南華大學機構典藏系統:Item 987654321/18909
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    Title: 使用者對圖版遊戲介面符號設計認知之研究
    Other Titles: The Study on Users' Cognition with the Iconic Symbol Design for User Interface of Board Games
    Authors: 章育誠
    Chang, Yu-cheng
    Contributors: 應用藝術與設計學系碩士班
    林振陽
    Chen-yang Lin
    Keywords: 圖版遊戲;圖像符號;認知
    Iconic Symbol;Board Game;Cognition
    Date: 2011
    Issue Date: 2015-03-04 16:14:28 (UTC+8)
    Abstract:   自70年代末期,歐洲遊戲設計者們大量出版了許多擁有精美繪圖的圖版遊戲,蔚為一股風潮。至今圖版遊戲邁入更細緻、更具變化性的方向發展,並在遊戲介面上導入大量的圖像符號提示功能。   本研究旨在探討圖版遊戲的介面與圖像符號設計,其對玩家與非玩家族群的認知差異。針對研究目的,首先進行相關資料蒐集,經問卷調查及專家訪談後獲得5項整體介面認知調查樣本與1項圖像符號辨識率調查樣本,以分析各問項之間在不同族群上的程度差異。並在分析圖像符號辨識率後,將辨識率不足66%之圖像符號再設計,以符合國際標準合確率。   經本研究發現:第一點,在工人擺放機制的圖版遊戲中,廣為玩家瞭解且喜好度最高的工人擺放機制圖版遊戲分別為:農家樂、馬尼拉、凱呂斯、石器時代與國王堡。第二點,圖版遊戲中圖像符號複雜度最高者為銀河路跑。第三點,玩家與非玩家族群對圖像遊戲的整體介面設計認知上僅有農家樂一款遊戲有顯著差異。至於在圖像符號辨識上,玩家的平均認識率高於非玩家族群,而非玩家族群對於圖像無法有系統的認識。
      Since the late 70s, in Europe, many game designers published a lot of exquisite board games and became the unrest. Nowadays, the developing of German-type board game is more detailed, variability, and inducts the massive image prompt icons on the game interface.   The study attempted to explore the interface and graphic symbols game design of board games, and the cognitive differences between players and non players groups. For the study purposes, first of all By the methods of literature summary, questionnaire and interview to obtain 5 perceived overall interface with an iconic symbol recognition of rate survey samples to analyze the question items on the degree of differences between different ethnic groups. And symbol recognition rate in the analysis of images will be less than 66% recognition rate of re-design of graphic symbols to ensure trate of cooperation with international standards.   The findings of study are as follows: Firstly, for the mechanism of the workers placement of board game, the most well-known and compliment board games are: Agricola, Manila, Caylus, Stone Age and Kingsburg. Secondly, On the iconic symbol Distinguish, It’s highest order of complexity for Race for the Galaxy. Thirdly, Players and non-players to the game's overall population of the image on the cognitive interface design with significant differences only in the Agricola. On the recognition of the icons, Player group’s average understanding rate is higher than non-players, and Non-player groups toward non-systems for iconic symbol understanding.
    Appears in Collections:[Department of Product and Interior Design] Disserations and Theses

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