§ 瀏覽學位論文書目資料
  
系統識別號 U0002-0601201822324600
DOI 10.6846/TKU.2018.00185
論文名稱(中文) 長者友善的互動虛擬全景導覽之設計研究
論文名稱(英文) Designing an Interactive Virtual Panoramic Tour for The Elderly
第三語言論文名稱
校院名稱 淡江大學
系所名稱(中文) 資訊傳播學系碩士班
系所名稱(英文) Department of Information and Communication
外國學位學校名稱
外國學位學院名稱
外國學位研究所名稱
學年度 106
學期 1
出版年 107
研究生(中文) 張修為
研究生(英文) Hsiu-Wei Chang
學號 604040021
學位類別 碩士
語言別 英文
第二語言別 繁體中文
口試日期 2017-12-15
論文頁數 75頁
口試委員 指導教授 - 施建州
委員 - 王亦凡
委員 - 賴惠如
關鍵字(中) 長者友善
設計思維
使用者經驗
介面設計
互動設計
關鍵字(英) Elderly-friendly
Design Thinking
User Experience
Interface Design
Interaction Design
第三語言關鍵字
學科別分類
中文摘要
本研究旨為探討互動設計和長者友善設計的相關概念,並運用於長者友善的互動虛擬全景導覽的介面設計,以因應全球老齡化的趨勢。本研究為台灣淡江大學資訊傳播學系研究所及澳洲昆士蘭科技大學創意產業碩士學位雙聯學制之研究。本研究採用D-School(2010)提出的設計思維模式(Designing Thinking)作為研究方法,從同理心、定義問題、發想到製作原型,同時亦形塑了本研究設計的過程。文獻探討與案例研究,整合了研究者於相關領域的研究發現,提供設計階段一個穩固的背景研究基礎。作為本項目的創意作品,虛擬全景導覽的高擬真度原型以可視化的方式結合並體現了相關設計概念。本研究發現,長者友善的互動設計除了需要顧慮一般的使用者經驗外,也須考慮到長者視力、肢體方便性和記憶力等問題。整個研究過程促成了研究者對於本研究的反思,這也是本研究的研究成果之一。
英文摘要
To address the worldwide aging trend, this project explores the concepts of interaction design and designing for the elderly. The model of design thinking (D-School, 2010) was adopted to form the process of design as the methodology. The contextual review with case studies integrated relevant findings for the design phases. The high-fidelity prototype of a virtual panoramic tour, as the creative work of this project, combined and presented the concepts in a visual way. The whole process brought about the reflections of this project, which are valuable for my future career in the creative industries.
第三語言摘要
論文目次
Table of Contents
List of Figures	IV
List of Tables	V
List of Abbreviations	V
Statement of Original Authorship	VI
Acknowledgements	VII
1.	INTRODUCTION	1
1.1	Background	2
1.2	Aims and Objectives	5
1.3	Significance	7
1.4	Scope and Outcomes	9
2.	CONTEXTUAL REVIEW	11
2.1	Design Thinking	12
2.2	Interaction Design for The Elderly	14
2.3	Virtual Reality in Elder Care	17
2.4	Virtual Panoramic Tour	20
3.	METHODOLOGY	27
3.1	Practice-Based Research	28
3.2	Design thinking	28
4.	PROJECT – DESIGN PROCESS	31
4.1	Empathize	32
4.2	Define	32
4.3	Ideate	33
4.4	Prototype	34
4.4.1	Sketches	34
4.4.2	Low-fidelity wireframes	35
4.4.3	High-fidelity prototype	36
5.	THE FINAL REFERENCE DESIGN	49
5.1.	High-fidelity prototype mock-ups	50
5.2.	Demo video	56
6.	DISCUSSION	57
7.	REFLECTIONS	60
8.	REFERENCES	63
9.	APPENDICES	69

