鄭林欣 沃晨雯 王思奇 李熠炫 毛茸茸
摘要: 應(yīng)用Kano模型對(duì)苗族蠟染技藝的體驗(yàn)過程進(jìn)行用戶需求分析,文章篩選出關(guān)鍵的用戶需求進(jìn)行蠟染技藝的體驗(yàn)設(shè)計(jì),探索將蠟染技藝融入人們?nèi)粘I畹男峦緩?。首先,?gòu)建用戶體驗(yàn)地圖,得出影響用戶滿意度的16個(gè)用戶需求指標(biāo);其次,應(yīng)用Kano模型對(duì)用戶需求指標(biāo)進(jìn)行分類,得到3個(gè)基本型、5個(gè)期望型、5個(gè)魅力型和3個(gè)無差異型需求指標(biāo);最后,依據(jù)結(jié)果篩選出重點(diǎn)需求,從蠟染載體、工具與材料、體驗(yàn)流程三個(gè)模塊入手,設(shè)計(jì)出一套符合年輕群體訴求的蠟染技藝體驗(yàn)套件。研究驗(yàn)證了Kano模型在蠟染技藝體驗(yàn)設(shè)計(jì)中的可行性,從用戶體驗(yàn)的視角為苗族蠟染技藝的傳承提供新思路。
關(guān)鍵詞: 用戶體驗(yàn);Kano模型;用戶體驗(yàn)地圖;蠟染;用戶需求;非物質(zhì)文化遺產(chǎn);體驗(yàn)設(shè)計(jì)
中圖分類號(hào): TS941.2;J523.2 ? ?文獻(xiàn)標(biāo)志碼: A ? ?文章編號(hào): 1001-7003(2022)01-0102-07
引用頁碼: 011202DOI: 10.3969/j.issn.1001-7003.2022.01.015
蠟染在古代被稱為“蠟纈”,是中國(guó)民間傳統(tǒng)的防染手工技藝之一。2006年,苗族蠟染入選第一批國(guó)家級(jí)非物質(zhì)文化遺產(chǎn)代表性項(xiàng)目名錄。然而,隨著時(shí)代發(fā)展,蠟染技藝受到現(xiàn)代多元化藝術(shù)市場(chǎng)的沖擊,生存空間愈漸狹小,主要存在產(chǎn)品同質(zhì)化嚴(yán)重、技藝傳承人斷層、審美不符合現(xiàn)代市場(chǎng)需求等問題[1-2]。因此,從消費(fèi)者需求角度探索蠟染技藝的發(fā)展路徑顯得尤為重要。
目前,蠟染技藝傳承的相關(guān)研究主要集中在生產(chǎn)性保護(hù),包括蠟染工藝的精進(jìn)[3]和蠟染紋樣的現(xiàn)代化應(yīng)用[4],但難免缺失蠟染的原真性。對(duì)此,部分學(xué)者提出對(duì)非遺手工藝進(jìn)行體驗(yàn)化,賦予非遺“體驗(yàn)”屬性[5]。同類研究也表明,從非遺發(fā)展和顧客需求滿足視角來看,通過正確評(píng)估非遺元素自身優(yōu)勢(shì)使得消費(fèi)者一目了然獲得產(chǎn)品所指,不僅能讓消費(fèi)者在體驗(yàn)中感受到傳統(tǒng)文化魅力,更有助于提升社會(huì)影響力和商業(yè)價(jià)值[6]。因此,本文從用戶體驗(yàn)的視角,對(duì)蠟染技藝融入人們?nèi)粘I畹男峦緩竭M(jìn)行探索,通過系統(tǒng)的體驗(yàn)設(shè)計(jì),試圖讓用戶感受蠟染中蘊(yùn)含的造物智慧,推動(dòng)蠟染技藝在年輕群體中廣泛傳播。由于傳統(tǒng)蠟染技藝工序繁多,為了實(shí)現(xiàn)用戶滿意度最大化,本文應(yīng)用Kano模型對(duì)用戶需求進(jìn)行分類和篩選,最終設(shè)計(jì)出符合年輕群體訴求的蠟染技藝體驗(yàn)套件。
1 研究模型
Kano模型是由東京理工大學(xué)教授狩野紀(jì)昭(Noriaki Kano)發(fā)明的定性分析模型[7],根據(jù)用戶需求與產(chǎn)品/服務(wù)質(zhì)量特性的關(guān)系,從多維度對(duì)產(chǎn)品滿足用戶需求的程度和變化趨勢(shì)進(jìn)行劃分,將產(chǎn)品/服務(wù)質(zhì)量特性分為五類(圖1)[8]。其中,基本型屬性(Must-be Quality)表示具備該屬性時(shí)對(duì)滿意度沒有影響,不具備時(shí)會(huì)造成滿意度降低;期望型屬性(One-dimensional Quality)表示具備時(shí)可以提升用戶滿意度,反之則降低;魅力型屬性(Attractive Quality)表示具備時(shí)可以提升滿意度,不具備時(shí)沒有影響;無差異型屬性(Indifferent Quality)表示具不具備該屬性對(duì)滿意度都沒有影響;反向型屬性(Reverse Quality)表示具備時(shí)反而會(huì)降低滿意度,反之則會(huì)提升。
