| 研究生: |
莊晶雯 Chuang, Ching-Wen |
|---|---|
| 論文名稱: |
DIY困難程度之情感研究 A study of affection among different DIY levels |
| 指導教授: |
何俊亨
Ho, Chun-Heng |
| 學位類別: |
碩士 Master |
| 系所名稱: |
規劃與設計學院 - 工業設計學系 Department of Industrial Design |
| 論文出版年: | 2016 |
| 畢業學年度: | 104 |
| 語文別: | 英文 |
| 論文頁數: | 108 |
| 中文關鍵詞: | DIY 、產品體驗 、情感 |
| 外文關鍵詞: | DIY, Product experience, Affection |
| 相關次數: | 點閱:161 下載:4 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
現今的消費市場,消費者的需求不再只是功能上的需求,情感上的滿足更是消費者選購產品的關鍵。越來越多的消費者會購買DIY產品或參與產品的製作。過去研究指出勞力的付出不會降低消費者對產品的喜好度,反而會使消費者更加深愛其所製作的商品,及願意付出更高的金錢成本來購買。但是消費者不同的DIY困難程度所帶來的情感差異性卻是較不被了解的,因此本研究利用問卷及訪談參與者來了解DIY難易度程度所產生的情感差異。其中,木質產品是最常見的DIY產品,因此選它作為實驗樣本。
本研究將DIY困難程度分為三種等級,組裝、製作、設計製作。透過產銷合一,消費者會建立起他們獨特的產品經驗,在使用上也會因DIY的困難程度而有不同的情感反應。實驗分兩階段進行,第一階利用問卷了解困難程度所產生的喜好度差異;第二階段透過深度訪談來了解使用者的實際感受,以了解人跟物的體驗情感關係。其中訪談內容利用開放編碼編列出涉及面向,再利用主軸編碼來建立關聯,以建立使用者與產品間的情感模式。
在開放編碼階段,主要為使用者與產品兩大因素的相互影響。而透過主軸編碼的分析,體驗情感共涉及十一項現象。而研究結果也發現組裝者對於產品的喜好度會隨時間而消失,但製作與設計製作者對於產品的喜好度可以維持,顯示體驗不一定能增加喜好。因此本研究也總結出七點可以提升體驗情感的要素:環境真實性、學習挑戰性、指導明確性、產品完整性、個人代表性、分享展示性、商品性,提供未來在相關的DIY產品或體驗活動做參考,使未來的設計更貼近消費者內心的需求。
In today's consumer market, consumers do not just care about functional requirements; emotional satisfaction is the key to why consumers buy some products. More and more consumers buy DIY (Do It Yourself) products or participate in product production. Past research indicates that labor does not reduce consumers' product preferences, in contrast, consumers love DIY products more and they are willing to spend more money to buy those products. The different DIY levels have different affective reactions, but little is known about this. Therefore, in the study, we use questionnaires and interview the participants to understand the emotional differences of DIY involvement. Wood products are the most common DIY products, so we use them to analyze consumers' emotional experience.
DIY levels are divided into three grades: Assembly, Production, and Design & Production. There were two stages of experiment in this research. The first stage was a questionnaire; the study used the 9-point Likert scale to measure preference. In the second stage, each group interviewed five participants to understand how those affective experiences of DIY activities affect the affective response of actual use. The interview data was then analyzed by open coding and axial coding.
In the open coding stage, there are two dimensions: Users and Object. Through an analysis of axial coding, the experience affective model involves 11 phenomena. The study also found that assembled products' preferences disappeared with time, but Production and Design & Production's preferences could be maintained. It showed that experience does not always improve preferences. The study also summarized seven factors from the interviews, hoping to provide some references for product design or experience design and to make future designs closer to the consumer demand.
Bin, J. S. (2014). Future talent Keywords: Maker. Parental World Magazine 58, 154-161. [賓靜蓀 (2014). 未來人才關鍵字:創客. 親子天下 58, 154-161.]
