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  • 學位論文

增加幼童餐具趣味性以促進飲食習慣培養之研究與創作-以二、三歲幼兒飲食產品互動玩具化為例

Research and Creation of Entertaining Tableware to Cultivate Eating Habits of Two and Three Year-Old Children

指導教授 : 王千睿

摘要


本研究旨在以互動玩具趣味性導入幼童餐具為媒介,增進孩童用餐時的愉悅感受,藉以輔助飲食習慣培養。藉由文獻探討幼童的發展、行為能力及飲食需求,並釐清互動玩具內涵與幼童使用時的表現。針對兒童餐具規範、材質與人因尺寸等進行資料蒐集,作為研究與創作基礎。 經同質產品分析汲取特徵:色彩以鮮豔多色為主,以其型態的本體顏色為基色調以符合聯想;造型以物體外觀簡化輪廓;部分產品增加凹凸質感以提供感官刺激。趣味性則主要為增加流程、規則或模擬、聯想等手法。 透過訪談發現,多數幼童有進食時分心導致用餐時間長的情形。提供孩童喜愛的餐具,可增加食慾或進食意願。有照護者表示,讓孩童參與料理過程,能夠增加孩童對用餐的興趣,且解決部分偏食問題;也有照護者直接提供玩具,以改善孩童離開座位的情形。 觀察記錄到孩童多使用手肘控制餐具,且垂直將餐具放入口中,因此有弧度的握柄較適合,而匙羹寬度為嘴寬的2/3為剛好。餐具的設計是否因應人體工學及使用習慣,會大幅影響進食困難度,當孩子使用餐具不順利時,會拒絕使用餐具、吃得較慢或導致髒亂,影響到進食意願。 根據文獻探討及訪談、觀察、產品分析結果,統整設計建議之彙整指南,可運用於研究創作。分別包括二、三歲幼兒之行為與能力指南、人因規範與設計指南、理念設計方向。 本研究創作成果為三組互動趣味餐具:應用感情經驗的塑形組為餐前引導,提升參與度;應用思考經驗的七巧餐盤為用餐時提升趣味;叉匙組為用餐時提供觸覺及視覺刺激。 結論與建議部分,統整將互動趣味元素轉換並導入的要點,及如何定義成功的趣味餐具,並對餐具趣味性對於飲食行為培養進行討論。建議後續研究應以幼兒的使用方式及機能為優先,外觀或其他額外功能為輔。且影響孩童用餐感受有各面向,可思考不同情境、同儕或家人的配合,對空間、環境或餐桌以等用具進行設計。

並列摘要


The purpose of this study is to cultivate children's eating behavior through enhancing the amusement of eating experience by interactivity tablewares. This study figures the development, behavioral ability, and dietary needs of young children, and clarifies the specifications of tablewares and ergonomics as the basis for product design. Through the analysis of homogeneous products, the study finds out the colors are mainly bright and multi-colored. The shape is simplified by the appearance of the object. Some products have bump textures to provide sensory stimulation. To increase their sense of enjoyment by conducting the process, rules or simulation, and other methods. Through interviewing the parents, the study found that most of the children were distracted while eating. Providing children's favorite utensils can increase appetite or willingness to eat. Some Parents said that allowing children to participate in the cooking process can increase children's interest in meals and solve part of the problem of the partial eclipse; some parents directly provide toys to improve the situation of children leaving their seats. The study observed that children use their elbows to control the cutlery and put the cutlery into the mouth vertically, so a curved handle is suitable, and the width of the spoon is half the width of the mouth is proper. Whether the design of tableware considering ergonomics and usage habits will affect the difficulty of eating. When children can not use the utensils smoothly, they will eat slowly or cause a mess, which leads to affecting their willingness to eat. The creation results proposed in this study consist of three sets of interactive tableware: the shaping sets that introduce the emotional experience to guide and increase participation; the tangram plates that introduce thinking experience to enhance the fun during meals; the fork and spoon provides tactile and visual stimulation. As the recommendation, the follow-up research should prioritize the function and children's behavior, supplemented by appearance or other additional functions. Various aspects affect children's dining experience, considering different situations, the cooperation of peers or family members to design the space, environment, dining table, and other appliances to design.

參考文獻


中文文獻
1. James E. Johnson等(1992)。兒童遊戲-遊戲發展的理論與實務(郭靜晃、吳幸玲,譯)。台北:揚智文化。
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4. Lynn R. Marotz(2015)。幼兒健康與安全:含營養與健康的概念(鐘志從,校閱)。台北:華騰。

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