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為提高社交網絡遊戲接近性的用戶界面設計的相關研究

Title
為提高社交網絡遊戲接近性的用戶界面設計的相關研究; 위제고사교망락유희접근성적용호계면설계적상관연구

Title
위제고사교망락유희접근성적용호계면설계적상관연구
Other Titles
A Study on User Interface Design for Social Net Work Game Accessibility Improvement
Author
고은영
Keywords
社交網絡遊戲; 用戶界面; 接近性; Social Network Game; User Interface; Accessibility
Issue Date
2016-10
Publisher
한국브랜드디자인학회
Citation
한국브랜드디자인학회 학술대회, Page. 652-658
Abstract
隨著科技的發展, 經歷完web2.0 時代,“共有”,“參與”,“開放”,以及“個人 化”和“智能化”集于一身的web3.0 時代也隨之到來。在這種擁有移動設備的智能環境下,不 僅有單純的電話和信息功能,甚至會提供應用程序或者遊戲功能,用戶們通過這些功能從而更 能享受到多樣化的服務。在本研究論文里,首先抓住遊戲的大趨勢,對最近有著很高人氣的移 動社交網絡遊戲(SNG)進行研究。其中會以韓國的Kakaotalk 和中國大陸的微信(Wechat) 里具有代表性的休閒益智類遊戲為中心進行分析。緊接著著重于SNG 的用戶界面設計,分析實 例。為了提高以後用戶和遊戲之間的接近性,提出對於遊戲使用性的評價標準。通過先行研 究,得出了色彩,形態,文字設計,排版等遊戲用戶的審美上的視覺構成要素。隨後通過對於 被稱作為Heuristics 的使用性評價相關的專家性的技法,得出移動遊戲的相關使用性評價的項目 之後根據兩個不同的平台分別進行對於遊戲對象的問卷調查,隨後再通過評價的結果進行比較 分析。本研究論文的結論部分結合了實例分析結果以及使用性評價結果,從中指出問題點,今 後對於這些問題發生的原因和防止研究進行近一步摸索,不僅只有休閒益智類遊戲,更加期待 通過這些技法對於其他類別遊戲的比較分析和研究。;Following the development of technology, over the age of "web 2.0", and then "sharing", "participation", "open" and "personalization" and "intelligent" for them to the advent of an age of "Web 3.0". In this smart environment of the mobile equipment is just not a simple telephone or message function but until the appearance of service by the App(application) and game makes it more different. In this paper, first setting the trend of game and make a research of the social network game(SNG) what is catching a popularity recently. Among these situation is going to analysis the typical puzzle game centered on the kakao talk by Korea and the wechat by China. And set focus on the interface design of the SNG, through the case analysis, and from now on, making a suggest about the game evaluation of usability for increasing the accessibility between the user and game. Through the advanced research, esthetic visual elements color, shape, typography and lay-out are deducted for user, and analysis the interface of two games. From the next stage, following the professional of the usability is going to draw an usability evaluation by the technique of the Heuristics for mobile game, and following the two platform, after making a question investigation for the survey target from each side who had a experience of the game, it will be made a comparison through the result of evaluation. In the conclusion of this paper, making a combination between the result of case analysis and evaluation of usability to suggesting problems, and also finding the factor of occurrence for these problems in the future. Besides the puzzle game, through the method of this usability evaluation, this study is going to make a expectation to compare and analysis the other genre of games
URI
https://www.earticle.net/Article/A290201https://repository.hanyang.ac.kr/handle/20.500.11754/185421
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COLLEGE OF DESIGN[E](디자인대학) > ETC
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