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勸導(dǎo)設(shè)計(jì)及其在健康行為導(dǎo)向型產(chǎn)品中的應(yīng)用研究

發(fā)布時(shí)間:2019-07-03 16:48
【摘要】:以行為為中心的設(shè)計(jì),提出了另一種與以用戶為中心的設(shè)計(jì)(UCD)理論不同的思考方向,設(shè)計(jì)師的工作不僅僅是觀察用戶的行為,然后用設(shè)計(jì)去迎合觀察結(jié)果,在完成支撐用戶需求的任務(wù)之外,設(shè)計(jì)師還應(yīng)該在適當(dāng)空間和時(shí)間節(jié)點(diǎn)上,通過設(shè)計(jì)引導(dǎo)用戶的行為,影響活動(dòng)的方向和結(jié)果,進(jìn)而實(shí)現(xiàn)某種設(shè)計(jì)自身以外的目的。這種設(shè)計(jì)思維恰恰與勸導(dǎo)理論的基本觀點(diǎn)相契合。 勸導(dǎo)設(shè)計(jì)(PersuasiveDesign)簡(jiǎn)單來講,即是帶有勸導(dǎo)意圖性的設(shè)計(jì)。交互設(shè)計(jì)所關(guān)注的是當(dāng)人們處在某種任務(wù)中時(shí),如何正確、流暢地完成用戶的目標(biāo);而勸導(dǎo)設(shè)計(jì)所重點(diǎn)關(guān)注的是影響人們是否去執(zhí)行一件任務(wù),以及人們對(duì)某件事情的態(tài)度行為改變,它關(guān)注的是行為發(fā)生的上下文,,尤其是激發(fā)行為所需要的動(dòng)機(jī)、能力和觸發(fā)因素。 本課題系統(tǒng)地研究闡釋了勸導(dǎo)技術(shù)的定義、特點(diǎn),勸導(dǎo)技術(shù)的可用領(lǐng)域以及其引入實(shí)踐領(lǐng)域中所面臨的問題。文章還詳細(xì)闡釋了利用勸導(dǎo)設(shè)計(jì)改變?nèi)诵袨榈男袨槟P秃突驹,在“利用?jì)算機(jī)設(shè)備改變?nèi)说男袨楹鸵鈭D”這一勸導(dǎo)理論提出的最原始出發(fā)點(diǎn)之上,拓展研究了在非計(jì)算機(jī)領(lǐng)域基于勸導(dǎo)的觀點(diǎn)利用設(shè)計(jì)來改變?nèi)说男袨榈脑砗涂赡苄。本文還歸納總結(jié)出了勸導(dǎo)設(shè)計(jì)構(gòu)造的若干種模式和注意事項(xiàng)。 更重要的是,本文擇取了勸導(dǎo)設(shè)計(jì)的一個(gè)可用領(lǐng)域健康行為的導(dǎo)向,在完整闡述論點(diǎn)的基礎(chǔ)之上,基于PSD模型,分析了產(chǎn)品技術(shù)背景,嘗試構(gòu)建了基于智能手機(jī)的勸導(dǎo)設(shè)計(jì)系統(tǒng),并通過對(duì)既定人群(IT員工)的觀察、訪談、問卷調(diào)查,獲得了勸導(dǎo)設(shè)計(jì)的機(jī)遇、技術(shù)原理,針對(duì)性地進(jìn)行了導(dǎo)向健康行為的輕量化勸導(dǎo)APP設(shè)計(jì),系統(tǒng)呈現(xiàn)了勸導(dǎo)設(shè)計(jì)作為設(shè)計(jì)方法論在設(shè)計(jì)實(shí)踐中進(jìn)行實(shí)際操作的方法和步驟;另外,本文還對(duì)勸導(dǎo)設(shè)計(jì)可能面臨的勸導(dǎo)力、可用性、倫理問題的評(píng)估作了概括性研究。本文內(nèi)容可以指導(dǎo)以勸導(dǎo)理論為基礎(chǔ)的交互設(shè)計(jì)、產(chǎn)品設(shè)計(jì)實(shí)踐和研究,為創(chuàng)造更有影響力的產(chǎn)品提供有效的設(shè)計(jì)啟示。
[Abstract]:The behavior-centered design puts forward another kind of thinking direction different from the user-centered design (UCD) theory. the designer's work is not only to observe the user's behavior, and then to cater to the observation results with the design. In addition to completing the task of supporting the user's needs, the designer should also guide the user's behavior through design on the appropriate space and time node, and influence the direction and result of the activity. And then achieve a certain purpose other than the design itself. This kind of design thinking coincides with the basic point of view of persuasion theory. Persuasive design (PersuasiveDesign) is simple, that is to say, it is a design with persuasive intention. Interaction design focuses on how to achieve the user's goal correctly and fluently when people are in a certain task, while persuading design focuses on whether people perform a task and the change of people's attitude and behavior towards something. It focuses on the context of behavior, especially the motivation, ability and trigger factors needed to stimulate behavior. This paper systematically studies and explains the definition and characteristics of persuasion technology, the available fields of persuasive technology and the problems it faces in the field of practice. This paper also explains in detail the behavior model and basic principle of using persuasive design to change human behavior. On the basis of the most primitive starting point of persuasive theory of "using computer equipment to change human behavior and intention", this paper extends and studies the principle and possibility of using design to change human behavior from the point of view of persuasion in the non-computer field. This paper also summarizes some modes and matters needing attention in persuading design and construction. More importantly, this paper chooses the guidance of healthy behavior in one of the available areas of persuasion design, on the basis of fully expounding the argument, based on PSD model, analyzes the technical background of the product, tries to construct the persuasive design system based on smartphone, and obtains the opportunity and technical principle of persuasive design through the observation, interview and questionnaire survey of the established population (IT employees). The lightweight persuasion APP design to guide health behavior is carried out, and the methods and steps of persuading design as design methodology to carry out practical operation in design practice are presented systematically. In addition, this paper also makes a general study on the evaluation of persuasion, availability and ethics that persuasion design may face. The content of this paper can guide the interaction design based on persuasion theory, product design practice and research, and provide effective design enlightenment for the creation of more influential products.
【學(xué)位授予單位】:江南大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2014
【分類號(hào)】:TB472

【參考文獻(xiàn)】

相關(guān)期刊論文 前2條

1 費(fèi)釬;李世國(guó);;下意識(shí)行為在交互設(shè)計(jì)中的價(jià)值[J];包裝工程;2009年02期

2 孫辛欣;李世國(guó);靳文奎;;基于用戶無意識(shí)行為的交互設(shè)計(jì)研究[J];包裝工程;2011年20期



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