Exploring the Design of Campus Directional Sign through Wayfinding Behavior in Virtual Environment

Ting Chun Liao, Ching I Chen, M. Zheng
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Abstract

National Taipei University of Technology (NTUT) is in the center of Taipei City, with three significant entrances and more than 20 buildings. Because of the nearby attractions, such as the Huashan 1914 Creative Park and Jianguo Brewery, and the Red House, a city-designated historical monument on the campus. Visitors are often attracted to the campus. However, the crowded and enclosed building layout makes it difficult for first-year students, foreign guests, and tourists who are unfamiliar with the environment to navigate around the campus.In this study, the campus of NTUT was used as the experimental environment, and the modeling software was used to build the scene model. An interactive interface was created in Unity 3D to allow participants to move around the virtual campus from a first-person perspective to simulate wayfinding. A total of 30 participants conducted the online experiment, using the three entrances of the campus as the starting points to divide into three groups of scenarios. Each set of scenarios contained four tasks, and participants were divided into three groups of 10 to operate two scenarios, each with a total of eight tasks. The evaluation method is as follows: 1) Let participants perform wayfinding tasks, and the researcher observes and records their behavior and thinking aloud during the tasks. 2) After the tasks, a five-point Likert scale questionnaire was used to understand participants’ anxiety levels and evaluate the directional signs. 3) Semi-structured interviews were conducted at the end of all tasks to determine the reasons behind the behavior.The results show that the participants did not quickly enter the trail at the beginning of the experiment unless the directional sign gave clear guidance. They mostly searched for directions on the main wider paths, and we found that participants would expect the directional signs to be consistent. If they did not find the previous target information on the next directional sign, they would go back and forth to confirm the correctness of the information, or they would stop and look around, thinking they had reached their destination. On the other hand, once the participant starts looking at one form of directional sign design, they subconsciously look for the same design, such as the same color or shape. It caused participants easy to ignore the other design form of directional sign. In addition, the arrows of the directional signs should be more unambiguous. For example, when participants found out that the arrow is pointing to the back of the building, they are likely to pause and hesitate. A diagonal arrow can also lead to misunderstanding. When participants became disoriented in finding the exit, they used the strategy of walking around the campus wall to find the exit. The results of this study intend to help understand wayfinding behavior on campus and serve as a reference for the subsequent design of directional signs.
从虚拟环境下的寻路行为探讨校园指路标志的设计
国立台北理工大学位于台北市中心,有三个重要的入口和20多座建筑。因为附近的景点,如华山1914创意园和建国啤酒厂,以及红房子,一个城市指定的历史遗迹在校园里。游客经常被校园所吸引。然而,拥挤和封闭的建筑布局使一年级学生,外国客人和不熟悉环境的游客很难在校园内导航。本研究以南京理工大学校园为实验环境,利用建模软件构建场景模型。在Unity 3D中创建了一个交互界面,允许参与者从第一人称视角在虚拟校园中移动,以模拟寻路。共有30名参与者进行了在线实验,以校园的三个入口为起点,分为三组场景。每组场景包含四个任务,参与者被分成三组,每组10人操作两个场景,每个场景共有8个任务。评估方法如下:1)让参与者执行寻路任务,研究者观察并记录参与者在任务过程中的行为和自言自语。2)任务结束后,采用李克特五点量表了解被试的焦虑水平,评估被试的方向性标志。3)在所有任务结束时进行半结构化访谈,以确定行为背后的原因。结果表明,在实验开始时,除非方向标志给出明确的引导,否则参与者不会迅速进入小径。他们大多在更宽的主要路径上寻找方向,我们发现参与者希望方向标志是一致的。如果在下一个方向标志上没有找到之前的目标信息,他们就会来回确认信息的正确性,或者停下来环顾四周,以为已经到达了目的地。另一方面,一旦参与者开始看一种形式的定向标志设计,他们会下意识地寻找相同的设计,比如相同的颜色或形状。这导致参与者容易忽略方向标志的其他设计形式。此外,方向标志的箭头应该更加明确。例如,当参与者发现箭头指向建筑物的背面时,他们可能会暂停和犹豫。对角线箭头也会导致误解。当参与者在寻找出口时迷失方向时,他们采用了绕着校园墙走的策略来寻找出口。本研究的结果旨在帮助了解校园寻路行为,并为后续的方向标志设计提供参考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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