Dissertations / Theses on the topic 'Menu-Style'
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Wedin, Susanne, and Kristina Carlander. "For Happy Users, press 1-Investigating and improving the usability of a touch-tone interface." Thesis, Linköping University, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2489.
Full textTouch-tone interfaces are today widely used in help-centers and support services. Studies have shown that interfaces like these have many limitations and are therefore hard to design. MVAS is a voicemail interface using touch- tone input for navigation. Today, shortcomings in the interface limit the users’ ability to use the functionality in a satisfying way. This thesis describes a mainly qualitative study which evaluates and tests the interface of MVAS to come up with how the interface should be designed to be easier to use. The results show that the usability of MVAS is poor but the functionality of the same is both impressive and appreciated. The suggested redesign of the system, based on the identified usability problems, considers both the interaction model used in the interface as well as the conformity to the set of heuristics used in the evaluation. The proposed redesign keeps all the functionality in the system intact and also makes the functionality more explicit through improving the usability. A more explicit structure will facilitate usage of a larger portion of the functionality. However, the limitation of the key-pad affects the redesign so the most favorable design is unreachable. If the interaction model is changed or furthered developed to allow speech input the limitations experienced with the current redesign will diminish and a higher degree of usability can be reached.
Ergen, Feyza F. "Effects of Interface Format, Feedback Style, and System Lag on the Usability of Hand-Held Internet Controllers." Thesis, Virginia Tech, 1996. http://hdl.handle.net/10919/36550.
Full textMaster of Science
Hsu, Yu-Fen, and 許毓芬. "The Menu Style and Menu Information Layout of the Mobile Shopping Application." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/46qbrd.
Full text國立臺灣科技大學
設計系
106
E-commerce is now diversified. Using mobile shopping has become a trend, and consumer behavior patterns have gradually shifted from “mobile first” to “mobile only”. This study is intended to investigate the user interaction of the mobile shopping application and system usability. It is hoped that the user interface design of current mobile shopping application can be improved and the users’ satisfaction can be enhanced. Redesign in mobile shopping application. The experiment was planned based on a 2 (menu style) by 3 (menu information layout) two-way ANOVA design. There are two levels in the independent variable of menu style: (a) Hamburger menus to hide the menu content on the dashboard, and use the icon to display it separately. Click to expand from bottom to top. (b) Display menu to below content on the dashboard, and using different icons to represent each feature. There are three levels in the independent variable of features information representation styles: (a) Half coverage menu information layout is will expand the menu content from bottom to top, and the background is semi-transparent. The content is displayed in a single level. Clicking the blur background can return to the dashboard. (b) Full coverage menu information layout is the content expanded from bottom to top to full page. The displayed content is horizontal list on the screen. (c) Mixed menu information layout is expanded from the bottom up and covers the screen. The menu information layout is show by left and right. The display content is also two levels of content. The menu information including the previous order are left side on the screen. The generated results indicated that: (1) The menu layout conforms to the principle of more natural and familiar to user, The "Mixed menu information layout" is more in line with the metaphor in physical environment. (2) The menu layout can be simplified, the product categories can be reduced, and the time that users used for searching for the products can be decreased. (3) The presentation of the menu style needs to imply that the user click. (4) The "Display menu" is easy for the user to use. Visibility buttons help users understand the user interface, and users can recognize rather than remember.
HUA, CHENG-HUAN, and 花正寰. "A Study on the Main Page and Menu Style Design of." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/49x873.