List of Figures
Figure 1. Screenshot of the short film, “Scarf”
Figure 2. Google Trends interest of “Virtual reality” over the past few years
Figure 3. Rendever brings elderly users back to the meaningful locations
Figure 4. Staff help elderly people experience virtual reality content
Figure 5. The clickable hotspots in Easypano’s virtual panoramic tour
Figure 6. Thumbnails enable users to switch scenes
Figure 7. Popup information
Figure 8. The clickable points (transparent circles) on the floor
Figure 9. “3D Dollhouse View” presents properties in an interactive way
Figure 10. The buttons will be explained clearly when a cursor on it
Figure 11. The different shapes correlating to switching buttons
Figure 12. The Design Thinking model
Figure 13. Mind map of Designing a virtual tour for the elderly
Figure 14. The sketches
Figure 15. Wireframes of the virtual panoramic tour
Figure 16. A panoramic tripod head
Figure 17. The photo sets for the panoramic tour
Figure 18. Screenshot of Hugin
Figure 19. Panorama of centre
Figure 20. Panorama of bathroom
Figure 21. Panorama of master room
Figure 22. Panorama of living room
Figure 23. The user interface
Figure 24. The progress of interface elements design
Figure 25. The smallest font size is 12pt
Figure 26. Users can see through the elements of the interface
Figure 27. All elements are added the drop shadow effect
Figure 28. Wider gaps and bigger size of the buttons for better experience
Figure 29. A hotspot before and after being investigated
Figure 30. The floor plan
Figure 31. The instruction can introduce features to users
Figure 32. Screenshot of InVision project
Figure 33. Screenshot of Adobe After Effects project
Figure 34. The final reference design
Figure 35. The instruction (1/4)
Figure 36. The instruction (2/4)
Figure 37. The instruction (3/4)
Figure 38. The instruction (4/4)
Figure 39. The scenes (centre)
Figure 40. The scenes (bathroom)
Figure 41. The scenes (master room)
Figure 42. The scenes (living room)
Figure 43. The popup windows of hotspots
Figure 44. The detailed floor plan

List of Tables
Table 1. Six supportive properties as design criteria for the elderly
Table 2. The comparison of three virtual panoramic tour examples
參考文獻
Bakewell, J., & Foster, D. (2015). Should older people downsize to help solve the housing crisis? The Guardian. Retrieved from https://www.theguardian.com/commentisfree/2015/sep/28/should-older-people-downsize-housing-crisis-homes

Brereton, M. (2013). Habituated objects: everyday tangibles that foster the independent living of an elderly woman. Interactions: experiences, people, technology, 20-24.

Brown, B. L. (1996). Career Resilience. ERIC Digest No. 178. Retrieved from http://files.eric.ed.gov/fulltext/ED402474.pdf

Buzan, T. (2006). The Ultimate Book of Mind Maps. Retrieved from https://archive.org/details/pdfy-MEuyCwZKGT3fqH56

Campbell, O. (2015). Designing For The Elderly: Ways Older People Use Digital Technology Differently. Retrieved from https://www.smashingmagazine.com/2015/02/designing-digital-technology-for-the-elderly/

Candy, L. (2006). Practice Based Research: A Guide. CCS Report: 2006-V1.0 November. Retrieved from https://www.creativityandcognition.com/resources/PBR%20Guide-1.1-2006.pdf

Cho, M. E., & Kim, M. J. (2014). Characterizing the interaction design in healthy smart home devices for the elderly. Indoor and Built Environment, 23(1), 141-149. doi:10.1177/1420326X14521229

Department of Culture, Media & Sport (2015). Creative Industries Economic Estimates January 2015. Retrieved from the UK Government website https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/394668/Creative_Industries_Economic_Estimates_-_January_2015.pdf

D-School, Institute of Design at Stanford. (2010). The Bootcamp Bootleg. Retrieved from https://dschool.stanford.edu/resources/the-bootcamp-bootleg

Duening, T. N. (2010). Five minds for the entrepreneurial future: Cognitive skills as the intellectual foundation for next generation entrepreneurship curricula. The Journal of Entrepreneurship, 19(1), 1-22. doi:10.1177/097135570901900101

Jordan, P. W. (2000;2003;). Designing pleasurable products: An introduction to the new human factors (1st ed.). London: Taylor & Francis.

