| 研究生: |
張人揚 Chang, Jen-Yang |
|---|---|
| 論文名稱: |
異文化產品體驗-以手機為例 Product Experiences in Different Cultures-Taking Mobile Phone as Example |
| 指導教授: |
陳國祥
Chen, Kuo-hsiang |
| 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: | 2010 |
| 畢業學年度: | 98 |
| 語文別: | 中文 |
| 論文頁數: | 160 |
| 中文關鍵詞: | 異文化 、體驗 、體驗經濟 、體驗價值 、產品體驗 、感性工學 、感性品質 |
| 外文關鍵詞: | Cross-culture, Experience, Experience economy, Experience value, Product experience, Kansei Engineering, Kansei Quality |
| 相關次數: | 點閱:146 下載:5 |
| 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 |
全球產業的競爭趨勢,從過去的農業經濟、工業經濟、服務經濟轉變至今日的「體驗經濟時代」。體驗經濟的訴求在於不只重視設計的美感價值,更在乎整體產品是否符合消費者心理的需求,產生可以感動顧客的「體驗價值」。而本研究的目的便是在探討在不同的文化背景之下,對於產品體驗價值的感受有何不同,本研究採用學者Bernd.H.Schmitt與學者長澤伸也所提出的體驗價值理論為基礎探討異文化間的差異性,了解不同文化間對於產品體驗價值的感受程度。
本研究試圖探討台灣與日本不同文化背景的消費者對於手機產品五大體驗價值之偏好差異。首先先建立以學者提出的Bernd.H.Schmitt五大體驗價值(感官、情緒、思考、行動、關聯)為基礎的四大類型手機體驗價值問卷,以40位台灣受測者、40位日本受測者為調查對象,問卷調查以李克尺度法進行調查兩文化背景受測者對於手機的五大體驗價值調查。
綜合本研究實驗資料分析得知,台灣與日本對於觸控式手機的平均分數都較其他手機類型高,並有較高的產品體驗價值感受。而在調查四大類型手機,在共35題的五大體驗價值問句中,超過兩手機類型有差異(50%)的共有12題,其中問題(7)手機接聽通話的通訊音質很重要、問題(9)手機通話時收音的品質很重要、問題(24)手機的售後服務很重要、問題(35)手機可讓我透過它了解品牌獨特的風格,有三個類型手機(75%)都有差異。四類型手機的整體差異率只有29%,表示日本與台灣手機對於產品體驗的差異性小。差異題數由高至低的排序為1.掀蓋式手機2.滑蓋式手機3.觸控式手機4.直立式手機。本研究結果與Hofstede提出的的五個文化構面中日本與台灣的差異性關係呈現一致的結果。
The competition among industries in the world has turned to the age of experience from early agriculture economy, industry economy and the service economy to the experience economy. Design under the experience economy is not only focused on the beauty of products, it needs to care more about the product which can conform the customers’s demands and to make the 「experience value」to satisfy the customers.The target of this study is to investigate that if product experience values are different in different cultures. The study adopt the experience thesis provide from Bernd.H.Schmitt and Nakasawa Shinya to investigate the difference in the different cultures to understand how do the cultures feel about the product experience value.
This study tried to investigate the different cultures, Taiwan and Japan, how do the customers in the country feel about the the five experience values. First the research make the questionnaire which employe the SEM module(Sense、Feel、Think、Act、Relate) provide by Bernd.H.Schmitt.This research surveyed 40 Taiwaneses and 40 Japaneses. Based on the Likert Scale method, it is proceeding as favorite test for the five product experience values of the mobile phones in the two cultures..
Results from the study indicated the touch panel mobile phone has better product experience than other mobile phone types. The research investigates four type mobile phones and one mobile phone type has 35 questions. In the 35 questions of the product experience value questionnaire, there are 12 questions which show the differences in the two cultures above two mobile phone types(50%). The questions, Q(7) the mobile phone's quality of acoustic fidelity is important, Q(9) the mobile phone's quality of microphone is important, Q(24) the mobile phone's quality of After-Sales Service is important, Q(35) the mobile phone can be identified the brand spirit by using it. The results of these questions show differences above three type mobile phone types(75%).The total proportion in all mobile phone types is just 29%. The result shows that Taiwan and Japan have not so many differences in product experience value. The ranking of differences in the four mobile phone types is 1.fold mobile phone 2.slide mobile phone 3.touch panel mobile phone 4.straight mobile phone. The results of this research are fit to Hofstede’s thesis “Dimension of Culture”.
英文文獻
1. Alben, L., 1996, “Quality of Experience: Defining the Criteria for Effective Interaction Design,” Interactions, vol.3, Iss.3, pp.11-15.