Full text國立臺灣科技大學
設計系
106
Mobile payments have been gradually replacing traditional forms of cash payment driven by the government as well as domestic and foreign manufacturers in recent years. Applications using technologies such as artificial intelligence and the internet of things will fill people's daily payment activities. This study is focused on the "main page" and "menu style" of the mobile payment application (APP). The questionnaires and experimental analysis are used to help understand the current usage and the usability of the application. Improvement suggestions are provided by design and verification. The purposes of the study are as follows: (1) Discussing the status of the mobile payment and summarizing the interface design guidelines; (2) Collecting the requests of improving the mobile payment application design; (3) Designing and verifying the simulation prototype design; (4) Consolidating the conclusion and the design suggestion. The experiment is divided into three stages: (1) Surveying the current usage: collecting the function data of the existing mobile payment application and then designing the questionnaire and surveying the current usage; (2) Pilot experiment: using convenient sampling to invite 30 users as participants, and obtaining the direction of design improvement from the analysis result; (3) Verification experiment: summarizing the literatures and the pilot experimental results to verify simulation prototype design. The experiment is designed to be a 2 (main page design) x 3 (menu style) between-subjects two-way ANOVA, wherein 48 participants are invited by convenient sampling method to help obtain the results of task time performance, system usability, user interaction satisfaction, and user experience through the statistical analysis. The results are summarized as follows: (1) Paying is the most important function of the mobile payment application. As to design, it should be clear and easy to find the illustrations, text prompts, and the presentation positions, etc.; (2) When using "card layout", it should be noted whether the simplified function still meets the user's mental models; (3) When the main screen adopts "grid layout", it is suggested to use "tab menu" and "hamburger menu" to speed up operation efficiency. For "card layout", it is recommended to adopt the "no navigation bar" and "hamburger menu" designs together for better satisfaction; (4) "Tab menu" cooperating with "card layout" is evaluated as the worse main page, the main reason is related to inconsistent operational behavior; (5) The user interface design of the mobile payment application should be designed according to the service type and the user's requirements.
Wu, Yin-Jen, and 吳尹蓁. "The application of interaction meal-ordering with relief style on Bar menu." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/79848939329466924148.
Full text中原大學
商業設計研究所
101
In recent years,the technology has been rapidly-changed and the touch panel has been widly used.The tablet personal computer has been widly used in eur soiety now,and it has been used in many different phases and fields.Besides,the tablets PC will replace many electronic deuices gradually.Those products which have the smiliar functions to the tablet,such as laptops and smart phones,will be the main stream products in the market. The tablet PC and the smart phone has been an indispensable thing in our soiety now.There are many different cell phone game and apps be filled in the market. As the rapidly-changing of the soiety,the living pace of people is quick,which lead to the distance and between person and person.For the busy working,people feel more stressful.People not only have the exhaustion casued by working pressure but also have the feeling of empty and lonely.For those reasons,people should relieve themselves. A bar is a place that people can chat there.Besides drinking and interaction,it is composed by another element-relaxing.If we add some designs of relaxing interactive inerface to the bar,the pressure of people will be relieved. Therefore,by using the optical images in the tablet PC interface conbrined with the menu of the bar,the abstract emotion can be linked to the concret items.The main purpose of the things which has the function of relieving mental condition is offering a refuge to those busy,stressful and tired people.The relaxing feeling which it gives to people can transfer the attention of people from mad temper.Therefore,thoes negative mood can be gotten rid of and people can strike to a balance between phycal and mental condition. By using the relief style color-blue which is symbolized as love and peace,as the main color of the interface,it is berufitial to remove and coordinate the negative temper when people feel uneasy,lose will-power or feel stressful. According to many documents,the computer can interact with user,which printed items is unable to do.
Wang, Chin-Liang, and 王進亮. "The Design of Functional Menu and Style for the User Interface of Digital Camera." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/75x2cg.
Full text國立臺灣科技大學
設計研究所
95
