目的 利用KANO-FBS-知觉图的集成设计方法,促进游戏化运动社交产品的设计创新,增加游戏化运动社交产品的用户黏性。方法 基于游戏化理论得出运动社交过程中用户在社交、授权、未知、拥有等四个方面需求,利用KANO模型对需求进行层次分析,得出基础需求、期望需求,以及兴奋需求。借助FBS映射工具进行用户需求的转化,使用知觉图得出运动社交交互产品各功能模块的设计优先级级别,最终得出运动社交产品交互系统的设计点。结果 KANO-FBS-知觉图的集成设计方法指导了游戏化运动社交产品交互系统的设计流程,促进了运动社交产品设计实践的创新。结论 游戏化理论拓宽了运动社交类产品的理论应用范围;KANO-FBS-知觉图的集成设计方法的使用为运动社交类产品的设计实践提供了参考。
Abstract
The work aims to enhance design innovation and increase user stickiness of gamified sports social products through an integrated design approach using KANO-FBS-perceptual maps. Based on the gamification theory, the work derived the four aspects of user needs such as social interaction, authorization, the unknown, and ownership in the process of sports socialization. The KANO model was used to analyze the needs hierarchically to derive the basic needs, expectation needs, and excitement needs, and transform user needs with the help of the FBS mapping tool. The perceptual map was applied to derive the design priority levels of each functional module of sports social interaction products, and finally derive the design points of the interaction system of sports socialization products. The integrated KANO-FBS-perceptual map design methodology guided the design process of the interaction system of gamified sports and social products and promoted the innovation of sports and social product design practices. The gamification theory broadens the theoretical application scope of sport social products, and the use of the integrated design method of KANO-FBS-perceptual maps provides a reference for the design practice of sport social products.
关键词
游戏化理论 /
运动健康 /
KANO模型 /
FBS映射 /
知觉图
Key words
gamification theory /
sports health /
KANO model /
FBS mapping /
perceptual map
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基金
国家社会科学基金艺术学项目(23BG140)