The Application of Rapid Ethnography to Explore the User’s Need of New Products Development: the Case Study of Digital Learning Product for Elementary School Students.
|關鍵字:||人種誌研究方法;活動理論;劇本法;數位學習產品;rapid ethnography;activity theory;scenario;e-learning products|
Unlike design development of conventional industrial products, that of digital products has less past experience to consult. Therefore, in recent years, industrial designers have tried to implement ethnography in user behavior research to have deeper understanding on users' needs. However, the application of ethnography to industrial design has not been well developed as an efficient and systematic tool. The purpose of this research is to establish a systematic model of applying ethnography to product research through the case study of investigating the digital learning needs of elementary school students of high grade. This research is composed of two stages of field survey to understand the learning situation and behavior of elementary school students of high grade. The goal of the first stage field survey is to find out the general study behavior pattern of elementary students' at school, and also to reveal critical facts for assisting the design of the second stage field survey. The second stage field survey is mainly focused on the observation of the action, interaction and behavior of students and teacher in a specific course to understand the activities occurred in their learning process. This study obtained the in-class activities record of the students through the observation survey, and collected the in-home learning activities record of the students from the record taken by the parents with the home record tool. Moreover, this study has explored the content in satchels to analyze the common learning supplies and tools or other items carried by the students to school. By analyzing and generalizing the information collected from the field surveys, this research has identified learning activities of elementary school students of high grade and concluded some critical issues related to these activities. We then classify the activities into a map of learning matrix. The activities were further analyzed by using the scheme of activity theory. From this analysis, the specification of a e-learning product for elementary school students of high grade has been summarize and been demonstrated through a scenario, whereas six design guidelines of the product have been revealed: digitize the data, study in the playing, equipments in the place, wearable design, using originally, and uniqueness. Finally, based on the case study, a model of applying rapid ethnography in product design research has been proposed.
|Appears in Collections:||Thesis|