2. Barber, W. & Badre, A., 1998, Cultivability: The Merging of Culture and Usability, Proceedings of the 4th Conference on Human Factors and the Web, Basking Ridge, New Jersey.
3. Battarbee, K. , 2003 a, Co-experience–the Social User Experience. In: proceedings of Computer Human Interaction CHI´03 Extended Abstracts, ACM. (forthcoming)
4. Battarbee, K. , 2003 b, Defining Co-experience. In: proceedings of Conference on Designing Pleasurable Products and Interfaces. 23-26 June, Pittsburgh. ACM. (forthcoming)
5. Battarbee, K., Kurvinen, E. , 2003, Supporting creativity - co-experience in MMS. In: proceedings of the Good, the Bad & the Irrelevant - the user and the future of information and communication technologies COST269 conference, 3-5 September, Helsinki, Finland.
6. Schmitt Bernd H., 1999, Experiential Marketing: How to Get Customers to Sense, Feel, Think, Act, Relate
7. Chan, C.-S. , 1994, Operational Definitions of Style, Environment and Planning B: Planning and Design, 21: 223–246.
8. Chen, K., 1995, Form Generation and Style Association, ph. D. Thesis, Illinois Institute of Technology, Chicago.
Collectivistic Participants Compared. Technical Communication. vol. 51.
9. Chen, K. & Owen, C. L., 1997, Form language and style description. Design Studies.1997. 18 (3): pp. 223-320
10. Henson, B., et al., 2006, Affective consumer requirements: A case study of moisturizer packaging. Concurrent Engineering-Research and Applications, 2006. 14(3): p. 187-196.
11. Hofstede, G., 1997. Culture and Organizations: Software of the mind,London:McGraw-Hill.
12. Hofstede, G., 2001, Culture’s Consequences: Comparing Values, Behaviors, Institutions and Organizations across Nation. 2nd edn. Beverly Hills.
13. Holbrook, M, B., 2000, “The millennial consumer in the texts of our times: Experience and entertainment”, Journal of Macro marketing, Boulder: Dec. Vol. 20, Iss. 2
14. Holbrook, M.& Hirschman, E.C. (1982), “The Experiential Aspects of Consumption: Consumer Fantasies Feelings and Fun”, Journal of Consumer Research
15. Jesse James Garrett, 2000, The Elements of User Experience.
16. Lee, Jung-Joo, Lee, Kun-Pyo., 2007. Cultural Difference and Its Effects on User Research Methodologies, HCI and Culture, Second International Conference on Usability and Internationalization, UI-HCII 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings, Part I. Lecture Notes in Computer Science.
17. Madeleine E. Pullman, Michael A. Gross, Ability of Experience Design Elements to Elicit Emotions and Loyalty Behaviors
18. Mitsuo Nagamachi, 2007, Perspectives and new trend of Kansei/Affective Engineering
19. Mondragon, S., P. Company, and M. Vergara, 2005, Semantic differential applied to the evaluation of machine tool design. International Journal of Industrial Ergonomics, 2005. 35(11): p. 1021-1029.
20. Nahamachi M., 1995, Kansei Engineering- A new Ergonomic Consumer-oriented Technology for Product Development, International Journal of Industrial Ergonomics 15(1): 3-11 JAN 1995.
21. Nagamachi M., 2002, Kansei engineering as a powerful consumer-oriented technology for product development , Applied Ergonomics 33 (3): 289-294 MAY 2002.
22. Pine, B. Joseph, II, and Gilmore, James H., 1999, The experience economy: Work is theater and every business a stage, Cambridge, MA: Harvard Business School.
23. Pine, J. and Gilmore, J.H., 1998, Welcome to the Experience Economy, Harvard Business Review, pp.97-105.
24. Schütte, S. and J. Eklund, 2005, Design of rocker switches for work-vehicles - an application of Kansei Engineering. Applied Ergonomics, p. 557-567.
25. Stephen P. Anderson, 2006, classifying-experiences
26. Sun, H., 2007, Building a Culturally-competent Corporation Website: an exploratory study of Culture Markers in Multilingual Web Design, Proceeding of the Annual ACM Conference on Sysyems Documentation, New Mexico.
27. Schmitt, B. H. , 1999 , Experiential Marketing:How to Get Customers to Sense, Feel, Think, Act and Relate to Your Company and Brand, New York, NY:The Free Press.