應(yīng)用Kano模型的流程如下:首先設(shè)計(jì)調(diào)查問卷,設(shè)置正反向兩個(gè)問題,請(qǐng)目標(biāo)用戶分別對(duì)產(chǎn)品滿足或不滿足的用戶需求情況進(jìn)行評(píng)價(jià),答案選項(xiàng)為“滿意”“理所當(dāng)然”“無所謂”“勉強(qiáng)接受”和“不滿意”,得到不同用戶需求對(duì)用戶滿意度的影響程度;然后根據(jù)Kano模型評(píng)價(jià)標(biāo)準(zhǔn)(表1)對(duì)用戶需求進(jìn)行屬性分類,表1中A對(duì)應(yīng)Attractive Quality(即魅力型屬性)、O對(duì)應(yīng)One-dimensional Quality(即期望型屬性)、M對(duì)應(yīng)Must-be Quality(即基本型屬性)、I對(duì)應(yīng)Indifferent Quality(即無差異型屬性)、R對(duì)應(yīng)Reverse Quality(即反向型屬性)。選擇頻數(shù)最高的屬性作為最終類別。
對(duì)分類后的用戶需求分別進(jìn)行Better-Worse系數(shù)計(jì)算,并以Better為橫坐標(biāo)、Worse為縱坐標(biāo)構(gòu)建敏感性散點(diǎn)圖,距離原點(diǎn)越遠(yuǎn)的用戶需求對(duì)滿意度的影響敏感性越高,應(yīng)當(dāng)優(yōu)先實(shí)施。計(jì)算公式如下:
Better=A+OA+O+M+I(1)
Worse=O+MA+O+M+I(2)
式中:Better為滿意度系數(shù);Worse為不滿意度系數(shù);A、O、M、I分別表示魅力型、期望型、基本型、無差異型屬性指標(biāo)頻數(shù)。
2 應(yīng)用與分析
2.1 提取用戶需求指標(biāo)
蠟染技藝是以蠟為隔水材料的防染技術(shù),基礎(chǔ)工序如下:首先通過反復(fù)搓洗、打磨等方式處理布料,使之更易于上蠟和染色;然后構(gòu)思圖案,勾勒出大致的輪廓;接著加熱固態(tài)蠟至液態(tài),用銅制的蠟刀蘸取蠟液,在布料上繪制圖案,繪制的過程稱為“點(diǎn)蠟”;以藍(lán)靛為染料制成染液,將布料進(jìn)行反復(fù)染色;清洗后加熱煮沸,洗去表面浮蠟;最后晾干、熨燙,得到藍(lán)白相間的蠟染作品。根據(jù)以上工序,將蠟染技藝體驗(yàn)分為6步,分別是設(shè)計(jì)、融蠟、點(diǎn)蠟、染色、脫蠟和收尾,現(xiàn)代化的蠟染體驗(yàn)流程還包括體驗(yàn)前的準(zhǔn)備工作階段和體驗(yàn)后的展示階段。
邀請(qǐng)8位被試者參與初步的蠟染技藝體驗(yàn)。手工藝體驗(yàn)類項(xiàng)目的目標(biāo)人群年齡集中在20~29歲[9],本文將被試者年齡設(shè)定在此區(qū)間內(nèi),男女比例為1 ︰ 1,均為初次體驗(yàn)蠟染,受過良好教育,能夠理解問卷內(nèi)容。實(shí)驗(yàn)工具有小型專業(yè)融蠟爐、蠟粒、大中小三種型號(hào)蠟刀、棉布、鉛筆和蝴蝶紋參考紋樣。實(shí)驗(yàn)人員引導(dǎo)被試者完成體驗(yàn),對(duì)過程進(jìn)行視頻記錄和計(jì)時(shí)。
對(duì)被試者進(jìn)行訪談,匯總得到16個(gè)用戶需求指標(biāo),然后構(gòu)建蠟染技藝的用戶體驗(yàn)地圖(圖2)。
2.2 用戶需求指標(biāo)的Kano屬性分類
依據(jù)16項(xiàng)用戶需求指標(biāo)制定調(diào)查問卷,邀請(qǐng)50位被試者參與最終的蠟染技藝體驗(yàn),并填寫調(diào)查問卷。實(shí)驗(yàn)人員對(duì)體驗(yàn)過程進(jìn)行視頻記錄。本次實(shí)驗(yàn)共計(jì)發(fā)放問卷50份,回收有效問卷48份。 ?匯總數(shù)據(jù),對(duì)16項(xiàng)用戶需求指標(biāo)進(jìn)行Kano屬性分類,并計(jì)算Better-Worse系數(shù),結(jié)果如表2所示。統(tǒng)計(jì)結(jié)果顯示,基本型(M)、期望型(O)和魅力型(A)屬性類別下分別有3個(gè)、5個(gè)和5個(gè)指標(biāo),無差異型(I)和反向型(R)屬性類別下分別有3個(gè)和0個(gè)指標(biāo)。
2.3 用戶需求指標(biāo)優(yōu)先級(jí)排序
繪制用戶需求指標(biāo)的Better-Worse敏感性散點(diǎn)圖(圖3),直觀地獲得優(yōu)先級(jí)排序。以原點(diǎn)為圓心、原點(diǎn)到P點(diǎn)(以Better和Worse的平均值組成的點(diǎn))為半徑作圓,在圓范圍之外的指標(biāo)為高敏感性,對(duì)用戶滿意度的影響程度高于圓范圍以內(nèi)的指標(biāo)。最終得到優(yōu)先級(jí)排序,如表3所示。由表3可以看出,有10個(gè)用戶需求指標(biāo)是高敏感性、6個(gè)是低敏感性,期望型屬性B8(使用材料環(huán)保)、基本型屬性B4(保證過程安全)和期望型屬性D4(提供參考紋樣)優(yōu)先次序最高,說明用戶最關(guān)心的是材料的環(huán)保性、過程的安全性及是否提供參考紋樣。