The user interfaces of digital cameras currently available in the market were designed differently due to different technical specifications. To the beginners, the user interface design styles will affect how they interact with the digital camera as well as their purchase intentions. Therefore, the user interface design of digital cameras is worth of explorations. This research study is intended to investigate the interface usability of digital cameras based on the perspectives of human-machine interaction. In addition to the collection of representative samples from the market (i.e., Liteon LT400Z, Samsung D420, and Casio EXZ40), this study also summarizes research findings from relevant literatures. It is hoped that the experiment conducted in this study can have both theoretical and practical relevance. Three experimental stages were planned in this study. In the first stage, both questionnaire survey and in-depth interview were conducted to help collect users’ interface requirements of digital cameras. In the second stage, participants were required to interact with representative digital cameras. The data regarding participants’ task performance, information representation styles, and pros and cons were collected for further analyses. In the third stage, an experiment using the 2 x 3 factorial design was conducted. That is, the prototypes of two “functional menu category” and three “menu layout style” were created as the experimental samples. Participants were required to perform the tasks by means of these digital cameras. Besides their task performance, their degree of satisfactions regarding these interface prototypes were also investigated. The results generated from this study revealed that: (1) There exist significant differences in the participants’ task performance and number of button clicks among three currently available digital cameras. That is, Samsung D420 performs better in the selection of light exposure and after effect than both Liteon LT400Z and Casio EXZ40. Nonetheless, Casio EXZ40 performs better in the tasks of light compensation and mode selection than Samsung D420 and Liteon LT400Z. (2) There exist no significant differences between the “functional menu category” and “menu layout style” pertaining to the overall task performance among six prototypes. However, the text type of functional menu was easier to understand by the novice users than the icon type of functional menu. In addition, there exists a significant difference among there menu layout styles. That is, participants perform better by using the “vertical arrangement” followed by the “3D arrangement” and “horizontal arrangement.” (3) There exist no significant differences in the measurement of pleasure among six prototypes. Participants scored 36.4 points in average in vertical arrangement, 33.1 points in horizontal arrangement, and 37.0 points in 3D arrangement. All the scores were higher than 28, half of the total score. Therefore, all the three types of menu layout styles can make participants feel pleasurable while they are interacting with the prototypes. (4) There exist significant differences in the participants’ responses to the questionnaire of System Usability Scale (SUS) among six prototypes. Among them, the “vertical arrangement” is significantly different from “horizontal” and “vertical” arrangements. Furthermore, all the scores were higher than 50, half of the total score. We may think that all the prototypes possess very good system usability. (5) There exist no significant differences in the Questionnaire for User Interaction Satisfaction (QUIS) among six prototypes. Nonetheless, all the scores were higher than 73.5, half of the total score. We may think that all the prototypes can satisfy participants’ interaction requirements.
Lai, Hsiang Ju, and 賴相如. "A Study of Cellular Phone Menu Design: Technology Life Style Segmentation and Iconic Metaphor." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/hj4565.
Full text國立交通大學
傳播研究所
95
The importance of relevant research on mobile products increases as the rapid development and keen competition of the mobile phone business. The comprehensiveness and operational convenience of the interface design are then the most concern. Speaking of the icon design as the interface between mobile phone and users, appropriate metaphor shall be taken into consideration. Icons, a kind of graphical metaphor, should be designed to let users quickly catch the exact ideas of what the icons are for. Thus, the iconic metaphor shall be carefully selected to visually represent the targeted functions which in turn, could enhance the user’s comprehensive levels. The iconic metaphor plays a vital role in icon design. The primary research purposes were to investigate the needs of end users with various technological sensitivities on main menu functions of mobile phones, as well as the appropriate iconic metaphors. The card sorting and co-discovery methods were adopted to collect users’ data. Accordingly, the requirements and mental models of highly or medium technological sensitive users toward the main menu of mobile phones were generated. Also, what types of iconic metaphor might be accepted by end users were discussed too. The result showed that a total of 13 items were needed on the main menu of a mobile phone for the highly technological sensitive users, while the medium technological sensitive users required 10 items only. The study discovered that highly technological sensitive users viewed a mobile phone like a 3C or multimedia device. They demanded that the main menu of a mobile phone shall be charily categorized and the secondary menus shall be organized hierarchically according functional characteristics. The acceptable metaphors for this user group tends to be multifunctional, technology-oriented and active controlled. As for the medium technological sensitive users, the main concern of using mobile phones is to communicate and to deal with personal affairs. Their mental models seem to prefer the icons with simplicity features. As a result, the acceptable metaphors of this user group incline to be simple functioned, traditional life style and less active controlled, which were categorized as the hierarchical and function-oriented types of metaphors. Finally, concrete objects were used by them to visually represent icons.
Lian, Chia-ruei, and 梁家瑞. "The Influence of Computer Menu Design and Interaction Style on Middle and Elderly Age Groups." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/49058468239052551614.