28. Schmitt,B.H., 1999, .Experiential marketing . New York:The Free Press.
29. Virpi Roto, 2007, User Experience from Product Creation Perspective, Nokia Group, Finland
30. Winny Wang, 2006, Experience Design in Banking Sector, Master in Business Design, Domus academy
日文文獻
1. 長沢 伸也、山本 典弘、藤原 亨、2007、ヒットを生む経験価値創造感性を揺さぶるものづくり
2. 長沢伸也、2006、老舗ブランド企業の経験価値創造 顧客との出会いのデザインマネジメント
3. 長沢伸也、山本太朗、2005、「経験価値」と「感性品質」の関係、Journal of the Japanese Society for Quality Control
4. 長沢伸也、2005、経験価値ものづくり―ブランド価値とヒットを生む「こと」づくり
5. 経 済 産 業 省、2007、感性価値創造イニシアティブ― 第四の価値軸の提案
6. 菊池 司、工藤芳彰、岡崎 章、木嶋 彰、古屋 繁、2004、デザイン領域の新たなる広がりとしてのExperience Design、芸術科学会論文誌第3巻第1号
中文文獻
1. 王育英、梁曉鶯譯,2000,Bernd H. Schmitt著,體驗行銷,經典傳訊,臺北市
2. 台灣創意中心,2007,經濟部工業局九十六年度專案計畫執行成果報告:感性工學與感性價值---日本感性價值案例分析
3. 吳尚翰,2007,以體驗觀點探討消費者與數位音樂產品之互動-以iPod為例,國立雲林科技大學工業設計研究所,碩士論文
4. 吳政霖,2007,傳統窯廠的轉型與陶藝園區體驗設計之研究,國立雲林科技大學工業設計研究所,碩士論文
5. 李亦園,1992,文化的圖像,允晨,台北市
6. 周君瑞,2000,複合感性意象之塑造-以造形特徵為基礎,國立成功大學工業設計研究所碩士論文
7. 林茂昌譯,Tom Kelley著,決定未來的10種人:10種創新,10個未來,大塊文化,台北市
8. 邱淑娟,2006,跨文化消費者感性研究—以手機為例,國立成功大學工業設計研究所,碩士論文
9. 長澤伸也,2008,創造老店品牌企業的體驗價值《與顧客接觸的設計管理》,中衛發展中心,台北市
10. 姚鼎盛,2006,從體驗觀點建構產品設計評鑑項目,銘傳大學設計管理研究所,碩士論文
11. 夏業良、魯煒譯,Pine II, B. J., Gilmore, J. H著, 2008,體驗經濟時代,經濟新潮社,台北市
12. 消費者體驗與訊息處理路徑對品牌延伸購買態度之影響,行銷評論,2004 年秋季第1 卷,第1 期,頁1-20
13. 翁鵲嵐, 鄭玉屏, 張志傑譯,Donald A. Norman著, 2005,情感設計:我們為何喜歡(或討厭)日常用品,田園城市,台北市
14. 馬永川,1997,產品意象語彙與造形呈現對應關係之研究,國立交通大學應用藝術研究所,碩士論文
15. 張宗祐,1997,產品造形風格辨識閾之探討—以包浩斯風格為例,國立成功大學工業設計研究所,碩士論文
16. 莊盈祺,2001,複合式感性意象下產品造形的建構,國立成功大學工業設計研究所,碩士論文
17. 陳國祥,1997,造形風格之系統觀,97海峽兩岸暨國際工業設計研討會論文集,國立台北科技大學,臺北市:視傳文化
18. 陳培琳,2007,數位博物館體驗模式探討,國立成功大學工業設計研究所,碩士論文
19. 游萬來、林俊明,1997,產品風格的量化描述研究以轎車形態為例,設計學報, 第2卷,第2期
20. 馮克芸譯,Rapaille, Clotaire 著,情感行銷的符碼:消費.生活.文化,天下遠見出版,臺北市
21. 黃俊英,2000,多變量分析。臺北巿:中國經濟企業研究所出版,第七版
22. 黃苾芬,2005,體驗設計之研究,國立雲林科技大學工業設計研究所,碩士論文
23. 葉德川,2006,數位相機產業及技術趨勢分析,光電科技工業協進會,臺北市
24. 劉維公,2007,風格競爭力,天下,台北市
25. 劉鳳儀,2006,商品包裝之設計符號對不同生活型態消費者產品體驗之影響—以喜餅盒為例,大同大學工業設計研究所,碩士論文
26. 蔡子瑋,1995,產品意象語言研究 :以本土性意象為例,國立成功大學工業設計研究所,碩士論文
27. 蔡宗勳,2007,歡愉性商品設計研究,國立雲林科技大學工業設計研究所,碩士論文
28. 賴逸婷,2007,網站體驗品質評估之研究,國立雲林科技大學視覺傳達設計研究所,碩士論文
29. 饒婉平,2006,療癒系商品之消費者體驗研究,銘傳大學設計管理研究所,碩士論文