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研究生: 洪碧云
Hong, Bi-Yun
論文名稱: 茶藝體驗模型及其魅力因素研究
A Study on Tea Art: the Experience Model and Attractive Factors
指導教授: 馬敏元
Ma, Min-Yuan
學位類別: 博士
Doctor
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: 2020
畢業學年度: 108
語文別: 英文
論文頁數: 101
中文關鍵詞: 用戶體驗茶藝魅力因素體驗設計
外文關鍵詞: User Experience, Tea Art, Attractive Factor, Experience Design
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  • 隨著體驗經濟的發展,茶產業也越來越重視用戶體驗,尤其是茶藝體驗。但茶藝體驗相關的研究和實踐仍偏向於以茶為中心,體驗的設計多是以服務提供者提供為導向。茶藝涉及與茶有關的一系列活動步驟,例如泡茶、喝茶和奉茶等,這些儀式化的活動步驟是茶藝用戶體驗的核心。因此,為了更加清晰的瞭解用戶對茶藝的看法,營造出符合用戶想法的茶藝體驗,本研究基於茶藝活動步驟對茶藝體驗進行分析。
    實驗一中,首先,通過專家訪談,實地調研方和文獻研究方法,選取了16種代表性茶藝樣本。其次,收集16個茶藝樣本的所有活動步驟,刪除重複的活動步驟,構建數量化III類的原始數據矩陣。第三,基於數量化III類的結果,將具有最大特徵值的兩個軸分別作為X軸和Y軸,以構建茶藝樣本的意象地圖。第四,特徵值大於0.25的軸,採用SPSS的集群分析對茶藝樣本進行分組。第五,採用焦點團體小組法對茶藝分組結果進行重新命名作為茶藝的類型,結合茶藝意象地圖歸納出茶藝體驗的四個面向。最後定義出四個茶藝體驗類型:飲茶體驗(tea drinking experience),茶藝展示體驗(tea show experience),儀式化體驗(tea ceremony experience)和玩茶體驗(tea game experience)。四個茶藝體驗面向:重視品茗(sensory experience of tea)、娛樂他人(entertaining others)、氛圍營造(ambience creation)和自娛自樂(self-entertainment)。基於不同茶藝類型所需的技能需求,通過決策實驗室分析法(DEMATEL)計算出四個茶藝類型的相互影響關係,制定出茶藝體驗類型的體驗順序。根據這些先後順序,推導出茶藝體驗的策略,第一步,茶葉感知體驗(sense);第二步,品茶導向的活動體驗(activity for sensory);第三步,儀式化導向的活動體驗(activity for ceremony);第四步,自由創造體驗(creation)四個體驗階段。基於這些茶藝體驗面向和茶藝體驗類型及其體驗順序構建出茶藝體驗模型。
    實驗二中,根據所歸納出來的茶藝體驗的四個面向,首先採用涉入程度量表,通過問卷調查篩選出茶藝高涉入人群。採用評價構造法對茶藝高涉入人員進行訪談,尋找出四個茶藝體驗面向的魅力特質(中位)和具體構成條件(下位)。將魅力特質(項目)和具體具體構成條件(類目)轉化成數量化I類的問卷,進行計算分析。得出魅力特質對茶藝體驗面向的影響的重要程度,以及具體構成要素對魅力特質的正負相關性。最後歸納出茶藝四個面向的魅力設計脈絡。並提出四個設計脈絡的設計要點:重視品茗體驗方向注重「茶的專業性的呈現」,娛樂他人注重「吸引人的形式」,氛圍營造方向要重視好的「好的服務的呈現」,自娛娛人重視用戶體驗過程中的「研習」的感覺。
    本研究從茶藝體驗的角度為茶藝的設計、茶館的服務設計、茶藝體驗式學習提供設計參考依據,以提高茶藝體驗的質量。