Full text國立臺灣科技大學
設計研究所
98
The use of the computer and network is popularized day by day. The population of computer user of middle and elderly age groups increase year by year in China, but the design of computer menu interface is difficult to use on contemporary middle and elderly age user. Recently there appeared one new computer product in the market, and the company emphasized that the ALL IN ONE computer can be used by whole age people. It can be operated by finger touch on special computer menu interface, and does not need to use a mouse or a keyboard. There are three purposes of this study, (1) Find out the using ways of computer and network of middle and elderly age groups ; (2) Study the computer menu function structural design of the ones that accord with the middle and elderly age groups ; (3) Study the influence of using computer menu on the middle and elderly age groups with two kind of operation type- mouse and finger touch. According to the study result of the using computer and network behavior questionnaire on the middle and elderly age groups, there are 117 people who receives questionnaire and hope computer and network can offer the function service: (1) The function of newspaper is 45.3%; (2) The function of health and medical is 39.3% ; (3) The function of photo album is 35%; (4) The function of stock market is 35% ; (5) The function of travel is 32.4% ; (6) The function of play movies is 31.6% . The six functions have had designed to prove the test project of experiments. This research study includes two parts of experiments, including leading the way experiment and verifying the experiment. Collect three kinds of ALL IN ONE computer, including MSI AE2020, ACER z5600, HP Touch smart IQ500 in leading the way experiment. Execute the task to test to the purpose-built computer menu interface by finger touch. The result shows, the higher systematic stability, computer menu that can be edited, regular the function icon position which had been already known, function icon with explanatory note, interaction area with obviously label and the characters enlarged to show can increase the use of time by experimenters, the author according to these main points to design the interface of verifies experiment. The experiment was planned based on a 2 (controlling model) by 3 (function structure model of interface menu) two-way ANOVA design of independent sample. There are two levels in the variable of controlling model: Mouse controlling and Finger Touch controlling. There are three levels in the variable of function structure model of interface menu: (a) Function project interface: The function icons is arranged on the menu interface equally by the way of 3*5; (b) Controlling panel interface: The function icon is below the interface side by side and form the regular control panel that appears; (c) Intelligent interface: Each function icon include one intelligence area, can show instant information. Base on the experiment, the results show users performance, questionnaire for user interface satisfaction (QUIS), system usability scale (SUS), and get the experiences by users. The results of study : (1) 95% middle and elderly age groups who accepts questionnaire had computer equipment in their home, but only 62% people had used computer, 82% people hope the computer can become simple to use ; (2) Intelligent display area effective level interface structure, wholly raise the functions of operation; (3) The function of the low knowledge demand operates logic, the limits of operation are relatively little; (4) When the course of function operates need to check or count the quantity of the things, the controlling model of finger touch is obviously better than controlling model of mouse to operate; (5) Change few function interfaces of the page, can get the higher operation performance; (6) The difference between mouse controlling and finger touch is not obviously in the experiment, controlling of finger touch intuitive does not need to study, if function icon is bigger; the controlling of mouse is easy to use for the middle and elderly age groups.
Chen, Jing-Cheng, and 陳靖承. "The Research and Design on Menu Position and Interaction Style for the Interface of Game Application." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/hjmgg5.
Full text國立臺灣科技大學
設計系
106
Thanks to the improvement of technology to reduce the size of communication devices making them easy to carry, and the Internet information transport mission has been rapidly digitized, which has led to the rapid rise of smart mobile devices. Among them, smart phones are the most important growth trend in present. With such development increasing the demand of mobile App, many independent game developing teams can be competed with giant development company as the lower developing barrier. As the result, there are over thousands of App that have been developed in every year. Therefore, how to make the users experience the friendly operating interface has been became one of the most value issues. They have been doing every possible on the design of interaction. The select unit on the game App interface and interactive design research are based on the current theoretcial structures to apply the users experience to help explore the possibility of game development. With the anticipation, it is hoped to bring certain influence in those RD persons of Taiwan game development industry. This research study is intended to reach the following objects: (1) To conduct the usability test on the current App available in the market based on the relative document for verifying interface of experiment prototype, and to provide it as reference to Taiwan interface designers. (2) Conduct the thoughtful research based on the procedure of experiment tasks to compare the usage difference and user experience from the 3 App prototypes. (3) To study the influence of user experience satisfaction by researching between the vertical and horizontal interface designs. There are two parts of the research: (1) The initial research focuses on the 3 popular Apps on the market, through counting-testing operation to recognize the difference and questions from the 3 App samples. (2) To verify the analysis outcomes from the initial experiment data and the document research. The experiment of verifying simulation adopts 3 (the spot arrangement of the select menu) X 2 (vertical and horizontal smartphone interface operation) two-factor experiment. There are 3 levels of the select menu: (1) upper menu, (2) bottom menu, and (3) upper-bottom menu. Interface operation uses 2 levels: (1) vertical interface operation, and (2) horizontal interface operation. The research outcomes are as follows: (1) To use game App with 1-2 hours every day. (2) The most users use the 5-inches smart phone at present. (3) Those users who use the vertical game interface get used to operate by one hand. (4) Those users who use the horizontal game interface get used to operate by two hands. (5) Based on the usability evaluation, the horizontal interface is easy to operate on the simplicity of operation and guidance of operation. (6) As far as the system usability, the bottom menu is the better system interface design on operation using experience.
