J. (2000). Effective affective user interface design in games. Ergonomics, 46(13-14), 1332–45. doi:10.1080/00140130310001610865
Khashman, N., & Large, A. (2012). Arabic web interface design through the eyes of Hofstede. Proceedings of the American Society for Information Science and Technology, 49(1), 1–3. doi:10.1002/meet.14504901369
Kim, J. H., & Lee, K. (2007). Culturally adapted mobile phone interface design: correlation between categorization style and menu structure. Proceedings of the 9th International Conference on Human Computer Interaction with Mobile Devices and Services, 379–382. Retrieved from http://dl.acm.org/citation.cfm?id=1377999.1378041
Kim, J. H., Lee, K., & You, I. K. (2007). Correlation Between Cognitive Style and Structure and Flow in Mobile Phone Interface : Comparing Performance and Preference of Korean and Dutch Users. Usability and Internationalization. HCI and Culture, 531–540.
Kozhevnikov, M. (2007). Cognitive styles in the context of modern psychology: toward an integrated framework of cognitive style. Psychological Bulletin, 133(3), 464–81. doi:10.1037/0033-2909.133.3.464
Lidwell, W., Holden, K., & Butler, J. (2010). Universal principles of design: 125 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design. Rockport Publishers.
Lindley, C. A., & Nacke, L. (2008). Flow and Immersion in First-Person Shooters : Measuring the player’s gameplay experience. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 81–88.
Llanos, S. C., & Jørgensen, K. (2011). Do Players Prefer Integrated User Interfaces? A Qualitative Study of Game UI Design Issues. In Proceedings of DiGRA 2011 Conference: Think Design Play.
Marcus, A. (2002). User-interface design, culture, and the future. Proceedings of the Working Conference on Advanced Visual Interfaces - AVI ’02, 15. doi:10.1145/1556262.1556264
Marcus, A. (2004). User-interface design and China: a great leap forward. Interactions, 10(1)(February 2003), 21–25.
Marcus, A. (2005). Cross-Cultural User-Experience Design: What? So What? Now What? Retrieved from www-inst.eecs.berkeley.edu/~cs160/sp06/lectures/lec21/lec21.pdf
Marcus, A. (2010). Cross-cultural user-interface design for work, home, play, and on the way. ACM SIGGRAPH ASIA 2010 Courses.
Mayer, R. E., & Massa, L. J. (2003). Three Facets of Visual and Verbal Learners: Cognitive Ability, Cognitive Style, and Learning Preference. Journal of Educational Psychology, 95(4), 833–846. doi:10.1037/0022-0663.95.4.833
Microsoft. (2014). Random Class (System). MSDN. Retrieved April 22, 2014, from http://msdn.microsoft.com/en-us/library/system.random.aspx
Miller, A. (1987). Cognitive styles: An integrated model. Educational Psychology, 7(4), 251–268.
Monolith Productions, & Zombie Studios. (2013). Guardians of Middle-earth. Warner Bros. Interactive Entertainment. Retrieved from http://www.guardiansofmiddleearth.com/
Ngai, A. (2005). Cultural Influences On Video Games: players’ preferences in narrative and game-play. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.69.6985&rep=rep1&type=pdf
Nielsen, J. (2003). Usability 101: Introduction to usability. Retrieved from http://didattica.uniroma2.it/assets/uploads/corsi/143228/Nielsen_5_articles.doc
Nielsen, J., & Del Galdo, E. M. (1996). International User Interfaces (1st ed.). John Wiley & Sons, Inc.
Nisbett, R. (2004). The geography of thought: How Asians and Westerners think differently... and why. Simon and Schuster.
Nisbett, R., & Miyamoto, Y. (2005). The influence of culture: holistic versus analytic perception. Trends in Cognitive Sciences, 9(10), 467–73. doi:10.1016/j.tics.2005.08.004
Nisbett, R., Peng, K., Choi, I., & Norenzayan, A. (2001). Culture and Systems of Thought: Holistic vs. Analytic Cognition. Psychological Review, (108.2), 291–310.