3 蠟染技藝體驗(yàn)設(shè)計(jì)
根據(jù)Kano模型的定義,無差異型屬性對(duì)用戶滿意度的影響程度很小,故設(shè)計(jì)時(shí)一般不作考慮。優(yōu)先實(shí)現(xiàn)敏感性高的10個(gè)用戶需求指標(biāo),且以優(yōu)先級(jí)最高的三個(gè)用戶需求指標(biāo)(B8、B4、D4)作為主要訴求點(diǎn),在產(chǎn)品營(yíng)銷時(shí)把三個(gè)指標(biāo)作為產(chǎn)品的亮點(diǎn),提高市場(chǎng)競(jìng)爭(zhēng)力。低敏感性的需求雖然對(duì)用戶滿意度的影響不明顯,但并非就不值得考慮,在滿足高敏感性需求的前提下,最終選擇低敏感性需求B1、C2作為設(shè)計(jì)的補(bǔ)充。
蠟染技藝體驗(yàn)設(shè)計(jì)分為三個(gè)模塊,分別是蠟染載體、工具與材料及體驗(yàn)流程。
3.1 蠟染載體設(shè)計(jì)
蠟染載體的設(shè)計(jì)是提升用戶滿意度的關(guān)鍵環(huán)節(jié),包括1個(gè)高魅力型D3和3個(gè)高期望型D4、D2、D1。
1) D3(成品實(shí)用價(jià)值):本設(shè)計(jì)目的是在年輕群體中傳播蠟染文化,因此選擇手帳本作為蠟染載體形式。近年來,“手帳”在中國(guó)文藝青年群體中逐漸流行,以現(xiàn)代化的形式帶領(lǐng)受眾人群重歸“慢”生活[10],與蠟染技藝體驗(yàn)的設(shè)計(jì)理念相契合。所需材料包括布藝書套一塊、書頁紙芯一本。
2) D4(提供參考紋樣):傳統(tǒng)蠟染紋樣源于族人對(duì)大自然的觀察與想象,題材分為幾何類、自然類及兼具兩者元素的混合類[11]。太陽紋屬于混合類,基本構(gòu)成元素是幾何圖形,使用重復(fù)、發(fā)射等手法構(gòu)成太陽的形象,表達(dá)了苗族人民對(duì)大自然的敬畏之情。本設(shè)計(jì)以太陽紋作為設(shè)計(jì)原型,以現(xiàn)代審美為基礎(chǔ),采用繼承設(shè)計(jì)法[12]對(duì)紋樣進(jìn)行設(shè)計(jì)轉(zhuǎn)化(圖4);并將原始載體進(jìn)行矢量化,提取基礎(chǔ)幾何紋樣作為參考,用戶可通過不同的構(gòu)成手法進(jìn)行變形和延伸,個(gè)性化地自由組合成新圖案。
3) D2(保證圖案美觀):以基礎(chǔ)幾何紋樣作為參考圖案。簡(jiǎn)單重復(fù)的幾何圖形繪制難度低,需引導(dǎo)用戶反復(fù)練習(xí)蠟刀操作,可借助尺子輔助繪制,對(duì)初學(xué)者友好。圖案保留了傳統(tǒng)蠟染元素,組合形式又具有現(xiàn)代感,簡(jiǎn)單易學(xué),同時(shí)留有一定的創(chuàng)作空間,可提升用戶的成就感。
4) D1(保證染色效果):染色效果與布料、染料、染色手法相關(guān)。以藍(lán)靛作為染料,使用還原染色法[3],冷水浸染,簡(jiǎn)化體驗(yàn)步驟,優(yōu)化體驗(yàn)感。最佳的染色手法是每浸染10 min拿出來氧化20 min左右,每重復(fù)浸染一次加深一個(gè)級(jí)別,最多重復(fù)6次,得到6個(gè)不同的顏色等級(jí),用戶可對(duì)照色卡選擇自己偏好的顏色。
最終的蠟染手賬本效果如圖5所示,融合了傳統(tǒng)紋樣與當(dāng)代審美,體現(xiàn)出載體的藝術(shù)感、實(shí)用性和品質(zhì)感。
3.2 工具和材料設(shè)計(jì)
包括2個(gè)高期望型B8、B3,2個(gè)高基本型B4、B6,1個(gè)高魅力型B7和1個(gè)低魅力型B1。以環(huán)保性、安全性為主要訴求點(diǎn),選擇合適的工具和材料,要求便于清理、布料平整、減少浪費(fèi),并設(shè)計(jì)吸引用戶、便于運(yùn)輸和收納的包裝。
1) B8(使用環(huán)保材料):環(huán)保問題與材料的選擇有關(guān),選材也影響D2(保證圖案美觀)和D1(保證染色效果),需要一起考慮。傳統(tǒng)蠟染取材自當(dāng)?shù)靥烊划a(chǎn)物,如蜂蠟和板藍(lán)根等。本設(shè)計(jì)選擇比例為2 ︰ 1 ︰ 1的蜂蠟、白蠟和石蠟的混合蠟作為防染媒介[13],融蠟溫度控制在60~70 ℃,上蠟的滲透率相對(duì)最好;選擇藍(lán)靛泥作為染料,純天然無公害,采用還原染色法,直接冷水染色,質(zhì)量濃度在4~5 g/L,染色效果藍(lán)白相間,展現(xiàn)蠟染的淳樸寧靜之美。
2) B7(減少材料浪費(fèi)):為減少材料的浪費(fèi),以體驗(yàn)的最佳效果為準(zhǔn)給定混合蠟和藍(lán)靛泥的用量。材料提供雙份,以備不時(shí)之需。