Huang, Chih-Huang, and 黃至煌. "A Study of the Effect of Users’ Cognitive Style on Menu Structure of Automotive Telematics Device." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/7w5gbj.
Full text國立交通大學
應用藝術研究所
94
Abstract The essential purpose of user interface is to make communication between the user and products. The digital product of the earlier period used the way with the options of the whole screen as the interface design, and when the function becomes complicated gradually, they start using menu-structure to programming the interface. Up to now, menu-structure have the different forms to present, but still is to be used as the main way of the interaction. The researches from ergonomics to cognitive psychology have developed out many principles of users’interface. However, when the usage of the digital products by the expert to personal living, the definition of the user namely the training expert change for all crowds, at this time, individual difference should be considered . This research carries the automotive telematics device as the example of the integrating digital product, and make cognitive style as individual difference to study the effect of users’s cognitive style on the performance of software. Acquires the users’cognitive style by GEFT、the performance and the usability evaluation of menu-structure experiments in order to inquire the relationship between cognitive style and menu-structure through quantitative analysis. Finally, Analyzing participants in the interactive process of menu- -structure experiments with qualitative ways ,to probe for interactive problems of them. The study comes out conclusions from the experiments:(1)Filed- independent participants shows better performance at simultaneous and hierarchical menu-structure, on the contrary, filed- dependent participants shows better performance at linear menu-structure.(2)The performance of filed- dependent participants are easier to be influenced by menu -structure design ,particularly carrying out at simultaneous menu-structure.(3)Filed- independent participants show preference for simultaneous menu-structure, and filed- dependent participants prefer linear menu-structure.(4)The result of the usability evaluation of all participants depends on the performance of the menu-structure.(5)The designers can choose the accommodation menu-structure as a foundation according to the distribution of the cognitive style of the users, or provide different menu-structures for the one product, and let the users be able to choose by themselves.
OU, KUAN-CHEN, and 歐冠成. "Explore Japanese-style BBQ Restaurant in Technology Acceptance Model Image Research Using Imported Augmented Reality Menu." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/6r3hj3.
Full text國立高雄餐旅大學
餐旅研究所在職專班
107
With the factors of the development of Taiwan's economy, improvement of national income, changes in social structure and family life, increasing population of career women, and the policy on five-day work week, the number of people dining out has increased year by year. The development and profit margin of the food and beverage industry is significantly increased. In order to attracting more customers, meeting the needs of the customers, and achieving the sales goals, the restaurant menu is often used as the best tool for delivering information to customers. A good menu design can satisfy customers’ needs and can create the most economic benefits. However, whether the Augmented Reality (AR) can bring a substantial positive impact to restaurant marketing is still a question. There is still a lack of relevant empirical research both in the academic and industrial fields; therefore, the purpose of this research is to investigate the use of AR menu in a Japanese –style BBQ restaurant and its impacts on consumer behaviors. By adopting a convenient sampling method, the restaurant staff distributed questionnaires to customers after their meals to conduct the surveys. A total of 270 questionnaires were sent out, and invalid questionnaires were deleted. A total of 258 valid questionnaires were used for analyses, and the response rate was 95.6%. The research results show: 1. Different consumption backgrounds have significant differences in the acceptance of AR menus. 2. There is no significant difference in the acceptance of AR menus by different demographic variables. 3. The perceived usefulness of the AR menu has a significant impact on the attitude of the AR menu users. 4. The perceived ease of use of the AR menu has a significant impact on the attitude of the AR menu users. 5. The perceptually interesting nature of the AR menu has a significant impact on the attitude of the AR menu users. 6. AR menu user’s attitude has a significant impact on AR menu consumption willingness. Finally, based on the research results, recommendations were made to strengthen the restaurant's advantages, enabling the restaurant to create a blue ocean in the highly competitive Red Sea market.
Hsu, Hung-Tai, and 許鴻泰. "The Design of Menu Style and Shortcut Key for the User Interface of E-book Reader." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/96230164875873783583.
