對應Z世代設計專業學生的學習需求之產品設計研究

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2025

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所謂Z世代,也可以稱為「數位原生世代」,他們與過去的世代相比,有許多不同的行為習慣,這是因為他們已經習慣了與數位科技的緊密聯繫。再加上新冠肺炎疫情席捲全球教育圈,正對仍在求學階段的Z世代學生產生了影響,因此改變了他們的學習模式。此外,考慮到設計專業的特殊性,該專業學生的學習方式也與其他學科有所區別。本研究目的在於探究Z世代大專院校設計專業學生於現況的學習過程中,有什麼樣的學習行為改變以及學習過程中產生了什麼行為需求,並透過產品設計的思維來對應此需求,進而構思輔助Z世代學習的產品設計想法。研究方法採用質性研究的途徑,並將研究方法分成三個階段,分別是半結構式問卷與深度訪談、個案行為分析、目標族群回饋分析。研究結果發現Z世代設計專業學生的學習行為會隨時依照個人需求而有所改變,具有高度個性化和多樣性的特徵,而他們在學習上的重要需求主要有四個面向:高效的資料篩選與掌握、清楚呈現想法與討論、有效的溝通與取得共識、分享與交換資訊。最後本研究為其需求所設計創作的內容為「輔助課堂記錄的智能機器人」、「輔助課堂討論的可撓式觸控軟板」、「Learner+」這三項產品設計。
Generation Z, also known as"Digital Natives", has developed numerous habits closely intertwined with digital technology. Consequently, this generation exhibits distinct behaviors when compared to previous generations. Furthermore, the global education landscape has been significantly impacted by the COVID-19 pandemic, affecting Generation Z students who are still in their academic stages, leading to changes in learning patterns. Design education, given its specialized nature, follows different learning approaches comparedto other disciplines. The purpose of this study is to analyze the learning behavior changes and emerging needs of Generation Z university students majoring in design during their current learning processes. Through the application of design thinking, the study aims to address these needs and generate innovative product design ideas that can assist Generation Z in their learning journeys. The research adopts a qualitative approach, divided into three stages: semi-structured questionnaires and in-depth interviews, case behavior analysis, and target group feedback analysis. The research findings reveal that the learning behaviors of Generation Z design students are highly personalized and diverse, adapting to individual needs in real-time. Their key learning needs can be categorized into four main aspects: efficient data filtering and mastery, clear presentation of ideas and discussions, effective communication and consensus-building, and sharing and exchanging information. In response to these needs, this study proposes three product designs: the"Smart Robot for Classroom Note-taking," the "Flexible Touch Panel for Classroom Discussions," and the "Learner+" system.

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Z世代, 行為改變五階段, 設計專業, 學習需求, 產品設計, design profession, five stages of behavior change, generation Z, learning needs, product design

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