| 研究生: |
蔡志捷 Tsai, Chih-Chieh |
|---|---|
| 論文名稱: |
智慧電視運用有形物的手勢介面之設計準則 Design Guidelines of Gestural Interface with Tangible Object for Smart TV |
| 指導教授: |
鄧怡莘
Deng, Yi-Shin |
| 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: | 112 |
| 中文關鍵詞: | 手勢介面 、實體物件 、介面隱喻 、設計準則 |
| 外文關鍵詞: | Gestural interface, Interface metaphor, Tangible object, Design guidelines |
| 相關次數: | 點閱:151 下載:15 |
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電視為許多人生活的重要夥伴,而電視的功能也越來越豐富,甚至如同智慧型手機,提供使用者建構客製化的應用程式。隨著科技日新月異,電視製造商提供各種有別於傳統遙控器的互動方式,包含手勢、聲控、人臉辨識等。其中,手勢操作不僅為自然且直覺的互動方式,也不會受到環境噪音之干擾。因此,本研究針對手勢操作智慧電視的方式,將手勢對應至實體物品的特徵,亦即以實體輔具的介面作為手勢操作的提示方式,制定運用實體介面操作手勢之設計準則。本研究的目的著眼於研究與歸納手勢互動領域相關的設計準則供設計師參考,而非挑戰其他智慧電視的互動方式。
手勢的本質類似語言,需要背誦且應用得宜。換言之,當智慧電視逐漸普及且手勢數量與複雜度提高時,手勢操作亦可能成為使用上的負擔。然而,形體與材質等特徵的應用,可以作為手勢的提示方式。所以,本研究第一階段為觀察並收集客廳經常存在的物品特徵,以接近使用者熟悉的提示,同時也將場域中所觀察到之物品作為本研究自行設計刺激物的想法來源,再將這些物品對應到三星(Samsung)智慧電視的手勢。第二階段為測試物品與手勢的對應是否符合一般使用者的邏輯,再將手勢與物品的關係分類整理為設計準則。第三階段則請設計師參照設計準則來設計手勢相對應的物品,評估設計準則之訂定,並且將多個物品特徵結合為一個設計物,作為設計準則應用之參考範例。本研究的具體貢獻為整理實體介面輔助手勢操作之設計準則。
TV is a key partner for many people. With the rising number of services available through TV, it is like a smart phone. Users can create their own style by installing applications. Using high technology, TV manufacturers provide novel interaction modalities such as gesture, voice control, and face recognition. Among these interaction modes, gesture is very intuitive and natural, and does not make noise. This study focuses on gestures for smart TV, and maps these gestures to tangible artifacts. In other words, this study uses tangible artifacts as guidance when people are interacting with smart TV through gestures. This study focuses on generating design guidelines with tangible objects rather than challenging other interaction modes.
Though a gestural interface is convenient, learning gestures is akin to learning languages. Thus, users need to practice and apply their learning. If there are many gestures for smart TV and these gestures are complex, gesturing may require cognitive load However, form, material, and other characteristics could serve as hints for gesturing. Hence, this study first investigated real living rooms to understand their objects. People are usually familiar with these objects. Further, this study also made several artifacts inspired by the investigation. User testing was performed to verify the relationships between given gestures (Samsung Smart TV) and objects. After obtaining the data from users, including gestures and their reasons, this study analyzed them to design guidelines. Eventually, this study invited designers to evaluate the design guidelines by sketching artifacts for mapping given gestures and following the guidelines, then combining each artifact into one object to the extent possible. The contribution of this study is the design guidelines of the gestural interface with tangible objects for a smart TV.
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