3) B4(保證過程安全):由圖2可知,可能引起安全問題的工具是融蠟和脫蠟時(shí)使用的加熱裝置。為排除用明火或無火傳導(dǎo)式的加熱方式,本設(shè)計(jì)選取小型電磁爐,具有安全性能高、環(huán)保無害、升溫速度快等優(yōu)點(diǎn)[14],配備不銹鋼材質(zhì)的融蠟碗和鍋,用于融蠟和煮沸脫蠟,具有輕便、耐用、便于清洗等特點(diǎn)。
4) B3(體驗(yàn)保持清潔):考慮配備一次性手套和圍裙,但環(huán)保性需求的優(yōu)先級(jí)高于清潔需求,因此排除了這一方案,而是讓用戶在體驗(yàn)前自備塑膠手套、圍裙等日常用品。手賬本作為載體需要配備一個(gè)布藝書套,書套外層選用厚實(shí)的棉麻布料,這種布料材質(zhì)的點(diǎn)蠟和染色效果相對(duì)較好;書套內(nèi)部縫制毛氈襯墊,防止蠟液滲透到桌面,保持桌面整潔。
5) B6(保持布料平整):手賬本書套內(nèi)部的毛氈襯墊可使書套保持平整挺闊,并提示有條件的用戶對(duì)書套進(jìn)行熨燙。
6) B1(包裝設(shè)計(jì)精巧):現(xiàn)代包裝設(shè)計(jì)對(duì)于產(chǎn)品最重要的價(jià)值在于宣傳品牌、吸引消費(fèi)者、提升產(chǎn)品的附加值等[15]。因此,將B1作為本設(shè)計(jì)的補(bǔ)充。提取苗族服飾常用的藍(lán)、黃、黑配色[16]為主色調(diào),體現(xiàn)蠟染的傳統(tǒng)文化特色;標(biāo)識(shí)工具和材料的名稱、用法及用量。
最終,蠟染技藝體驗(yàn)套件的工具與材料包裝(圖6)包括1個(gè)PP材質(zhì)外殼、1臺(tái)電磁爐、1個(gè)不銹鋼加熱容器、2個(gè)蠟粒包、2個(gè)藍(lán)靛泥包、2把中號(hào)蠟刀、1支水溶性筆、1只融蠟碗、1個(gè)棉麻布書套、1本內(nèi)書頁。組合后整體體積小、質(zhì)量輕,便于線上銷售和遠(yuǎn)距離運(yùn)輸;工具可重復(fù)利用,再次購(gòu)買相應(yīng)的材料即可進(jìn)行多次體驗(yàn)和學(xué)習(xí)。
3.3 體驗(yàn)流程設(shè)計(jì)
包括1個(gè)高基本型C1和1個(gè)低魅力型C2。
1) C1(提供體驗(yàn)說明):要求設(shè)計(jì)直觀易懂的體驗(yàn)說明書??紤]到環(huán)保的要求,以電子版本代替紙質(zhì)說明書(圖7(a)),以微信公眾號(hào)作為在線互動(dòng)平臺(tái),發(fā)布蠟染體驗(yàn)說明書,方便用戶在體驗(yàn)時(shí)查看,可以以文本、圖片、視頻等形式呈現(xiàn),便于及時(shí)更新;以簡(jiǎn)筆畫形式對(duì)體驗(yàn)步驟進(jìn)行可視化(圖7(b));除此之外,還可以陸續(xù)發(fā)布新的參考紋樣、產(chǎn)品推薦、注意事項(xiàng)、非遺小知識(shí)等(圖7(c)),提供后續(xù)服務(wù),宣傳蠟染文化。
2) C2(優(yōu)化無趣步驟):由圖2可知,脫蠟和體驗(yàn)后的清理過程是全流程中體驗(yàn)反饋?zhàn)畈畹牟糠?。脫蠟有技巧可循,提示用戶在煮蠟后仍用熱水沖洗浮蠟;清理過程與體驗(yàn)的清潔度和產(chǎn)生的廢料量有關(guān),由B3(體驗(yàn)保持清潔)、B7(減少材料浪費(fèi))決定,在上文已得到解決,因此作為設(shè)計(jì)補(bǔ)充。
4 結(jié) 語
蠟染是一種古老的防染印花工藝,與許多手工技藝一樣,都面臨工業(yè)化、圖案固化、人才斷層等影響。本文嘗試應(yīng)用Kano模型對(duì)用戶需求進(jìn)行分類和排序,篩選出影響用戶滿意度的關(guān)鍵需求,從紋樣再造、成品載體、體驗(yàn)流程、場(chǎng)景工具等角度開展設(shè)計(jì)規(guī)劃,為蠟染技藝在年輕群體中的傳承提供了新的思路,讓更多人從“非遺消費(fèi)者”的身份轉(zhuǎn)換到“技藝傳承者”,對(duì)于蠟染技藝的傳承具有積極意義。
蠟染技藝體驗(yàn)的需求會(huì)因文化差異而不同,且會(huì)隨時(shí)間變化。本文由于實(shí)驗(yàn)條件限制,沒有對(duì)用戶群體進(jìn)行細(xì)分且被試樣本數(shù)量較少,所得結(jié)果有一定的局限性。未來將針對(duì)不同文化背景的人群進(jìn)行深入研究,完善蠟染技藝的體驗(yàn)設(shè)計(jì),以滿足更廣闊的蠟染體驗(yàn)市場(chǎng)需求。
