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研究生: 幸漢恩
Hsing, Han-En
論文名稱: 活動樂活產品之說服設計
Persuasive Design for LOHAS Products with Physical Activity
指導教授: 施勵行
Shih, Li-Hsing
學位類別: 碩士
Master
系所名稱: 工學院 - 資源工程學系
Department of Resources Engineering
論文出版年: 2012
畢業學年度: 100
語文別: 英文
論文頁數: 153
中文關鍵詞: 說服科技案例式推理活動樂活
外文關鍵詞: Persuasive Technology, Case-Based Reasoning, LOHAS
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  • 隨著時代進步,樂活生活開始受到越來越多的關注,樂活生活的崛起顯示出大眾對於健康及永續概念的重視和嚮往。樂活生活之概念所涵蓋的範圍相當廣泛,而本研究特別集中針對包含人類肢體活動的樂活產品概念進行研究並且劃分出了新範疇,稱為「活動樂活」。活動樂活專注於人的身體活動與樂活產品之間的互動,並且希望人們可以透過活動肢體的過程中同時獲得健康或永續方面的益處。這項新概念啟發於兩項不同觀點:健康及永續,從永續的觀點來看,人類的肢體活動可經由科技將動能轉換成電力加以運用,提供了未來新能源上的替代方案。從健康的觀點來看,經常性的活動及運動能帶給現代人健康上的幫助,將活力注入人們日常生活中。本研究希望可以透過說服科技的概念來促使人們能夠多活動身體並藉此同時獲得健康或永續。本研究之主要目的在於為產品開發者提供一套設計輔助工具,以協助開發者進行活動樂活產品之設計開發。本研究透過案例式推理法,建立案例資料庫以及領域模型,讓產品開發者能夠從中獲得相關設計建議或者是設計靈感上的啟發。案例資料庫中蒐集了73件與活動樂活相關的產品作為案例,接著經由領域模型中的六項屬性進行檢視,針對個別案例中所產生的不同行為變化、科技應用、樂活效果、設計法則和設計模式進行統計分析與歸納。同時,本研究對設計法則和設計模式進行整合,整理出專門針對活動樂活產品的設計建議。此案例資料庫能提供指示和靈感兩種建議模式,指示模式中,產品開發者能透過行為變化、科技應用或樂活效果這三項分類機制進行選擇,而後透過查詢表格的方式獲得適當的設計建議。靈感模式中則是藉由觀察設計建議或選擇分類後,選取合適的案例檔案進行聯想。最後本研究將以一項活動樂活產品進行示範,以驗證該設計輔助工具在實際運用中的狀況,並進行討論與改善。

    In the past few years, the lifestyle of health and sustainability has grown to become an insight of how future lifestyles can become and a foundation of the research. This research narrows down the scope, focusing on LOHAS products with physical activities, the main ideas on focusing in this domain can be explained in two main aspects: Sustainability and Health. From the sustainable aspect, bodily movements can be transferred into a source of energy harvesting that helps reduce conventional energy consumption. From the health aspect, physical activity brings great benefits in health and fitness. The initial motivation of this research is to understand the mechanisms on how technologies can bring out the physical activeness in humans and transform into the benefits of health or sustainability. Persuasive Technology unveils the link between human behaviors and technologies, presenting key concepts on how technologies can influence their users.
    The main objective of this research is to propose a design aid using case-based reasoning to facilitate LOHAS with physical activities conceptual product designs for future practitioners and designers through the applications of the case library, which includes the collection of 73 cases, structure of domain model and proposed different approaches in providing suggestions to designers. The domain model of the case library consists of different six attributes, extracted from important literatures and expertise through discussions. Four attributes in the domain model, behavior flavors, physical involvement, LOHAS effects and technology contents act as input categories for the storage and retrieval of cases. The other two attributes, design principles and design patterns are integrated into design strategies from the examination of cases and discussions with experts. These strategies act as output suggestions and can be provided to designers according to their chosen classification indices. Cases inspected through the domain model are recorded into case profiles and then indexed to store into the case library database for statistical analysis which reflects the strength of suggestions for design principles and patterns according the chosen categories. Two modes of suggestions can be provided by the case library; the prescription mode recommends suitable design strategies to the designer according to their chosen index and in the inspiration mode, designers can refer directly to the design strategies or select the desired categories to retrieve case profiles for inspirations. A demonstration was performed in the final phase to see how the case library can adapt to practical applications.
    This research contributes by proposing a new realm of products in the LOHAS domain that includes physical activities and provides a design aid to facilitate conceptual product designs for future practitioners and designers in this domain through the applications of the LOHAS products with physical activity case library and the set of new design strategies proposed in this research. This research is merely a stepping stone towards LOHAS with physical activity products, opening the gates of this new domain.

