英文摘要 |
Nowadays, there is a huge variety of toys available in the market. When parents carefully pick suitable toys for their children, what they have in mind is to find toys that can not only enrich children’s childhood with fun and imagination but also help with their cognitive development through playing those toys. Many toy manufacturers have seen this trend as a business opportunity and designed cross-field toys, featuring designs that can facilitate children’s multidimensional thinking and even improve their intelligence. In recent years, gradually more and more attention has been paid to the theory of STEAM education in interdisciplinary fields. Thus, based on the STEAM theory, through literature review and content analyses, this study analyzed the toys with STEAM features available in the market, aiming at the following researching goals: (1) to analyze the key factors of STEAM toy design, (2) to improve the satisfaction coefficient of consumers of STEAM toys, (3) to analyze consumers’ classification of STEAM toys using Kano two-dimensional quality model, (4) to explore how consumers of different demographic backgrounds see and feel about STEAM toys, (5) to explore the importance of each aspect of STEAM toys for consumers of different demographic backgrounds, and (6) to offer suggestions regarding STEAM toy design as a reference for future toy development and design. During the first stage of this study, the content analysis method was adopted. 3 toy experts with over 20 years of toy design experiences were interviewed. Based on the 5 major elements of STEAM, the designs of 20 STEAM toys were analyzed and a total of 12 key factors of STEAM toy design were obtained, which are: (1) involving multi-fields, (2) DIY, (3) daily life application, (4) solving problem, (5) multi-sensory learning, (6) fun, (7) parent-child interaction, (8) gradual game levels, (9) new technology element, (10) logic thinking, (11) storage function, and (12) menu with rich information. According to the experts’ viewpoints, 6 aspects were summarized for designers to consider in the future when designing toys: (1) theme, (2) packaging, (3) extensibility of ways to play, (4) color combination, (5) appearance design, and (6) material safety. In the second stage, a questionnaire survey was conducted, with the subjects being 314 consumers with a child in the family aged 3 to 15. Among them, 129 were male (41%) and 185 were female (59%). The survey aimed to explore consumers’ attitudes toward and viewpoints on the STEAM toy design factors. Statistical methods including descriptive statistics, Chi-square test, and ANOVA were performed using SPSS 20.0, which is a statistical software package. And the research findings are summarized below: 1.The customer satisfaction coefficient analysis result showed that among the STEAM toy design factors, “washability” and “fun” would both significantly influence consumers’ satisfaction and were important factors that consumers would consider when choosing toys. Designers should first make improvements related to these factors to maximize the market effectiveness. 2.The STEAM toy design factors were classified as different quality elements under the KANO two-dimensional quality model. 20 of the factors were classified as “attractive quality”, 8 as “one-dimensional quality”, and 1 as “indifferent quality”. And the STEAM toy quality constructs were also classified using the two-dimensional quality model. The “safety” construct was classified as “one-dimensional quality”, and the “design structure”, “learning function”, and “game form” constructs as “attractive quality”. 3.The influences of demographic variables on the classification of the Kano two-dimensional quality model were significant. Female subjects cared about “appearance design” and “color combination” more than male ones. Parents from the north area took “food safety” of STEAM toys for granted and attached more importance to it than those from other areas. Parents who averagely spent more than NT$100 paid more attention to “age appropriateness and physical and psychological development” than those who spent less than NT$100. Mothers were more satisfied with toys featuring “no gender difference and inclusiveness” than fathers. 4.The influences of demographic variables on the importance attached to the fields of STEAM toys were also significant. Subjects of different demographic backgrounds attach different importance to different fields of STEAM toys. For example, parents with monthly income of “NT$40,001~NT$60,000” were more likely to buy “science” toys than those with monthly income of “under NT$20,000”. It can be inferred that consumers with average monthly income of “NT$40,001~NT$60,000” placed more importance on purchasing “science” toys. Compared to parents who would spend “less than NT$100” on toys, those who would spend “NT$500~NT$1,000” were more likely to buy “art” toys for their children. It can be inferred that consumers who would spend “NT$500~NT$1,000” on toys placed more importance on purchasing “art” toys. According to the finding of this study, the “fun” factor of toys was not only the key factor for STEAM toy design, but also one of the factors consumers would take into consideration when deciding which toy to buy. Therefore, it was one of the essential factors of toys. Based on the results above, this study summed up the key factors of STEAM toy design and the factors consumers would take into consideration when deciding which toy to buy, as future references for teachers in the field of education, toy designers, toy developers, and researchers doing STEAM toy related studies. |