Full text國立臺灣科技大學
設計研究所
98
The e-book development has been written for the definition of subversion people and vibrated thousand years of reading custom. After the electricity classical works is referred to digitizing the books, it exists in the electronic signals. Readers can choose their favorite books and download from Internet and through specially reading machine and can enjoy reading. America Internet Book – magnate – Amazon recommended e-book reading machine in 2007 November and opened the e-book’s new market. It means that electronic instruction has been rapid growth. Amazon pointed out in 2009 X’Mas: E-Books sales for the first time were more than physical; it means that electronic reading is not remote. Reading an e-book is an inevitable tendency and will become popular. Seller continuous research and develop the new e-book display technology, strengthen electronic display management with software and hardware operating and vehicle improvements. It means to allow users to more closely when reading the printed book. But e-books and printed books use different way and reading habits, the user must learn and adapt to the new user interface. And how a good user interface can provide successful human and computer interaction is worth of investigation. This study includes two experiments: (a) The first experiment is for the three major e-books for the readers to conduct interface usability evaluation by measuring their operating performance. (b) Based on the previous experiment result and literature review to help rearrange simulated user interface experiment. The simulated user interface experiment adopted a 3 (menu style) x 2 (shortcut key) two-way ANOVA design. There are three groups: (1) tabbed menu; (2) hierarchical menu; (3)start-up menu,. The shortcut keys have two groups: (1) button immediacy; (2) Menu button. Research result and suggestion are listed below: (a) common functional design “quick buttons” and a “button now” to complete the task operation; (b) more menu items, use “hierarchical menu” or “tab menu” sub-category or hierarchical level can help improve operational performance; (c) the proposed design “quick menu”, combining “button immediately” and “menu button” of the advantages of the selective menu with functional tasks can be completed immediately.
Wang, Chi-Han, and 王啟翰. "An Investigation on the Cognitive Style and Menu Structure for the User Interface of Home Media Center." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/57cj73.
Full text國立臺灣科技大學
設計研究所
95
As the rapid development of multimedia technology, various types of digital media have come to our daily life. The concept of digital home media center (DHMC) was formed by following the trend. Because the primary functions of the DHMC is to present audio and video information to its users, it is important for the users to understand the displayed information and learn to operate the user interface within a very short time. The first stage of this study is to investigate the pros and cons of the current user interface design of DHMC. The results were adopted to help create interface prototypes in the second stage of the study. It is hoped that the research results can be good references to help design future user interface of the DHMC. A 2 (field-independent and field-dependent user styles) x 3 (hierarchical, chessboard, and circular display types) factorial between-subjects design was conducted in the experiment. That is, each participant was required to interact with only one interface prototype. A total of five interaction tasks regarding audio and video playing were planned in the experiment. After that, the participant was required to answer both system usability scale (SUS) and NASA-TLX questionnaires. The results generated from this study revealed that: (1)There existed significant differences in the task performance between field-independent and field-dependent user styles. The field-independent participant tended to process information based on his/her personal problem-solving skill and possess situational awareness. S/he is able to find the required functions in the complex user interface and completed the tasks in a short time. On the other hand, the field-dependent participant tended to rely on unrelated external information and could easily be affected by the environment, which resulted in poor task performance. (2)After conducting five interaction tasks, the participants’ average task performances among three display types from the best to the worst after the two-way ANOVA were chessboard (221.85), circular (374.20 sec), and hierarchical (480.43 sec) types of prototypes. (3)There existed no significant difference between field-independent and field dependent user styles in terms of system usability scale (SUS) questionnaire. Nonetheless, there existed significant difference among three display types. The average scores listed from the highest to the lowest were chessboard (74.75), circular (62.63), and hierarchical (48.25). Therefore, participants thought that the chessboard type of display had the best interface usability as well as the highest satisfaction. (4)The results generated form the NASA-TLX questionnaire showed that the chessboard type of interface prototype was significantly lower than the other two prototypes in mental demand, temporal demand, effort, and frustration. The overall performance was also higher.
Tsai, Chui-Hung, and 蔡垂宏. "An Investigation on the Menu Structure and Guiding Style for the User Interface of Global Positioning System." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/nwfc3s.
