The Application of Metaphor and Pleasureability in the Webpage Design of Digital Design Museum

碩士 === 國立臺灣科技大學 === 設計研究所 === 94 === As the pervasion of Internet information, to many new-generation museums, the application of information technology (IT) to facilitate the construction of digital museum is the current development trend. A good museum Website design should allow users efficientl...

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Bibliographic Details
Main Authors: Yu Jen Huang, 黃昱仁
Other Authors: Chien-Hsiung Chen
Format: Others
Language:zh-TW
Published: 2006
Online Access:http://ndltd.ncl.edu.tw/handle/72407481673349297634
Description
Summary:碩士 === 國立臺灣科技大學 === 設計研究所 === 94 === As the pervasion of Internet information, to many new-generation museums, the application of information technology (IT) to facilitate the construction of digital museum is the current development trend. A good museum Website design should allow users efficiently and effectively browse through various exhibition topics without getting disoriented. While interacting with the Website user interfaces, users should not only generate pleasurable perceptions, but also enhance their revisiting intents and learning effects. In addition, the concept of metaphor can facilitate the communication between users and the information system. This study adopts the concept of metaphor when constructing the Website user interface of a digital museum. It is hoped that by so doing can facilitate users construct their cognitive maps regarding concrete museum when they interact with the museum Websites. The rates of their disorientations can be reduced. User can also produce pleasurable perceptions while browsing through the Website. This study investigates various literatures pertinent to metaphor, wayfinding behavior, interaction design, Webpage design, and museum itself. The generated data were used as bases for the design of digital museums. The experiments in this study were divided into two stages. The first stage was to analyze the browsing strategies, interaction styles, and interface pleasures among currently available digital museums. In the second stage, the prototyped Websites of three digital museums were created based on the results generated from the first stage. These Websites were: (1) the control group which was designed based on the common style of a digital museum; (2) the metaphor group which incorporated the metaphor of floor in the Website user interface; (3) the pleasurable group which adopted both floor metaphor and an animated virtual actor to enhance users’ pleasurable perceptions. A 2 (higher and lower use experience) by 3 (control, metaphor, and pleasure Website prototypes) two-way ANOVA were conducted in stage two. Participants were required to conduct a series of interaction tasks. In addition to measure their task performance, the questionnaires regarding Website interaction and pleasure perceptions, System Usability Scale (SUS), and NASA Task Load Index (NASA TLX) were used to collect their subjective feelings. In the end, the results were generated to help improve the Website user interface of a digital museum and to provide good references for designing a pleasurable Website user interface of digital museum in the future. The results generated in this study revealed that: (1) The metaphor group is easier to interact with than the control group. Therefore, the floor metaphor used in a digital museum can really help participants construct better mental models that can facilitate their interaction with the Website in a more efficient way. (2) Participants reveal a better satisfaction when interacting with the metaphor group and the pleasure group because they both were equipped with the floor metaphor. (3) The application of floor metaphor to the Website user interface of a digital museum can actually help participants construct an accurate cognitive map of a concrete museum. This will help their wayfinding behavior inside a concrete museum. (4) The application of floor metaphor to the Website user interface of a digital museum can facilitate participants’ navigation and, at the same time, enhance their understandings of current Website location. Moreover, by so doing, participants can easily construct their own cognitive maps regarding the Website structure, which will also reduce the occurrence of possible disorientations while browsing through the Website. (5) The virtual actor inside the pleasure group can enhance participants’ interaction styles and pleasurable perceptions as long as the Website user interface is created with good usability. (6) Participants with higher use experience will focus more on the content information. They do not have preference towards floor metaphor. On the contrary, participants with lower use experience will find the floor metaphor more useful. (7) There exists no statistically significant difference among these three Website prototypes regarding SUS and NASA TLX results. Therefore, interaction designers can create the Website user interface of a digital museum by incorporating pleasurable design factors to enhance users’ interaction experience.