研究生: |
梁博凱 Po-Kai Liang |
---|---|
論文名稱: |
數位健身產品之服務設計研究 - 以跑步活動為例 Research on Service Design of Digital Fitness Products - Take Running as an Example |
指導教授: |
董芳武
Fang-Wu Tung |
口試委員: |
陳建雄
Chien-Hsiung Chen 林廷宜 Ting-Yi Lin |
學位類別: |
碩士 Master |
系所名稱: |
設計學院 - 設計系 Department of Design |
論文出版年: | 2023 |
畢業學年度: | 111 |
語文別: | 中文 |
論文頁數: | 113 |
中文關鍵詞: | 使用者經驗研究 、健身應用程式 、智慧產品服務系統 、探針工具 |
外文關鍵詞: | Research of User Experience, Fitness Applications, Smart Product-Service Systems, Probes |
相關次數: | 點閱:238 下載:0 |
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隨數位科技的進展、人口老化、疫情蔓延等議題的影響,皆成為加深人們自身保健意識的因素。因此許多企業將目光投入於發展數位健身相關之智慧產品服務系統,來滿足顧客個人化且多元的需求,然而多變的使用者需求也成為開發方須面對的一大課題;而探針工具則是能協助我們由使用者經驗中,了解顧客想法的工具之一,且在數位化的時代下,結合科技及媒體的方式也為其在執行上帶來新的可能。
因此本研究旨在探討數位健身產品之使用者經驗研究,並開發以聊天機器人為基底之探針工具,並經由使用者們對於使用數位健身產品的經驗與持續性作為分群依據,將使用者們分為初階型數位健身產品跑者與經驗型數位健身產品跑者兩類群,並進一步邀請參與者於線上填寫“我的運動日記”,以互動方式蒐集使用者經驗等相關資訊;依此進一步的開發共創工具包,來更深入探索用戶使用數位健身產品與服務之需求與想法,並以此提出數位健身產品相關洞見及未來發展方向,同時也針對本次研究工具及研究方法之成效進行探討。
彙整研究結果發現,初階型數位健身產品跑者更重視運動過程中的資訊回饋,反之經驗型數位健身產品跑者則是更在意運動結束後更實際的結果與指導,而兩類群於裝置上的共同訴求則是期望未來裝置的型態能以減少異物感和輕便的模式為主。對於本次研究所開發之共創工具則是發現,時間軸的啟發方式確實能夠協助參與者在過程中進行更有條理的思考;此外,也建議未來能導入相關設計人員進入工作坊中,來更直接且實際的針對痛點提出解決方案。
Nowadays, with the advancement of digital technology, aging population, and the impact of pandemic spread, these issues have become factors that deepen people's awareness of personal health. Therefore, companies are focusing on developing smart products and service systems related to digital fitness to meet customers' personalized and diverse needs. However, the ever-changing user demands also pose a significant challenge for developers. Probe tools serve as one of the tools to help us understand customer perspectives from user experiences, and in the digital age, combining technology and media brings new possibilities for their implementation.
Therefore, this study aims to explore the user experience of digital fitness product users and develop a chatbot-based probe tool. Participants are invited to interactively fill out "My Running Diary" online to collect user experience and relevant information. Subsequently, a co-creation toolkit will be developed to investigate users' experiences with digital fitness products and services, thereby presenting insights and future development directions for digital fitness products. Additionally, the effectiveness of the research tools and methods used in this study will also be discussed.
The research findings indicate that beginner-level digital fitness product runners place more emphasis on real-time feedback during exercise, whereas experienced-level digital fitness product runners are more concerned about practical results and guidance after the workout. Both groups share a common demand for future devices to be less intrusive and lightweight. Regarding the co-creation tool developed in this study, it was found that the timeline-inspired approach indeed helps participants to think more systematically. Additionally, it is recommended to involve relevant design professionals directly in the workshops to propose practical solutions for identified pain points.
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