Full text國立臺灣科技大學
設計研究所
95
As the progress and wide spread of the computing technology, the global positioning system (GPS) has become a required guiding support for many users. The user interface design of the GPS has a major influence on the usability of the GPS. Therefore, this research study is intended to investigate the user interface design of the GPS based on users’ mental models as well as potential interaction problems. It is hoped that the design guidelines of the GPS user interface can be constructed for future references. In the first stage of the experiment, 3 representative GPS user interfaces were investigated by means of task performances in order to understand potential interaction problems. A total of 8 design recommendations were generated. They are: (1) The hierarchy of the GPS user interface should not adopt too many layers. (2) The text and icons showing on the user interface should match users’ mental models. (3) The function characteristics should be carefully used to enhance the GPS usability. (4) The amount of information showing on the display should be reduced to help decrease users’ mental workload. (5) The grouping concepts should be incorporated regarding interface functions. (6) Adopting clear vocabulary can prevent users’ misunderstanding. (7) The menu arrangement should match the task flow. (8) Incorporating the pleasurable design concepts can help users’ interaction with the GPS user interface. The second stage of the experiment adopted a 2 (menu structure) x 3 (guiding style) factorial design. A total of 6 different interface prototypes were created for the experimental purpose. The data from participants task performance and from 3 questionnaires (QUIS, NASA-TLX, and metacognitive awareness) were collected and tested for significant difference. The results generated from this study revealed that: (1) There existed pros and cons between the hierarchical and linear types of menu structures. Adopting linear menu structure to functions of similar task goals could actually enhance users’ performance and avoid the occurrence of disorientation. There should exist clearly distinctions among independent functions. By so doing could reduce confusing when users moved back and forth among interface functions. (2) The appropriate amount of information should be provided to the users according to the guiding style. Too much information could overload users’ task performance. However, providing users without enough information would not help them conduct the task. (3) The design of GPS user interface can take target users’ characteristics for references. Not only can users’ capabilities and use experience be understood, but also can incorporate users’ metacognitive awareness in the task design. Therefore, users can easily realize the interface functions and task goals. The tasks can be completed within the shortest possible time.
Tseng, Pin-Ying, and 曾品熒. "A Study on the Main Screen Style and Function Menu Position of Track Spending Application of Mobile Devices." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/dbjdjz.
Full text國立臺灣科技大學
設計系
105
The progress and wide application of mobile devicess in terms of software development, hardware performance, and wireless transfer technology bring the pre-inexistent possibility and market development for the creation of track spending application. It also has an impact on the aesthetic degree of visual interface. Therefore, how to make the user enjoy a good interface usability when using the track spending application of mobile devices becomes the objective of this research study. Hoping that the user can enjoy the process of task operation and achieve the effect of usage pleasantness and continuity of use. The major research objective is to explore the present usage situation and future possible developmental direction for the interface design of track spending application of mobile devices. A two-stage research processes were conducted to help investigate the interface usability and user experience: (1) Pilot experiment: Through three track spending applications with high download rate. A series of pilot experimental task operations were conducted and time-based performance was recorded to help obtain detailed knowledge of different factors affecting current track spending applications in terms of interface functions. (2) Confirmatory experiment: Through literature review and the integration of the results obtained by the experiment in the first stage, the research conducts interface design simulation. The simulated interface adopts a 2 (main screen style) x 3 (function menu position) factorial experiment. The main screen style is classified into two levels: 1. Tabbed main screen; 2. Image main screen. The function menu position is classified into three levels: 1. Function menu on the left of the screen; 2. Function menu on the bottom of the screen; 3. Function menu popping out from the middle of the screen. The research results indicate that: (1) The participants of the “image main screen” give higher ratings than those of the “tabbed main screen” ; (2) The rating of “function menu on the bottom of the screen” is slightly higher than that of “function menu on the left of the screen” and “function menu popping out from the middle of the screen” ; (3) The experiment sample that combines the “image main screen” and “function menu on the bottom of the screen” has the operation mode of rapid recording of personal instant consumption. It can reduce the thinking and reasoning time for the participants as well as the error rate and frustration feeling of their usage of track spending application. In addition, it facilitates the participants to have a quick understanding of the whole operation mode, which is more friendly and direct. In addition, “function menu on the bottom of the screen” helped the user find his/her needed function quickly. Therefore, its satisfaction rating is higher than other experiment samples. Based on the results of the research, relevant applications and further research can be made in future studies.
Ho, Li-Chin, and 何立芹. "Usability Study on the Interface of Viewing Angle Control and Menu Style of 3D Modeling APP for Tablet PC." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/58d837.
