作品介绍
本设计最开始从生活中发现垃圾分类的痛点,通过资料查阅、文献阅读确对厨余垃圾回收环节更深入的进行了解。
在此基础上,利用竞品分析法、问卷调查法、用户访谈法对市场和用户进行挖掘,得出了厨余垃圾桶类产品基于KANO模型的高品质要素排序,并结合网络用户评论和词条对这些要素进行诠释。
在确定目标用户后,基于市场和用户的资料,运用头脑风暴法、用户行为模型法、用户旅程地图法进行设计要点总结。通过临摹插画提取产品视觉要素,并与游戏化功能相结合,整合到产品上,再经过产品内外部形态推敲,最终形成产品设计方案,包括外观、人机、结构和功能的设计。并完善与设计方案相关的使用说明书、场景概念图等方案细节。
最终产品为两个一组的家用分类垃圾桶,帮助用户在游戏化的情境下更快乐的处理家庭生活中产生的厨余垃圾。
This design first discovered the pain points of garbage classification from life. Through the data review and related paper reading I acquired a deeper understanding of the recycling processes of kitchen waste.
On this basis, I used competing product analysis method, questionnaire survey method, user interview method to excavate the market and users. Based on the KANO model, the high-quality elements of a food waste garbage bin are sequenced in the order of importance. I further interpreted these elements by integrating network user comments and entries.
After determining the target user, I used the brainstorming method, user behavior model method, and user journey map method to summarize the design points based on the market and user information. The product visual elements are extracted by copying illustrations, combined with gamification functions, and integrated into the product. The internal and external forms of the product are scrutinized to form a product design plan, including design of appearance, ergonomics, structure and function. As well as the details of the plan, such as the user manual and scene concept related to the design plan.
The final product is a two-by-one household dual-category trash can, helping users to happily deal with domestic kitchen waste in a gamified situation.