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Abstract: Batik, once known as "wax valerian" in ancient times, is one of the most famous folk traditional anti-dyeing techniques in China. In 2006, Miao batik was selected into the first batch of national intangible cultural heritage representative projects. However, with the development of times, batik art under the negative impact of modern diversified art market has survived in an increasingly narrow space. There mainly exist problems such as serious homogeneity of products, few inheritors of batik art and aesthetics inconformity to the modern market needs. Therefore, it is particularly important to explore the development paths of batik art from the perspective of consumer demand. Similar studies show that from the perspectives of intangible cultural heritage development and customer demand satisfaction, correct assessment of the advantages of intangible cultural elements allows consumers to clearly understand what the product refers to, which not only allows consumers to feel the charm of traditional culture in the experience, but also helps improve the social influence and commercial value of batik art. Therefore, this paper aims to explore a new path for integrating batik art into people’s daily lives from the perspectiveof user experience and tries to let users feel ancient wisdom of creation contained in batik art through systematic experience design and promote thewidely dissemination of batik art among young generations.
Considering various processes of traditional batik art, the Kano model was adopted to classify and screen user demands in order to maximize users’ satisfaction. Firstly, eight participants aged between 20 and 29 were invited to participate in the preliminary batik experience experiment. On this basis, 16 user demand indicators were extracted. After that, 50 eligible participants were invited to participate in the formal batik experience experiment to fill out the questionnaires to determine the Kano attribute classification of user demand indicators. Three basic attributes, five expected attributes, five attractive attributcs and 3 undifferentiated attributes were obtained. Then, through the calculation of Better-Worse values, the priority ranking of 16 user demand indicators was obtained. It is found that users