Chen, S. Y. [Shi Ya]. (2010). Memory Behavior:Exploring the Emotional Design Association-Taking Memories of Elementary School Chairs as example(Master's thesis). National Taiwan Normal University, Taipei City, Taiwan, ROC. [陳詩雅. (2010). 記憶•行為: 設計的情感聯想模式探討—以國小椅子的記憶為例(碩士論文). 國立臺灣師範大學設計研究所.]
Chen, S. Y. [Szu Ying]. (2012). Home Comfort of Personal Living Space - Taking College Students’ Rental Suites for an Example(Master's thesis). National Cheng Kung University, Tainan City, Taiwan, ROC. [陳思穎. (2012). 個人居住空間之家居舒適感-以大學生租賃套房為例(碩士論文). 國立成功大學工業設計研究所. ]
Connelly, S. (2014). Looking Futher With FORD 2014 Trends. Retrieved from https://media.ford.com/content/dam/fordmedia/North%20America/US/2013/12/12/Ford_2014_TrendReport.pdf
Desmet, P., & Hekkert, P. (2007). Framework of product experience. International journal of design, 1(1).
Dobelli, R. (2013). Die Kunst des klugen Handelns: 52 Irrwege, die Sie besser anderen uberlassen. Taipei City, Taiwan, ROC: Business Weekly Publications. [Dobelli, R. (2013). 行為的藝術:52個非受迫性行為偏誤 (方秀芬譯). 台北市: 商周出版.]
Franke, N., Schreier, M., & Kaiser, U. (2010). The “I designed it myself” effect in mass customization. Management Science, 56(1), 125-140.
Guan, X. S. (2007). Design Research Methods. Taipei City, Taiwan, Roc: Chuan Hwa Book. [管倖生. (2007). 設計研究方法. 台北市: 全華圖書.]
Hassenzahl, M. (2005). The thing and I: understanding the relationship between user and product Funology (pp. 31-42): Springer.
Huang, Y. S. (2014). 《Future Ward》To build Taiwan's largest maker space, into the new milestone. [黃雅信. (2014). Future Ward未來產房-打造臺灣最具規模的自造者空間,邁向新的里程碑.] Retrieved from http://www.makerfaire.com.tw/futureward26410203582998625151.html
Jordan, P. W. (2000). Designing Pleasurable Products: CRC Press.
Liao, W. L. (2012). A study of how female users build friendship with products(Master's thesis). National Cheng Kung University, Tainan City, Taiwan, ROC. [廖唯伶. (2012). 女性使用者建構產品友誼之研究(碩士論文). 國立成功大學工業設計研究所.]
Lin, S. J. (2015). Wood Imagination. Taiwan Crafts, 56, 1-4. [林秀娟. (2015). 開放的木藝想像. 台灣工藝, 56, 1-4.]
Luo, Z. P. (2006). The Effect of Consumer Shopping Value on Behavior Intention: DIY product(Master's thesis). Chinese Culture University, Taipei City, Taiwan, Roc. [羅子評. (2006). DIY 商品之消費者購物價值對行為意向的影響(碩士論文). 中國文化大學國際企業管理研究所.]
Maslow, A. H., & Lewis, K. J. (1987). Maslow's hierarchy of needs: Salenger Incorporated.
Norman, D. A. (2011). Emotional Design: Why we love (or hate) everyday things(H. X. WANG & Q. L. WENG & Y. P. ZHENG & Z. J. ZHANG, Trans.). Taipei City, Taiwan, Roc: Yuan Liou Publishing. [Norman, D. A. (2011). 情感設計:為什麼有些設計讓你一眼就愛上(王鴻祥、翁鵲嵐、鄭玉屏、張志傑譯). 台北市: 遠流出版.]
Norton, M. I., Mochon, D., & Ariely, D. (2011). The 'IKEA effect': When labor leads to love. Harvard Business School Marketing Unit Working Paper No. 11-091.