Norenzayan, A., Smith, E. E., Kim, B. J., & Nisbett, R. E. (2002). Cultural preferences for formal versus intuitive reasoning. Cognitive Science (Vol. 26, pp. 653–684). doi:10.1207/s15516709cog2605_4
Oyserman, D., Coon, H. M., & Kemmelmeier, M. (2002). Rethinking individualism and collectivism: Evaluation of theoretical assumptions and meta-analyses. Psychological Bulletin, 128(1), 3–72. doi:10.1037//0033-2909.128.1.3
Paradox Development Studio. (2012). Crusader Kings II. Paradox Interactive. Retrieved from www.crusaderkings.com
Peterson, E. R. (2005). Verbal imagery cognitive styles and extended cognitive style analysis-wholistic analytic test— Administration guide.
Peterson, E. R., Deary, I. J., & Austin, E. J. (2005). A new measure of Verbal–Imagery Cognitive Style: VICS. Personality and Individual Differences, 38(6), 1269–1281. doi:10.1016/j.paid.2004.08.009
Rezaei, A. R., & Katz, L. (2004). Evaluation of the reliability and validity of the cognitive styles analysis. Personality and Individual Differences, 36(6), 1317–1327. doi:10.1016/S0191-8869(03)00219-8
Riding, R. J. (1991). Cognitive Styles Analysis. Birmingham: Learning and Training Techology.
Riding, R. J. (1997). On the Nature of Cognitive Style, Educational Psychology. An International Journal of Experimental Educational Psychology, 17, 1–2, 29–49.
Riding, R. J., & Sadler-Smith, E. (1997). Cognitive Style and Learning Strategies: Some Implications for Training Design. International Journal of Training and Development, 1(3), 199–208. doi:10.1111/1468-2419.00020
Riot Games. (2009). League of Legends. Riot Games, Tencent Holdings Ltd (PRC), Garena (Taiwan).
Salthouse, T. A., & Ellis, C. L. (1980). Determinants of eye-fixation duration. The American Journal of Psychology, 207–234.
Tasharen Entertainment. (2013). NGUI: Next-Gen UI kit. Unity Technologies. Retrieved from http://u3d.as/content/tasharen-entertainment/ngui-next-gen-ui/2vh
Timm, J. (1999). The relationship between culture and cognitive style: A review of the evidence and some reflections for the classroom. MIDWESTERN EDUCATIONAL RESEARCHER, (12), 36–44. Retrieved from http://people.westminstercollege.edu/faculty/jsibbett/readings/therelationshipbetweencultureandcongnitivestyle.pdf
Trompenaars, F., & Hampden-Turner, C. (1993). The seven cultures of capitalism: Value systems for creating wealth in the United States, Japan, Germany, France, Britain, Sweden, and the Netherlands. Currency/Doubleday New York.
Tseng, Y., & Chen, K.-H. (2002). The Influences of Cognitive Styles in User Interface Design: with Scanners as Examples. 設計學報, 7(2), 61–76.
Turk-Browne, N. B., Jungé, J., & Scholl, B. J. (2005). The automaticity of visual statistical learning. Journal of Experimental Psychology: General, 134(4), 552–64. doi:10.1037/0096-3445.134.4.552
Tyner, J. (2013). Quick Tip: Shuffle Cards (Or Any Elements) With the Fisher-Yates Shuffle Algorithm. tutsplus.com. Retrieved April 22, 2014, from http://gamedevelopment.tutsplus.com/tutorials/quick-tip-shuffle-cards-or-any-elements-with-the-fisher-yates-shuffle-algorithm--gamedev-6314
Unity Technologies. (2013). Unity3D. Unity Technologies. Retrieved from http://unity3d.com
Unsworth, S. J., Sears, C. R., & Pexman, P. M. (2005). Cultural Influences on Categorization Processes. Journal of Cross-Cultural Psychology, 36(6), 662–688. doi:10.1177/0022022105280509
Valve Corporation. (2011). Dota 2. Valve Corporation.
Wilson, G. (2006). Off With Their HUDs!: Rethinking the Heads-Up Display in Console Game Design. gamasutra.com. Retrieved March 21, 2014, from http://www.gamasutra.com/view/feature/2538/off_with_their_huds_rethinking_.php
Witkin, H. A. (1971). A Manual for the Embedded figures tests. Consulting Psychologists Press. Retrieved from http://books.google.com.tw/books?id=FYx9AAAAMAAJ
Witkin, H. A., Dyk, R. B., Fattuson, H. F., Goodenough, D. R., & Karp, S. A. (1962). Psychological differentiation: Studies of development. Wiley.
Witkin, H. A., Moore, C. A., Goodenough, D. R., & Cox, P. W. (1977). Field-dependent and field-independent cognitive styles and their educational implications. Review of Educational Research, 1–64.