脈絡地圖法於感性設計探討:以飲食習慣改變之勸誘科技開發為例 / Contextmapping as a Tool for Kansei Design: A Case Study on Persuasive Installation for Dietary Change

游曉貞 Hsiao-Chen You, 陳怡璇 Yi-Hsuan Chen, 鄧怡莘 Yi-Shin Deng

摘要


隨著整合設計與科技以影響人類行為和生活的新設計思維的興起,今日設計師思考的議題除了一般認知的設計專業工作,像是提出符合市場品味、產品機能與量產製造的產品形貌之外,還逐漸擴及使用經驗、服務設計與企業意象,甚至負起敦促民眾進行正向行為改變的社會使命,設計解答因為設計議題的轉向與大量「非物質化」的設計元素的使用而有巨大的改變。特別是互動性產品,由於使用者的經驗感受會隨著脈絡的不同而呈現動態變化,在處理強調互動性的勸誘科技議題時,傳統的感性工學方法,特別是透過意象語彙與型態要素的關係的探索,來建立使用者對靜態產品感受的設計知識庫以供後續設計諮詢、分析與推論等的程序,在此類創新產品的開發應用上就有所限制。近年「脈絡地圖法」(Contextmapping)逐漸盛行於強調使用者經驗的設計領域,此法主要是透過使用者參與的「創成技術」(Generative Technique)、「文化探針」(Cultural Probe)與共同設計(Codesign)工作坊的規劃,協助設計者深入理解使用者與產品互動過程的情境脈絡與動態經驗歷程,並將這些訊息視覺化、變成設計師可以利用的設計資源,有助於提出符合使用者經驗需求與期待的產品。因此本研究採用脈絡地圖法於促進正向飲食行為的勸誘裝置的設計程序,以探討此一方法於感性經驗訴求之互動設計的潛在應用可能。本研究步驟主要有三:(1)透過脈絡地圖法探索使用者飲食習慣改變的經驗與需求;(2)根據參與者所提出的各式資料與經驗紀錄,萃取改變其飲食習慣之因素並提出影響行為之設計原則,據此提出促使正向飲食習慣之互動裝置概念;(3)透過使用者評估與訪談來檢視成果,並探討其效益。本研究發現透過脈絡地圖法的確有助於釐清影響人們行為改變的因素與呈現他們對未來設計解答的經驗期許。最後,本文並因應強調產品互動經驗的設計趨勢,提出未來感性研究與設計的可能方向。



In recent years, the concept of Design Thinking has given rise to one of the most fundamental changes that designers should be held responsible for problematic user behaviors and influence human behaviors and attitudes through designs and technologies. In order to design the products corresponding to user experiences and expectations, designers should investigate the interactive experiences of users, identify key issues that can affect user behaviors, draw design insights and design principles, then transform them into design solutions to create positive impact and further improve their quality of life, and fulfill users’ emotional requirements at the same time. However, current Kansei Engineering approach has its limitations; it can’t tackle design issues such as use context and dynamic emotional change in interactive system. This study aims to gain insights into affective and persuasive installation design by using contextmapping techniques, and unfolds potential expansion points for Kansei design. By using healthful dietary change as a case study, participants were recruited and their diet-changing experiences were captured and analyzed. Codesign workshops were conducted, and three design concepts were proposed to illustrate how findings from contextmapping study could be transformed into playful and affective installations for user behavior change. Finally, perspectives underline the potential direction of Kansei design for future applications are also provided. 



全文:

PDF

參考文獻


Bate, P. and Robert, G. (2007). Bringing User Experience to Healthcare Improvement: The Concepts, Methods and Practices of Experience-based Design. Oxford: Radcliffe Publishing.

Bødker, S. (1991). Through the Interface: A Human Activity Approach to User Interface Design, Hillsdale, NJ: Lawrence Erlbaum Associates.

Boehner, K., dePaula, R., Dourish, P. and Sengers, P. (2007). How Emotion is Made and Measured, International Journal of Human-Computer Studies, 65 (4) pp. 275-291

Bongard-Blanchy, K., Bouchard, C., & Aoussat, A. (2012). Limits of Kansei – Kansei Unlimited, In F. Lin (Ed.), Proceedings of the International Conference on Kansei Engineering and Emotion Research [CD ROM]. Penghu, Taiwan.

Brown, T. (2008). Design Thinking. Harvard Business Review, 86(6), 84-92.

Brown, T. (2009). Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation, New York: Harper Collins.

Cialdini, R.B. (2006). Influence: The Psychology of Persuasion. New York: Harper Collins.

Dewey, J. (1934). Art as experience. New York: Perigee Trade.

Esslinger, H. (2009). A Fine Line: How Design Strategies Are Shaping the Future of Business. San Francisco, CA: Jossey-Bass.

Fogg, B. J. (1998) Persuasive Computers: Perspectives and Research Directions. In: Karat, Clare-Marie, Lund, Arnold, Coutaz, Joëlle and Karat, John (eds.) Proceedings of the ACM CHI 98 Human Factors in Computing Systems Conference April 18-23, 1998, Los Angeles, California. pp. 225-232.

Fogg, B. J.(2003). Persuasive Technology: Using Computers to Change What We Think and Do. San Francisco: Morgan Kaufmann Publishers.