    Due to the development of experience economy, user experience, especially tea art experience, is increasingly concerned in the tea industry. However, current studies on tea art experience mainly focus on tea itself and the design and planning of user experience are mostly provided by tea art service providers. Tea art involves a series of activities related to tea, such as tea making, tea drinking and tea serving. These ritualized procedures are the core of user experience of tea art. Therefore, in order to more clearly understand the user's view of tea art and create a tea art experience that is in line with user's intention, this study aims to analyze the tea art experience based on the tea art activity procedure.
    In the first experiment, through expert interviews, field investigation, and literature research, 16 representative procedures of tea art were firstly selected. Secondly, it gathered all the steps of 16 tea art samples were collected and the repeated steps were removed to construct a Quantification Theory Type III (QTTIII) original data matrix. Thirdly, according to the results of QTTIII, the two axes with the maximum eigenvalues were treated as the X axis and Y axis to construct an image map of the tea art samples. Fourthly, the axes with eigenvalues higher than 0.25 were used as the data for the Cluster Analysis by SPSS to group tea art experiences. Fifthly, according to the focus group research method, the groups of tea art experiences were renamed and the four experience directions were summarized. Sixthly, four tea art experience types were also defined as: tea drinking, tea show, tea ceremony, and tea game and four experience directions of tea art were defined: sensory experience of tea, entertaining others, ambience creation, and self-entertainment. The tea art experience model was established. According to skill requirements of different tea art experience types, with the method of Decision Making and Trial Evaluation Laboratory (DEMATEL), the mutual relationships among the four tea art experience types were calculated in order to determine the sequence of tea art experience types. Then the strategy of tea art experience was derived in the following stages: “sense”, “activity for sensory”, “activity for ceremony”, and “creation”. Finally, the tea art experience model was constructed based on the above directions, types and sequence of tea art experience.
    In the second experiment, according to the four experience directions of tea art, based on Involvement Scale, highly involved users of tea art were selected. Then, with the Evaluation Grid Method (EGM), highly involved users were interviewed to obtain the attractive characteristics (original evaluation items/middle level) and specific constituent conditions (low level). The attractive characteristics (items) and conditions (categories) were transformed into QTTI questionnaires for the calculation and analysis. The influence degrees of attractive characteristics on tea art experience directions, as well as the positive and negative correlations between specific constituent conditions and attractive characteristics were determined. Finally, the attractive design contexts of the four tea art experience directions were summarized and the key points of design were proposed as follows. In the experience direction of sensory experience of tea, the professional presentation of tea is important. In the experience direction of ambience creation, the presentation of good service is the core. In the experience direction of self-entertainment, the attractive form is the key. In the experience direction of entertaining others, the studying feeling is significant.
    This study provided the basis for tea art design, service design of the tea house, and tea art learning from the perspective of user experience in order to improve the quality of tea art experience.

    摘要 i SUMMARY iii 誌謝 v TABLE OF CONTENTS vi LIST OF TABLES ix LIST OF FIGURES x CHAPTER 1 INTRODUCTION 1 1.1 Research background and motivation 1 1.2 Research purpose 3 1.3 Research limitations 3 1.4 Research process 4 CHAPTER 2 LITERATURE REVIEW 7 2.1 Tea art 7 2.1.1 Concept of tea art 7 2.1.2 Tea art design 10 2.1.3 Experiential learning of tea art 11 2.1.4 Beauty of tea art (ritualized procedure activity) 12 2.2 User experience 13 2.2.1 Concept of user experience 13 2.2.2 Experience model 14 2.2.3 Positive experience of users 15 2.2.4 User experience level 16 2.3 Kansei Engineering 17 2.4 Quantification Theory Type III 18 2.5 Miryoku Engineering 19 2.6 Evaluation Grid Method 20 2.7 Quantification Theory Type I 21 2.8 Decision Making and Trial Evaluation Laboratory 22 2.9 Summary 22 CHAPTER 3 Tea art experience model (experimental one) 24 3.1 Experimental design 24 3.1.1 Selection of representative tea art samples 25 3.1.2 Establishment of the QTTIII original data matrix 28 3.1.3 Quantification Theory Type III and Cluster Analysis 29 3.1.4 Evaluation of the influence among the tea art experience types 29 3.2 Results 31 3.2.1 Results of QTTIII and Cluster Analysis 31 3.2.2 Results of DEMATEL 35 3.3 Analysis 37 3.3.1 Tea art experience types and experience strategy 37 3.3.2 Tea art experience directions 40 3.3.3 Tea art experience model 44 3.4 Summary 45 CHAPTER 4 Attractive factors of tea art experience (experimental two) 46 4.1 Experimental design 46 4.1.1 Selection of the highly involved users 47 4.1.2 Interview planning of EGM 48 4.1.3 Questionnaire planning of QTTI 49 4.2 Results and analysis 50 4.2.1 Results of EGM 50 4.2.2 QTTI results and analysis 52 4.3 Summary 59 CHAPTER 5 Discussion 60 5.1 Types and strategy of tea art experience 60 5.1.1 Experience types of tea art 60 5.1.2 Strategy of tea art experience 64 5.2 Attractive design context of the four experience directions of tea art 65 5.2.1 Attractive design context of sensory experience of tea 66 5.2.2 Attractive design context of entertaining others 67 5.2.3 Attractive design context of ambience creation 68 5.2.4 Attractive design context of self-entertainment 68 CHAPTER 6 Conclusion and suggestion 71 6.1 Conclusion 71 6.2 Experience model of tea art 71 6.3 Attractive design of tea art experience 72 6.4 Future research and suggestion 73 REFERENCES 74 Appendix A QTTIII original data matrix 85 Appendix B Results of Cluster Analysis of the 16 tea art samples 86 Appendix C Involvement degree questionnaire of tea art 87 Appendix D Results of QTTI questionnaire 89 Appendix E Design and collection of DEMATEL questionnaire 93 Appendix F Analysis data of DEMATEL 96 Appendix G Evaluation hierarchical map 98

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