On fun theory approach to product design and user behavior change

碩士 === 國立雲林科技大學 === 工業設計系碩士班 === 100 === This study aims to investigate whether products designed through the Fun Theory approach can really cause a behavior change on it users. This paper firstly reviewed the literature about Behaviral Change and theories about Humorous Design and Game Design, then...

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Bibliographic Details
Main Authors: Chia-wei You, 游家緯
Other Authors: Man-Lai You
Format: Others
Language:zh-TW
Published: 2012
Online Access:http://ndltd.ncl.edu.tw/handle/69528117629330695368
Description
Summary:碩士 === 國立雲林科技大學 === 工業設計系碩士班 === 100 === This study aims to investigate whether products designed through the Fun Theory approach can really cause a behavior change on it users. This paper firstly reviewed the literature about Behaviral Change and theories about Humorous Design and Game Design, then analyzed 8 award-winning products claiming to have used the Fun Theory in their design. Bazed on the review and analysis, the basic dimensions and elements of Fun Theory could be thus summariezed as follows. A Fun Theory product, in the first stage, i.e., the behaviral change stage, by providing the product users actual benefits, funny visual/audial feedbacks, opportunities of engaging in games, etc., the product builds a physical interaction with its users. In the second stage, should possess in its form a humorous semantic content which can arouse a feeling of fun. In order to verify the assumption obtained from the previous study, two bike racks were developed with the objective of arousing the interest of the users, so as to increase the use rate of the bike racks, and a comparison is formed by other six existing racks, validating user''s feeling of fun by the semantic differential method and the willingness of use. the results reveals that subjects felt an emotion of interesting with the fun theory based racks ,in the dimension of parking willingness change, the new model have a higher using intention compared to the existing racks. In the results of the semantic differential analysis, users considered not only the importance of fun, but also practical using problems. Still other factor bring the defference with willing of use, such as the type of bicycle riding.