Osho. (2010). EMOTIONAL WELLNESS:transforming fear,anger,and jealousy into creative energy(Bhakti, Trans.). Taipei City, Taiwan, Roc: Rye Field Publishing. [Osho. (2010). 情緒:如何將恐懼、憤怒、嫉妒蛻變為創造性的能量(Bhakti譯). 台北市: 麥田出版.]
Pierce, J. L., Kostova, T., & Dirks, K. T. (2003). The state of psychological ownership: Integrating and extending a century of research. Review of general psychology, 7(1), 84.
Pine, B. J., & Gilmore, J. H. (2003). The Experience Economy(N. L. JIA & W. LU, Trans.). Taipei City, Taiwan, ROC: EcoTrend Publications. [Pine, J., & Gilmore, J. H. (2003). 體驗經濟時代(夏業良、魯煒譯). 台北市: 經濟新潮社.]
Pine, B. J., & Gilmore, J. H. (2008). Authenticity: What Consumers Really Want(R. M. Qiu, Trans.). Taipei City, Taiwan, Roc: CommonWealth Magazine. [Pine, B. J., & Gilmore, J. H. (2008). 體驗真實 滿足顧客的真正渴望(邱如美譯). 台北市: 天下雜誌. ]
Schifferstein, H. N., & Cleiren, M. P. (2005). Capturing product experiences: a split-modality approach. Acta psychologica, 118(3), 293-318.
Schreier, M. (2006). The value increment of mass‐customized products: an empirical assessment. Journal of Consumer Behaviour, 5(4), 317-327.
Society of Commodity Science. (2002). The design of future archeology (C. J. LI, Trans.). Taipei City, Taiwan, Roc: Garden City. [商品學研究會. (2002). 設計的未來考古學(李朝金譯). 台北市: 田園城市.]
Strauss, A., & Corbin, J. (1998). Basics of qualitative research : grounded theory procedures and techniques(Z. G. XU, Trans.). Taipei City, Taiwan, Roc: Chuliu Publisher. [Strauss, A., & Corbin, J. (1998). 質性研究概論(徐宗國譯). 台北市: 巨流圖書公司. ]
Vargo, S. L., & Lusch, R. F. (2004). Evolving to a new dominant logic for marketing. Journal of marketing, 68(1), 1-17.
Wang, X. Q. (2015). Everyone goes to be a Maker. Cheers, 179, 46-49. [王曉晴. (2015). 人人都來當創客. Cheers 快樂工作人雜誌, 179, 46-49. ]
Weightman, D., & McDonagh, D. (2003). People are doing it for themselves. Paper presented at the Proceedings of the 2003 international conference on Designing pleasurable products and interfaces.
Wen, C. Y., & Yang, G. S. (2000). Interview survey method. Social and behavioral sciences Volume II. Taipei City, Taiwan, ROC: Tung Hua Book. [文崇一、楊國樞. (2000). 訪問調查法。社會及行為科學研究法下冊. 台北市: 東華.]
Wolf, M., & McQuitty, S. (2011). Understanding the do-it-yourself consumer: DIY motivations and outcomes. AMS review, 1(3-4), 154-170.
Wu, S. M. (2015). Use your hands to get back your creativity. 30 Magazine, 126. [吳思旻. (2015). 用你的雙手找回你的創造力. 30雜誌, 126.]
Wu, Z. Y. (2006). Hand Touch Economy: CommonWealth Magazine. [吳昭怡. (2006). 手感經濟—感覺的時尚: 天下雜誌.]
Yang, M. J. (2015). Wood creative industries in Fengyuan : Wooden industry development of Taiwan from Fengyuan settlement. Taiwan Crafts, 56, 32-37. [楊明津. (2015). 木藝文創在豐原:從豐原聚落談台灣木藝產業發展. 台灣工藝, 56, 32-37.]