A Study of Icon Usability in Online Games-Using“Lineage”And“World of Warcraft”as Examples

碩士 === 亞洲大學 === 數位媒體設計學系碩士班 === 99 === This study explores the influence of game interface to player’s preference. The interface of menu has been chosen as sample and through its operation process to investigate the major interact functions which affect the preference of players. Firstly a literatur...

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Bibliographic Details
Main Authors: Lin Chin-Feng, 林錦豐
Other Authors: Ruan Lyu-Yin
Format: Others
Language:zh-TW
Published: 2011
Online Access:http://ndltd.ncl.edu.tw/handle/98025239943011971527
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Summary:碩士 === 亞洲大學 === 數位媒體設計學系碩士班 === 99 === This study explores the influence of game interface to player’s preference. The interface of menu has been chosen as sample and through its operation process to investigate the major interact functions which affect the preference of players. Firstly a literature survey would be carried on to study related information. An online game“Lineage And World of Warcraft”has been chosen as sample to estimate the usability of its interface. A questionnaire investigation would be used to find out the game function requirement by the players. Usability engineering methods also applied in interface operation experiment using practical product. The experimental results would be analyzed to induce the influence factors of game interaction function. Some principles would be derived and used to design simulated interface for a verified experiment to confirm their usability.   When we construction a speciation image, we can try to cut a wider range of angles, or take certain method for the investigation to find out more projects can be classified, to increase the depth of the image shape analysis and breadth of the table.   As the current market online games hardware control unit continues to introduce new kinds of advanced control browsing behavior with the traditional button behavior of the type of operation differ greatly.   According to experimental results of the image confusing and found error rates ranging from 10% to 20% of the image up (39 images), followed by the error rate ranged from 20% to 30%, according to the ISO correctly identify the proposed qualified recognition rate of 67% of the total of 81 images, representing 57.86% correct recognition rate was 67% or less know the image a total of 59, accounting for 42.14%.   Statistics according to the image to convey the results of experiments and found that the average time-consuming select images 5 to 10 seconds in the image, followed by 10 to 15 seconds between images, the average error rate and average time-related to achieve a significant correlation of 0.762, it is inferred, the higher the error rate of the image to select it's time consuming but also higher.   Finally, results showed that according to the image association of experimental results with satisfaction, that the image association of> 3.5 and the satisfaction of images up to> 3.5 image up, inference, the user can accept this principle, the design However, confusingly, and to convey knowledge of the correct recognition still is not enough. Which associative correlation with satisfaction is also up significantly related to 0.765, it is inferred, the more the association of images, designed by the user satisfaction and more positive.   At last, this study will use the error rate over than 70% of the image in accordance with the principles of the Institute has been designed, redesigned, in order to facilitate future design reference.