are most concerned about the environmental protection of the materials used in the product, the safety of the experience process and whether the product designer provides referential pattern. Based on the definition of Kano attributes, the top 12 user demand indicators were finally selected. Based on the above, a batik art experience kit that could meet the demands of young generations was designed, consisting of three modules, namely, "Batik Carrier", "Tools and Materials" and "Experience Process". In this paper, the Kano model was applied to the experience design of batik art, and its feasibility in the experience design was verified, thus providing a new idea for the inheritance and research of intangible cultural heritage art. With pure natural blue indigo mud and beeswax as the main raw materials, the final design fully considers user security during the usage. The referential pattern inspired by traditional batik pattern is simple and beautiful through design transformation in line with modern aesthetics, and is suitable for beginners to learn.
This research attempted to adopt the Kano model to classify and sort out user demands so as to screen out the key demands that affect users’ satisfaction. Then, this research carried out design planning from the perspectives of pattern reconstruction, finished product carriers, experience processes and scene tools, provided new ideas for the inheritance of batik art among young generations and allowed more people to switch from the role of "intangible cultural heritage consumers" to "art inheritors", which is of positive significance for the inheritance of batik art. However, due to the limited experimental conditions, this research has failed to subdivide user groups, and the number of samples is small, so the results obtained have certain limitations. In the future, in-depth research will be conducted among people with different cultural backgrounds to improve the experience design of batik art so as to meet the demands of the broader batik experience market.
Key words: user experience; Kano model; user experience map; batik; user demand; intangible cultural heritage; experience design