Forlizzi, J. and Battarbee, K. (2004). Understanding Experience in Interactive Systems. In Proceedings of the 5th Conference on Designing Interactive Systems (pp. 261-268). New York: ACM Press.

Gaver, B., Dunne, T., & Pacenti, E. (1999). Design: Cultural probes. Interactions , 6(1), 21-29.

Gaver, W. (2009). Designing for Emotion (among Other Things). Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535): 3597- 3604.

Georgiev, G. V. and Nagai, Y. (2011). Time Factor of Core Emotions Derived from Design Materials: Towards a Deeper Understanding of Product Experience. The 4th World Conference on Design Research, IASDR2011, The International Association of Societies of Design Research (IASDR), October 31 - November 4, 2011, Delft, The Netherlands.

Heath, C. and Heath, D. (2010). Switch: How to Change Things when Change Is Hard, New York: Crown Business.

Höök, K. (2008). Affective Loop Experiences - What Are They? In: Oinas-Kukkonen, Harri, Hasle, Per F. V., Harjumaa, Marja, Segerståhl, Katarina and Øhrstrøm, Peter (eds.) PERSUASIVE 2008 - Persuasive Technology, Third International Conference June 4-6, 2008, Oulu, Finland. pp. 1-12.

Höök, K. (2013). Affective Computing. In: Soegaard, Mads and Dam, Rikke Friis (eds.), The Encyclopedia of Human-Computer Interaction, 2nd Ed.. Aarhus, Denmark: The Interaction Design Foundation.

Jawdat, A., Obeidat, Q., & Aljanaby, A. (2011). On the design of user experience based persuasive systems. Computer and Information Science, 4(4), p90.

McCarthy, J. and Wright, P. (2004). Technology as Experience. The MIT Press

Midden, C. and Ham, J. (2009). Using negative and positive social feedback from a robotic agent to save energy. In Proceedings of the 4th International Conference on Persuasive Technology (Persuasive '09). New York: ACM.

Nagamachi, M. and Lokman, A. M. (2010). Innovations of Kansei Engineering. Boca Raton: CRC Press Inc.

Nakajima, T., Lehdonvirta, V., Tokunaga, E., & Kimura, H. (2008). Reflecting human behavior to motivate desirable lifestyle. In J. van der Schijff & G. Marsden (Eds.), Proceedings of the 7th ACM conference on Designing interactive systems (pp. 405-414). New York: ACM.

Norman, D. A. (1999). The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution. Cambridge, MA: The MIT Press.

Norman, D. A. (2004). Emotional Design: Why We Love (Or Hate) Everyday Things. New York: Basic Books.

Picard, R.W. (1997). Affective Computing. Cambridge: The MIT Press.

Picard, R. W. (2003). Affective Computing: Challenges, International Journal of Human-Computer Studies, Volume 59, Issues 1-2, July 2003, pp. 55-64.

Pink, D. H. (2005). A Whole New Mind: Moving from the Information Age to the Conceptual Age. New York: Riverhead Books.

Sanders, E. B.-N. (2000). Generative Tools for Codesigning. Collaborative Design. London: Springer-Verlag.

Sanders, E. B.-N. (2001). Virtuosos of the Experience Domain. In: Proceedings of the 2001 IDSA Education Conference. Boston: IDSA Education Conference. Available at http://www.maketools.com/articles-papers/ VirtuososoftheExperienceDomain_Sanders_01.pdf.

Stappers, P. J., Rijn, H. V., Kistemaker, S. C., Hennink, A. E., & Visser, F. S. (2009). Designing for Other People's Strengths and Motivations: Three Cases Using Context, Visions, and Experiential Prototypes. Advanced Engineering

Informatics, 23(2), 174-183.

Stappers, P. J., Sleeswijk Visser, F., & Van der Lugt, R. (2007). Teaching Contextmapping to Industrial Design Students. In Proceedings of the INCLUDE conference, Londen, UK: Royal College of Arts.

Stappers, P. J., Szita, J., & van der Lelie, C. (eds., 2010) Designing for, with, and from User Experiences, Delft, the Netherlands: StudioLabPress.

Thaler, R. and Sunstein, C. (2008). Nudge: Improving Decisions about Health, Wealth, and Happiness. New Haven: Yale University Press. Thefuntheory.com. (2009). Piano staircase. Retrieved December 3, 2010. from http://

www.thefuntheory.com/

Visser, F. S., Stappers, P. J., Lugt, R. v. d., & Sanders, E. B.-N. (2004). Context mapping: A Hands-on Introduction. TU Delft: Handout Workshop.

Visser, F. S., Stappers, P. J., Lugt, R. v. d., & Sanders, E. B.-N. (2005). Contextmapping: Experiences from practice. CoDesign, 1(2), 119-149.

Vogel, C. M., Cagan, J. and Boatwright, P. B. H. (2005) The Design of Things to Come: How Ordinary People Create Extraordinary Products, Philadelphia: Wharton School Press.

張育銘,鄧怡莘 (2001) 由設計意圖中淺談感性工學,國立成功大學校刊,第 196 期, 頁 94~102。

陳國祥、管倖生、鄧怡莘、張育銘 (2000) 感性工學課程教學方法之初探,工業設計, Vol 28,No2,頁 160-165。

陳怡璇、游曉貞 (2011) 適用於脈絡地圖法的探測工具設計,2011ICDTP 設計理論與 實務國際研討會,台中,台灣,國立臺中科技大學,2011,十一月。