• 沒有找到結果。

第五章 結論與建議

5.4 建議未來研究方向

本研究提供幾個可能延伸的研究方向,供後續研究者參考:

一、 透過不同的行動載具進行行動應用軟體商店之介面評估

本研究是以電腦版本的行動應用軟體商店為評估對象,App Store 是為一套獨立安 裝的應用程式(application),而 Google Play 則是一個實體網站,因此採用網頁介面 的評估技術,由於在不同的行動載具上,例如智慧型手機或平板電腦,其行動應用 軟體商店的介面將有所不同,因此後續研究者可以針對不同的載具探討是否會有相 同的結論。

二、 發展眼動變數情緒變數的相關評估

目前仍沒有任何研究探討眼動相關變數和情緒相關變數之間的共變關係,本研究係 針對介面設計主題,雖然本研究的實驗結果並驗證出二者之間存在相關性,仍建議 後續研究者可以針對不同主題探討眼動係數如何作為情感運算的因子之一。

三、 提升樣本的代表性

本研究受限於人力及經費,所以僅能在臺中教育大學進行實驗研究。後續研究者可 以考慮將受試樣本的取樣擴大到各個地區、背景,且觀察不同年齡層的狀況。並且 可以嘗試使用兩個水準以上的實驗設計來探討不同因素對使用性的影響。

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附件一、常態性檢定 Q-Q 圖

【簡單任務:正確率】

【簡單任務:搜尋時間】

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【簡單任務:凝視點數量】

【簡單任務:滿意度】

【簡單任務:心智負荷】

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【簡單任務:生理負荷】

【簡單任務:正面情緒百分比】

【簡單任務:負面情緒百分比】

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附件二、基本資料問卷

您好:

這是一份關於「行動應用軟體商店(Application Store)」的評量問卷,請依照您 操作時的真實感受填寫。本問卷採匿名方式,評量結果僅作學術用途。此問卷是本研究 得以順利進行之關鍵,非常感謝您的撥冗協助!

國立臺中教育大學 數位內容科技研究所 指導教授:吳智鴻 博士

研究生:歐陽宜恩

受測者基本資料 姓名

系所年級

性別

男 女

年齡

17 歲以下 18-24 歲 25-34 歲 35-45 歲 46 歲以上

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教育程度

國小或以下 國中 高中職 大專院校 研究所或以上

學經歷背景

資訊相關 設計相關 以上皆非

網路使用經驗

1 年內 1-3 年 4-6 年 7-9 年 10 年以上

請問您使用智慧型手機已有多久時間?

*「未曾使用」則請於下一題選擇「無」

未曾使用 1 個月 3 個月 半年 1 年 1 年以上

請問您的手機作業系統是?

iOS Android Windows Symbian 無(未曾使用/未擁有智慧型手機者請選此項)

其他:

請問您平時使用行動應用軟體商店(包含瀏覽及下載)的習慣是?

鮮少主動開啟,除非通知更新 時常逛逛,看看有什麼新軟體 從未使用過

請問您是否於電腦端使用行動應用軟體商店?

*例如 iTunes 的 App Store、網頁版的 Google play

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僅在手機上使用,未曾於電腦端(非平板電腦)使用 不但在手機上使用,也會於電腦端(非平板電腦)使用 不論手機或電腦端,都未曾使用過

實驗說明

假設您擁有一支智慧型手機,您的朋友推薦了幾個好用的軟體,而現在您正在使用 個人電腦,準備從 iTuns 上的 App Store 與網頁版的 Google play 商店下載這些應用程式 到您的手機去。

有些軟體他記得部分名稱,但有些他只記得內容,因此您無法使用搜尋引擎、必須逐一 瀏覽找尋,並且需要注意:

1. 必須盡快完成下載動作。

2. 不可使用搜尋引擎。

3. 不限金額:只要符合需求,免費或付費都可選擇。

4. 按下 INSTALL 或 BUY 即算是確定下載、結束此下載任務。

5. 每次完成下載,請告知工作人員,並請停下手邊的動作。

以上閱讀完畢後,接續進行前置測驗。

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附件三、QUIS 滿意度問卷

關於行動應用軟體商店之介面使用,請依據您內心感受程度勾選最適切的數字:

整體反應

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畫面呈現

閱讀介面上的字體

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遣詞用語與系統資訊 介面的術語用詞

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學習性

學習操作測試此系統介面

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系統性能 執行速度

您在操作此行動應用軟體商店介面時的感想與建議

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附件四、NASA-TLX 心智負荷問卷

關於行動應用軟體商店之介面使用,請依據您內心感受程度在勾選最適切的選項:

心智需求

執行這項任務需要運用多少的心智思考、記憶?

體力需求

執行這項任務需要運用多少體能活動?

時間需求

執行此項任務讓您感到時間壓力的程度?

自我績效

您認為自己執行此項任務的表現如何?

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努力程度

您認為完成此項任務需要花費多大的努力?

挫折程度

執行此任務時您感到沒有把握、氣餒的程度?