    Table of Content Chapter 1 Introduction 1 1-1 Lifestyle of Health and Sustainability 1 1-2 LOHAS Products with Physical Activities 2 1-3 Technologies and LOHAS with Physical Activities 4 1-4 Visions of this Research 6 1-5 Research Objectives 6 1-6 Research Structure 7 Chapter 2 Literature Review 10 2-1 Design for Sustainable Behavior 10 2-1-1 The Design with Intent Method 11 2-2 Persuasive Technology 15 2-2-1 Computers as Persuasive Technologies 17 2-2-2 The Behavior Model 18 2-2-3 The Behavior Wizard 20 2-2-4 Persuasive Systems Design 22 2-3 Case-Based Reasoning 28 2-4 LOHAS with Physical Activities 33 2-4-1 Introduction of LOHAS 33 2-4-2 New Product with Physical Activities 36 2-4-3 Energy Harvesting From Human Power 37 Chapter 3 Methodology 45 3-1 Framework of Research 45 3-2 The Domain Model of Case Library 47 3-2-1 Design principles from the PSD concept 48 3-2-2 Design patterns from the DwI method 50 3-2-3 Behavior Flavors from the Behavior Wizard 52 3-2-4 Physical Involvement of the Bodily Movements 53 3-2-5 The Behavior Change Matrix for LOHAS with Physical Behaviors 54 3-2-6 Technology Contents of Products 55 3-2-7 LOHAS Effects of the Case Products 58 3-3 Building Case Library 59 3-3-1 Case Collection 59 3-3-2 Examples of the Collected Cases 61 3-3-3 Case Profile 65 3-3-4 Case Index 68 Chapter 4: Design Strategies for LOHAS Products with Physical Activity 70 4-1 Design Strategies from the Primary Task Support 74 4-2 Design Strategies from the Dialogue Support 84 4-3 Design Strategies from the Social Support 90 4-4 Design Strategies from the System Credibility Support 97 Chapter 5 A Design Aid for LOHAS Products with Physical Activity 100 5-1 Framework of the Design Aid for LOHAS with Physical Activity 100 5-2 The Statistical Analysis of Design Principles and Design Patterns 101 5-2-1 Statistical Results for the Behavior Matrix 102 5-2-2 Statistical Results for Technology Applications 106 5-2-3 Statistical results for the LOHAS Effects 108 5-3 Modes of Suggestions 110 5-3-1 The Prescription Mode 110 5-3-2 The Inspiration Mode 113 5-4 Demonstration of Practical Application 113 5-4-1 Different Approaches of Applications 114 5-4-2 Conclusions of the Demonstration 121 Chapter 6 Conclusions and Suggestions 123 6-1 Conclusions 123 6-2 Limitations and Suggestions for Further Work. 127 References 131 Appendix 139 Tables Table 2-1 Target Behaviors of Design with Intent 12 Table 2-2 Postulates behind Persuasive Systems 24 Table 2-3 Four Categories for Persuasive System Principles 26 Table 2-4 Important Sustainability Indicators 34 Table 2-5. The Advantages and Disadvantage of Human-Powered Products 43 Table 3-1 Six Attributes of the Domain Model 48 Table 3-2 Design Principles within the Domain Model 50 Table 3-3 Design Patterns within the Domain Model 52 Table 3-4 Three Behavior Flavors within the Domain Model 53 Table 3-5 Physical Involvements of the Bodily Movements 54 Table 3-6. The Behavior Matrix for LOHAS with Physical Activity 55 Table 3-7Technology Contents within the Domain Model 57 Table 3-8 LOHAS Effects within the Domain Model 58 Table 3-9. The Main Sources of Cases 61 Table 3-10. Examples of Cases within Different Flavors 64 Table 3-11. The Contents of a Case Profile 66 Table 3-12. Example of a Case Profile 67 Table 4-1 Design Strategies from the Primary Task Support 78 Table 4-2 Design Strategies from the Dialogue Support 87 Table 4-3 Design Strategies from the Social Support 94 Table 4-4 Design Strategies from the System Credibility Support 99 Table 5-1 Cases Categorized within the Behavior Matrix 103 Table 5-2 Suggestion of Design Principles According to Behavior Matrix 104 Table 5-3 Suggestion of Design Patterns According to Behavior Matrix 105 Table 5-4 Suggestion of Design Principles According to Technology Applications 107 Table 5-5 Suggestion of Design Principles According to LOHAS Effects 109 Table 5-6 Suggestion of Design Patterns According to LOHAS Effects 109 Table 5-7 Suggested Design Strategies for the Purple Lower Limb Grid 116 Table 5-8 Design Ideas Generated in the First Approach 117 Table 5-9 Suggested Design Strategies for the Selected Technologies 118 Table 5-10 Design Ideas Generated in the Second Approach 119 Table 5-11 Suggested Design Strategies for Sustainability Effects 120 Table 5-12 Design Ideas Generated in the Third Approach 121   Figures Figure 1-1 Research Flowchart 9 Figure 2-1 Examples of the Design Patterns from the DwI Card Deck 13 Figure 2-2 The Structure of the Design with Intent Method 14 Figure 2-3 Functional Triad of Computer Persuasion 17 Figure 2-4 The Behavior Model 19 Figure 2-5 The Behavior Wizard 20 Figure 2-6 Frameworks for Designing Persuasive Systems 23 Figure 2-7 Analysis of the Persuasion Context 24 Figure 2-8 Persuasive Design Features 27 Figure 2-9 The CBR Model of Kolodner and Leake 31 Figure 2-10 The 4REs CBR Cycle 32 Figure 2-11 The 5REs Model 32 Figure 2-12 The R5 CBR Model 33 Figure 2-13 Computations per kilowatt-hour over time 39 Figure 2-14 Relative Improvements in Computing Technology 40 Figure 2-15 EcoIndicator 95 Value of the Different Powered Radios 42 Figure 2-16. Interaction Map for human-powered products 44 Figure 3-1 Framework of Research 46 Figure 3-2 The Three Fundamental Conditions of Cases 59 Figure 3-3 The Indices of the Case Library 68 Figure 4-1 The Relationships between Design Principles and Patterns 72 Figure 5-1 Framework of the Suggestion Modes for Design Facilitation 101 Figure 5-2 Process of Checking on the Suggestion Tables 112 Figure 5-3 An illustrative picture of the G572r Cycle 114 Figure 5-4 Illustrative Pictures of the Actual Machines in the Gym 115

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