Knight Frank (2016). Retirement Housing 2016. Retrieved from Knight Frank website https://kfcontent.blob.core.windows.net/research/696/documents/en/2016-3770.pdf

Lowgren, J. (n.d.). Interaction Design - brief intro. In Soegaard, M. & Dam, R. F. (Eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed. Retrieved from https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/interaction-design-brief-intro

McLuhan, M., 1911-1980. (2001;2003;2013;). Understanding media: The extensions of man. London: Routledge.

Moggridge, B. (2007;2006;). Designing interactions. Cambridge, Mass: MIT Press.

Mohan, G. (2016). Program on Design Thinking. Retrieved from http://www.asci.org.in/images/Design_Thingking_2017.pdf

Norman, D. (2010, June 25). Design Thinking: A Useful Myth. Retrieved from http://www.core77.com/posts/16790/design-thinking-a-useful-myth-16790

Norman, D. (2013, March 19). Rethinking Design Thinking. Retrieved from http://www.core77.com/posts/24579/rethinking-design-thinking-24579

Nussbaum, B. (2011, May 4). Design Thinking Is A Failed Experiment. So What’s Next? Retrieved from https://www.fastcodesign.com/1663558/design-thinking-is-a-failed-experiment-so-whats-next

O'Keeffe, D. (2016). Special report: VR opens doors for residents. Retrieved from http://www.australianageingagenda.com.au/2016/07/13/special-report-vr-opens-doors-for-resident/

Peev, G. (2017). Elderly people living in big houses are to be given incentives to downsize to free up their properties for families. Daily Mail Australia. Retrieved from http://www.dailymail.co.uk/news/article-4194526/Elderly-big-houses-incentives-downsize.html
Plattner, H., Meinel, C., Leifer, L., & eBooks on EBSCOhost. (2016). Design thinking research: Taking breakthrough innovation home. Switzerland: Springer. doi:10.1007/978-3-319-40382-3

SECKER, J., HILL, R., VILLENEAU, L., & PARKMAN, S. (2003). Promoting independence: But promoting what and how? Ageing and Society, 23(3), 375-391. doi:10.1017/S0144686X03001193

Sharma, R., Nah, F. F., Sharma, K., Katta, Teja Satya Sai Santosh, Pang, N., & Yong, A. (2016). Smart living for elderly: Design and human-computer interaction considerations. Paper presented at the , 9755 112-122. doi:10.1007/978-3-319-39949-2_11

United Nations. (2015). World Population Ageing 2015. Retrieved from United Nations Department of Economic and Social Affairs website http://www.un.org/en/development/desa/population/publications/pdf/ageing/WPA2015_Report.pdf

Vanni, O. (2016). This VR Startup Lets People in Elder Care Still Get a Taste of the Outside World. Retrieved from http://bostinno.streetwise.co/2016/06/14/rendever-virtual-reality-for-elder-care-alzheimers-dementia/

Waloszek, G. (2012, September 12). Introduction to Design Thinking. Retrieved from https://experience.sap.com/skillup/introduction-to-design-thinking/ 
Weinknecht, J. (2016, January 7). Benefits of Design Thinking. Retrieved from http://blog.navax.com/2016/01/07/benefits-of-design-thinking/#_ftnref2

Williams, R. W. (2017). How Virtual Reality Helps Older Adults. Retrieved from https://www.forbes.com/sites/nextavenue/2017/03/14/how-virtual-reality-helps-older-adults/#4df42f6044e2

Yang, M., & Huang, H. (2015). Research on interaction design of intelligent mobile phone for the elderly based on the user experience. Paper presented at the , 9193 528-536. doi:10.1007/978-3-319-20892-3_51
論文全文使用權限
校內
校內紙本論文立即公開
同意電子論文全文授權校園內公開
校內電子論文立即公開
校外
同意授權
校外電子論文立即公開

如有問題,歡迎洽詢!
圖書館數位資訊組 (02)2621-5656 轉 2487 或 來信