Full text國立臺灣科技大學
設計系
105
As the 3D printing technology becomes cheaper, more common, and more well-developed in recent years, many easier-to-use 3D printers can be found in many fund-raising platforms. The low-price fabricating technology spreaded with mobile devices has boosted diverse and related web services. This study focused on the 3D modeling APP design on a tablet PC, and attempted to optimize the user experiences through a series of experiments by investigating the effects between different viewing angle control and menu style of the user interface. This study is composed of two stages. The first stage was a pretest which tested three existed 3D modeling APP interfaces and further analyzed the data by a 2-way repeated measures ANOVA. Based on the results of the first phase, the second stage was planned to be a verification experiment, i.e., a redesign of the user interface. There are two independent variables in this stage of experiment, including “Viewing angle control” and “Menu style”. A 3 (viewing angle control) X 2 (menu style) two-way repeated measures ANOVA was conducted. The generated results revealed that: (1) With limited viewing angle control may result in lesser steps of setup and lower error, which further brings faster completion time. (2) Flexible menu style meets the users’ expectation, which leads to more natural control and prevents them from unnecessary interferences. (3) The 3D modeling APP interfaces should be adjustable according to different user experiences, and the experiences of the users can be categorized into four different types. (4) The interface of the modeling APP should be bright and clear to use. The simple interface design can also minimize the stress of the users. Finally, (5) While designing the icons in the function bar, the metaphor and size of the icons should take careful considerations to prevent users from misunderstanding of functions or triggering unwanted icons.
Tseng, Hsin-ying, and 曾馨瑩. "A Study on the Photo Information Representation and Menu Style Designs of Location-Based Service Application Interface of Mobile Devices." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/84321100845966555911.
Full text國立臺灣科技大學
設計研究所
101
With the rapid progress of advanced technology, the marketing growth of mobile phones and the prosperity of the Internet have led the trend. Because of the change in software systems, everyone can use applications open to public on mobile phones. Also, the market of applications has also developed rapidly. People are dependent on Social Networking Service Interaction. Therefore, it is foreseeable that people’s behavior of holding the mobile devices with LBS mobile software will become increasingly common. This study intends to investigate the interface usability of LBS mobile software. It is hoped that the user interface design of current LBS mobile software can be improved and the users’ satisfaction will be enhanced. The experiment in this study includes two stages:(1)The pilot test: The purpose is to investigate the current LBS mobile software user interface. An experiment was conducted to help understand potential interaction problems of the current LBS mobile software. The tools include user’s task performance, QUIS questionnaire, SUS questionnaire, and interview so that we can understand users’ requirements and interaction problems.(2)The validate experiment: Based on the results generated from the first stage together with the summaries from the relevant literatures, validate experiment was conducted. The experiment was planned based on a 3 (photo information representation styles) by 2 (menu function styles) two-way ANOVA design. A total of 60 participants were invited to conduct tasks in the experiment. This study also researched to conduct the interface design research by operating the current LBS application and the interaction senses. There are three levels in the independent variable of photo information representation styles:(a)photo information is presented as a whole of single column: a complete photo showed vertically in a single column with fixed width set to 576 pixels)(b)photo information is partially presented of single column: a complete photo showed vertically in a single column with fixed width and length set to 576 pixels by 304 pixels)(c)photo information is presented as a whole of double columns. There are two levels in the independent variable of menu function styles: a complete photo showed vertically in a single column with fixed width set to 270 pixels) (a)show function bars: browsing with fixed top and down bars.(b)hide function bars: slide upwards to hide bars and downwards to show bars while browsing. Based on the experiment, the results regarding user task performance, questionnaire for user interface satisfaction (QUIS),system usability scale(SUS), and users’ experiences can be obtained. The generated results indicated that:(1)Some interactive styles in LBS mobile software are inconsistent with what has been known by the public, and should be operated consistently with their previous experiences.(2)The repetition rate in the function interface is so high in LBS mobile software that the testers are vulnerable to lose instructions.(3)The use of “hide function bars” together with ” photo information is presented as a whole of double columns” style can help acquire best task performance. The users generally thought that (4)The Highest user interface satisfaction(QUIS)accords to the users’ experience with “show and hide function bars” style.(5)“Hide function bars” obtains more values than “show function bars ”on SUS questionnaire. The users also thought that the former design can help to enhance usability scale.(6)By using “hide function bars” together with “photo information is partially presented of single column” style, the users felt the lowest mental demand of user interface. Therefore, according to the experimental results, the factors of photo information presenting styles and menu function styles indeed have significant influences on LBS mobile software.